Welcome to mirror list, hosted at ThFree Co, Russian Federation.

git.blender.org/blender.git - Unnamed repository; edit this file 'description' to name the repository.
summaryrefslogtreecommitdiff
AgeCommit message (Collapse)Author
2014-04-23Fix T39852: Crash (Blender internal) large objectsCampbell Barton
Add check when bounds reached inf
2014-04-23Quiet warningsCampbell Barton
2014-04-23Add asserts to raytrace get/set_cut functionsCampbell Barton
2014-04-23Fix T39847: Followup to rB6babb4d12b8b.Bastien Montagne
As suggested by Campbell, bump subversion and reset all ui_previews data (so that any file that could have been corrupted in past two weeks because of this bug is fixed and valid again).
2014-04-23Fix T39848: Reroute nodes were not handled properly after compositorLukas Tönne
cleanup patch. These simply need a proxy node, which will be replaced by direct operation links afterward.
2014-04-23Fix T39828: Incorrect render layer visibility display for animated render ↵Bastien Montagne
layers. More like a workaround, current depsgraph does not really allow for animated layers, esp. when we alwys expect at least one to be enabled (same issue as with basic Scene layers).
2014-04-23Fix T39781: Autosmooth feature: erroneously showing hidden vertices' normals ↵Bastien Montagne
too when in "vertex per face" display So, turned out after all we need a foreachmapped helper for loops as well... :/ CDDM and EBDM were reasonably simple, but I fought hours with CCGDM (subsurf) to find only a bad working solution (see D478). So I fallback to a code similar to CDDM one. Probably not nice for performances, but loops and subsurf are not matching well... Reviewers: campbellbarton CC: brecht Differential Revision: https://developer.blender.org/D478
2014-04-23Fix compilation on OSX after previous commitSergey Sharybin
EXPECT_EQ wasn't defined in the scope.
2014-04-23Update ffmpeg in install_deps.sh to 2.1.4.Bastien Montagne
2014-04-23Cleanup in modifier stack evaluation: deduplicate final tessellation ↵Bastien Montagne
handling code between editmode and objectmode functions. No behavioral change expected!
2014-04-23Fix T39849: Adding links directly between node group input/outputLukas Tönne
extension sockets would create additional extension sockets instead of simply ignoring them.
2014-04-23Libmv cleanup: move aligned malloc implementation into own fileSergey Sharybin
It was rather stupid having it in brute region tracker, now it is in own file in base library.
2014-04-23Code cleanup: style and use switch () for (un)packCampbell Barton
2014-04-23Fix T39847: uiPreview not being copied with areasCampbell Barton
2014-04-23Quiet warningCampbell Barton
2014-04-23Blender Internal: Add material property "Cast" which can disable both ray ↵IRIE Shinsuke
and buffer shadows. Also refactor: - Material property UI related to shadows - Preparation of OR-ed mode flags (ma->mode_l) of render materials Reviewers: brecht Reviewed By: brecht Differential Revision: https://developer.blender.org/D313
2014-04-23Added missing bpy.data.linestyles.is_updated property.Tamito Kajiyama
Reference: http://wiki.blender.org/index.php/Dev:2.6/Source/Render/UpdateAPI
2014-04-23WhitespaceJoshua Leung
2014-04-23Applying same fix for snapping keyframes in Graph EditorJoshua Leung
2014-04-23Fix T39850: Graph Editor - 'Mirror Over First Selected Marker' mirrors over ↵Joshua Leung
frame 0 instead Problem was introduced back in 2.70 during Project Pampa when the FCurve Normalisation feature was introduced. The cause was that the normalised cursor value was always getting passed to the KeyframeEditData context, even when it wasn't needed.
2014-04-23BGE Cleanup: Removing all of the my_* functions in ↵Mitchell Stokes
KX_ConvertPhysicsObjects.cpp that were used to get bounds information Now we just use BKE_object_boundbox_get().
2014-04-23BGE Cleanup: Removing KX_ObjectProperties, KX_BoundBoxClass, KX_BoxBounds, ↵Mitchell Stokes
and KX_CBounds These were used in BL_CreatePhysicsObjectNew() in the converter. However, all of the data put into KX_ObjectProperties was then copied again in KX_ConvertBulletObject(). So, instead KX_ConvertBulletObject() now gathers the information it needs itself, which avoid this odd double conversion step for physics. As a side-effect, the old code would result in static non-mesh objects with no bounds set to still have triangle mesh bounds. This would result in no bounds for these objects. If a bounds was set that required a mesh, non-mesh objects would become sphere bounds. This is now true regardless of whether user bounds were set. In other words, static non-mesh objects now use sphere bounds by default instead of mesh bounds. This might slightly alter some games, but these objects should generally be set to No Collision anyways.
2014-04-23Fix T39458: Switching physics type from Character to Dynamic enables ghost ↵Mitchell Stokes
flag silently Enabling ghost for Sensors and Characters is now done in conversion rather than when setting the RNA.
2014-04-23Cycles: some tiny hair intersection optimizations that help maybe 2%.Brecht Van Lommel
2014-04-23Fix occasional wrong normal for curves with minimum width.Brecht Van Lommel
This caused a couple of fireflies in koro_final.blend. The wrong normal would cause the shading point to be set as backfacing, which triggered another bug with hair BSDFs on the backface of hair curves. That one is not fixed yet but there's a comment in the code about it now.
2014-04-22Fix T39429: Project paint error with UV bleedCampbell Barton
2014-04-22Apparently msvc doesn't have #warningSergey Sharybin
It's unclear how to deal with symlinks on windows as well..
2014-04-22Math Lib: move barycentric_weights_v2_persp to into math_geomCampbell Barton
2014-04-22Cycles: optimization for hair BVH build, allow max 2 hair curves per leaf.Brecht Van Lommel
This gives me 14% reduction in render time for koro_final.blend.
2014-04-22BMesh: minor optimizations for shapekey lookups on conversionCampbell Barton
2014-04-22Add type checks for Python context overridesCampbell Barton
it was too easy to use invalid types which would crash or fail silently.
2014-04-22Code cleanup: use const for rnaCampbell Barton
2014-04-22View3d: api naming, for setting the view matrix.Campbell Barton
2014-04-22OSX: tentative fix for D472, ditto creates dirs when needed automatically, ↵Jens Verwiebe
also thin out lib. Todo: rather not build the intermediate bins with openmp dependency anyway
2014-04-22Correction to O_NOFOLLOW commit to make it more portableSergey Sharybin
2014-04-22install_deps: update to py3.4 and numpy1.8.Bastien Montagne
2014-04-22Don't follow symlinks when writing autosave or quit.blendCampbell Barton
D253 from Lawrence D'Oliveiro
2014-04-22Corrected the commentSergey Sharybin
2014-04-22Switch buildbot to Python-3.4.0Sergey Sharybin
2014-04-22BLI_open: check returned value for `-1` instead of `< 0`Campbell Barton
2014-04-22Code cleanup: replace int with boolean.Tamito Kajiyama
2014-04-22Fix T39833: Nurbs CrashBastien Montagne
Converting empty object to mesh can generate a 'Null' BL:Mesh, we have to check against it.
2014-04-21Follow up to previous commit: tweak RE_RAYTRACE_EPSILON (correction value usedBastien Montagne
when checking neighbor faces against shadowing).
2014-04-21Fix T39735: New auto smooth creates artifacts with flat shaded faces(BI)Bastien Montagne
This actually had nothing specific to new split normals, it was an internal limitation of BI raytracer, which would check against neighbor face shadowing only when they shared a common vertex, now it also performs checks when both faces have a vertex with a common "ancestor" (org index). Note this allows to also fix same issue when using SplitEdges modifier (and potentially others?), but only when AutoSmooth is enabled (due to some compute/mem overhead, we do not want to enable this code systematically). Thanks to Brecht for advices and review!
2014-04-21OSX: always create a window in normal state, not fullscreen or iconized …Jens Verwiebe
2014-04-21Cycles: shadow function optimization for transparent shadows (CPU only).Brecht Van Lommel
Old algorithm: Raytrace from one transparent surface to the next step by step. To minimize overhead in cases where we don't need transparent shadows, we first trace a regular shadow ray. We check if the hit primitive was potentially transparent, and only in that case start marching. this gives extra ray cast for the cases were we do want transparency. New algorithm: We trace a single ray. If it hits any opaque surface, or more than a given number of transparent surfaces is hit, then we consider the geometry to be entirely blocked. If not, all transparent surfaces will be recorded and we will shade them one by one to determine how much light is blocked. This all happens in one scene intersection function. Recording all hits works well in some cases but may be slower in others. If we have many semi-transparent hairs, one intersection may be faster because you'd be reinteresecting the same hairs a lot with each step otherwise. If however there is mostly binary transparency then we may be recording many unnecessary intersections when one of the first surfaces blocks all light. We found that this helps quite nicely in some scenes, on koro.blend this can give a 50% reduction in render time, on the pabellon barcelona scene and a forest scene with transparent leaves it was 30%. Some other files rendered maybe 1% or 2% slower, but this seems a reasonable tradeoff. Differential Revision: https://developer.blender.org/D473
2014-04-21Cleanup: Remove OpenCL __MULTI_CLOSURE__ sanity check, not needed anymore ↵Thomas Dinges
after 04a10907dc41.
2014-04-21Fix another shading issue with new split normals (deform modifier after a ↵Bastien Montagne
subsurf one). Just always tag tessellated CDlayers as dirty when we recompute split normals! Also simplified a bit end of mesh_calc_modifiers.
2014-04-21Cleanup: Pass PathState as a whole, instead of individual members.Thomas Dinges
Differential Revision: https://developer.blender.org/D477
2014-04-21BMesh Inset: remove hack to store coords in normalsCampbell Barton