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2016-06-09Compilation error fix after recent cleanupcompositor-2016Sergey Sharybin
Please do not do cleanups in minimal configuration, doing that has been proven to only cause issues without solving anything meaningful ;)
2016-06-09Cleanup: GPU arg wrappingCampbell Barton
2016-06-09Cleanup: GPU headersCampbell Barton
2016-06-09GPU: avoid disabling basic-shader for lassoCampbell Barton
Replace glDrawPixels w/ glaDrawPixelsTex
2016-06-09Fix armature stick draw, unpack-alignment was set but never restoredCampbell Barton
Drawing a single stick bone set the alignment to 1, applying this setting to the rest of Blender.
2016-06-09glutil: add glaGetOneInt helperCampbell Barton
2016-06-08disable glsl, glew import different on mac. Check on viewer node do_output ↵Monique Dewanchand
io active. First check bnode output buffer, can be null, prevent compo from crashing.
2016-06-08Depsgraph: Avoid redundant connection from IK solver to chainSergey Sharybin
Could give barely measurable speedup on a complex rigs.
2016-06-08Depsgraph: Remove unused codeSergey Sharybin
Became obsolete after recent changes.
2016-06-08Depsgraph: Optimize flush update when there's few objects and fewzillions of ↵Sergey Sharybin
bones Avoid annoying checks form inside operations loop, gives few percent speedup in files like army_of_blenrigs.
2016-06-08GPU: fix texface image w/ basic-shaderCampbell Barton
2016-06-08Make uiLists placed in popups usableJulian Eisel
It's still not completely working - there are still some glitches - but far better than before. To make buttons of the uiList work, you have to add a 'check' callback to the operator that invokes the menu. Only if it returns True, the uiList gets refreshed. To avoid this we have to make the region refresh tagging in the entire button handling a bit smarter. Changes I had to do: * Call uiList handling from menu/popup handling if needed. * Make uiList handling use special popup refresh tag if placed in menu. * Allow popups invoked from py operator to tag for refresh by using operator 'check' callback. * Tag popup for refresh when resizing uiList. Mostly fixes T48612.
2016-06-08Fix FPE exception happening when converting linear<->srgb using SIMDSergey Sharybin
2016-06-08Cleanup: typoCampbell Barton
2016-06-08Cleanup: typosCampbell Barton
2016-06-08Fix edit-mesh draw not disabling stippleCampbell Barton
Caused problem w/ basic-shader
2016-06-08Cycles: Fix crash after recent zero scale instance optimizationSergey Sharybin
2016-06-08Buildobt: Update master configSergey Sharybin
2016-06-08Buildbot: Give 2015 builds different nameSergey Sharybin
2016-06-083D Text: Use BLI_array_store for undo storageCampbell Barton
2016-06-083D Text: Store separate arrays for undo dataCampbell Barton
Don't store maximum length of text per undo step, or attempt to pack all data in a single array. Was storing 32766 characters per undo step, irrespective of actual text length.
2016-06-083D Text: move undo into its own fileCampbell Barton
2016-06-08BLI_array_store: move helper functions into their own APICampbell Barton
2016-06-08Fix cloth stability when in perfect rest shape.Lukas Tönne
The way cloth is coded, structural springs are only effective when stretched, while bending springs act only when shrunk. However, when cloth is exactly in its rest shape, neither have any effect, and effectively don't exist for the implicit solver. This creates a stability problem in the initial frames of the simulation, especially considering that gravity seems to act so precisely that it doesn't disturb the strict equality of lengths, so in parts of the cloth this springless state can continue for quite a while. Here is an example of things going haywire because of this and some suspicious logic in collision code acting together: {F314558} Changing the condition so that structural springs are active even at exactly rest length fixes this test case. The use of >= is also supported by the original paper that the cloth implementation in blender is based on. Reviewers: lukastoenne Reviewed By: lukastoenne Projects: #bf_blender Differential Revision: https://developer.blender.org/D2028
2016-06-08Buildbot: Trickery for MSVC2015 and NVCCSergey Sharybin
2016-06-08Correct assertCampbell Barton
2016-06-08GPU: fix/workaround basic shader font-colorCampbell Barton
All text was displaying black. BLF uses alpha-only textures which aren't supported by the basic-shader, Workaround this by using texture swizzle so the RGB components of the texture are set to 1.
2016-06-08Cycles: Fix two numerical issues in the volume codeLukas Stockner
This hopefully fixes T48383 by avoiding two numerical problems that I found in the volume code. Reviewers: sergey, dingto, brecht Reviewed By: sergey, dingto, brecht Maniphest Tasks: T48383 Differential Revision: https://developer.blender.org/D2051
2016-06-08Cleanup: Add comment on behavior of tweak eventsJulian Eisel
It's not obvious that they use the mouse coordinate of the initial key-press event (behavior since rBf1f33ba7be2d), so added comment. Also corrected other comments.
2016-06-08Fix T48600: VSE strip 'side selection' fails in 'Both' case.Bastien Montagne
Looks like a line was forgotten in the 'BOTH' case in code...
2016-06-08Cleanup - size_t is unsigned, so always >= 0!Bastien Montagne
2016-06-08GPU: Fix triple buffer w/ basic glsl shaderCampbell Barton
Needed to add GL_TEXTURE_RECTANGLE support to basic-shader.
2016-06-08Cuda 7.5 cannot be made to work with a supported cl.exe version in the same ↵Martijn Berger
way as cuda 6.0 does allow, disabling cuda kernels on buildbot for now
2016-06-08Cuda 7.5 cannot be made to work with a supported cl.exe version in the same ↵Martijn Berger
way as cuda 6.0 does allow, disabling cuda kernels on buildbot for now
2016-06-08GPU: Fix for glDrawPixels drawing w/ glsl shaderCampbell Barton
The basic shader needs to be temporarily disabled in this case. Add macros for temp store/restoring the state.
2016-06-08GPU: make using the glsl basic-shader a flagCampbell Barton
This allows for it to be more easily tested.
2016-06-08Fix T48589: Compositor Backdrop crashes BlenderSergey Sharybin
2016-06-08Cycles: Limit degenerated triangle check got CUDA onlySergey Sharybin
OpenCL seems to work fine here, and for some reason that comparison was giving compilation error on OpenCL here. Better to compile OpenCL kernel than to be fully robust to weird corner cases.
2016-06-08Cycles: Fix regression introduced in c96a4c8Mai Lavelle
A few places still needed to be updated to use the new Mesh::num_triangles() method; wrong number from triangles.size() was causing crashes.
2016-06-08Fix (unreported) EditNormal modifier: broken 'flip poly' feature.Bastien Montagne
Newly computed custom normals were forgotten during poly flipping, leading to wrong custom normals being assigned to wrong loop... Dead simple, but was tough to track down this one!
2016-06-08Cleanup: warningCampbell Barton
2016-06-08World space switch for BI nodes.Alexander Romanov
At the moment light shading in Blender is produced in viewspace. Apparently, that's why shader nodes work with normals in camera space. But it is not convenient for artists. The more convenient approach is implemented in Cycles where normals are represented in world space. Blend4Web Team designed the engine keeping in mind shader parameters readability, so normals are interpreted in world space as well. And now our users have to use some tweaks, like empty node group with the name "Replace", which is replacing one input by another on the engine side (replacing working configuration in Blender Viewport by the configuration that has the same behavior in the engine). This patch adds the ability to switch to world space for normals and lamp vector in BI and Viewport. This patch is very important to us and we crave to see this patch in Blender 2.7 because it will significantly simplify Blend4Web material creation workflow. {F315547} {F315548} Reviewers: campbellbarton, brecht Reviewed By: brecht Subscribers: homyachetser, Evgeny_Rodygin, AlexKowel, yurikovelenov Differential Revision: https://developer.blender.org/D2046
2016-06-08readfile: optimization for undoCampbell Barton
Was using O(n^2) lookup on ID's with undo. This caused undo to hang with 1000's of data-blocks (especially with heavy scenes & outliner-space, which doesn't even need to be visible to cause a slow-down). Internally this uses a ghash per id-type, which is lazy-initialized. Each key uses the name and library since there may be name collisions between libraries. Developer Notes: - Adds small `BKE_main_idmap_*` API. - Needed to change linking order for this to build.
2016-06-08BLO_idcode: Move ID_ID lastCampbell Barton
This lets us use MAX_LIBARRAY to loop over id-codes in Main.
2016-06-08readfile: avoid library lookups for every id on undoCampbell Barton
Instead index libraries, makes minor speedup when using many libraries.
2016-06-08Correct exit-code checkCampbell Barton
2016-06-08Cycles: Use faster ray-quad-intersection testLukas Stockner
The original quad intersection test works by just testing against the two triangles that define the quad. However, in this case it's actually faster to use the same test that's also used for portals: Determining the distance to the plane in which the quad lies, calculating the hitpoint and checking whether it's in the quad by projecting onto the sides. Reviewers: brecht, sergey, dingto Reviewed By: dingto Differential Revision: https://developer.blender.org/D2045
2016-06-08EditNormal modifier: add some 'maximum angle' limit.Bastien Montagne
Allows to avoid generating flipped faces when using extreme normal modifications. Related to T48576.
2016-06-08Added P key toggle to allow mouse movement to control bevel profile (modal).Howard Trickey
The Shift key can be held while adjusting profile to make finer changes to the profile (just as it already does when adjusting offset).
2016-06-08Cleanup: remove unused Library.idblockCampbell Barton