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2015-04-20Fix T44383: Select face fails in some positionsCampbell Barton
When mixing vert/edge/face with select-visible, face selection could fail when not close enough to the center. This also fixes a bug where the bias for verts over edges would prefer faces over edges too, making edges harder to pick. Mixing edge with other selection modes works more predictably now.
2015-04-20Editmesh select nearest fixesCampbell Barton
- distance from edge check wasn't clamping 0-1 - vertex bias wasn't taking pixelsize into account. - index & pass counter were floats Also some improvements - use BMesh lookup tables when available. - use structs to avoid issues getting out of sync.
2015-04-20Cleanup: use macro for common view3d zbuf checkCampbell Barton
2015-04-20Cleanup: use bool /w flag checksCampbell Barton
2015-04-20Guardedalloc: Don't use aligned blocks to calculate memory sloppynessSergey Sharybin
Aligned memory is allocated with memalign() and malloc_usable_size() can't be used to measure this block.
2015-04-20CMake: Move performance tests under the cmake optionSergey Sharybin
This way running full sweep of regression tests does not require waiting for the performance test to finish.
2015-04-20Usual UI messages fixes...Bastien Montagne
2015-04-20Cycles: Split BVH nodes storage into inner and leaf nodesSergey Sharybin
This way we can get rid of inefficient memory usage caused by BVH boundbox part being unused by leaf nodes but still being allocated for them. Doing such split allows to save 6 of float4 values for QBVH per leaf node and 3 of float4 values for regular BVH per leaf node. This translates into following memory save using 01.01.01.G rendered without hair: Device memory size Device memory peak Global memory peak Before the patch: 4957 5051 7668 With the patch: 4467 4562 7332 The measurements are done against current master. Still need to run speed tests and it's hard to predict if it's faster or not: on the one hand leaf nodes are now much more coherent in cache, on the other hand they're not so much coherent with regular nodes anymore. Reviewers: brecht, juicyfruit Subscribers: venomgfx, eyecandy Differential Revision: https://developer.blender.org/D1236
2015-04-20Cycles: Synchronize images after building mesh BVHSergey Sharybin
This way memory overhead caused by the BVH building is not so visible and peak memory usage will be reduced. Implementing this idea is not so straightforward actually, because we need to synchronize images used for true displacement before meshes. Detecting whether image is used for true displacement is not so striaghtforward, so for now all all displacement types will synchronize images used for them. Such change brings memory usage from 4.1G to 4.0G with the 01_01_01_D scene from gooseberry. With 01_01_01_G scene it's 7.6G vs. 6.8G (before and after the patch). Reviewers: campbellbarton, juicyfruit, brecht Subscribers: eyecandy Differential Revision: https://developer.blender.org/D1217
2015-04-20I18n: Add Vietnamese language.Bastien Montagne
2015-04-20Fix T44452: Inconsistent gpencil color in prefsCampbell Barton
2015-04-20Fix T44419: extruding when using lasso deselectCampbell Barton
2015-04-20Allow Python overrides for materials.Campbell Barton
2015-04-20Fix T44458 strip modifier mask not copied correctly when doing sceneAntony Riakiotakis
copy. What happens is that the strip is copied, but it still refers to the old scene. Here we need to fix this by referring to the copy of the strip and also do it after copying to make it order independent.
2015-04-20Compilation error fix for MSVC: It does not support expressions in arraySergey Sharybin
declarations
2015-04-20Fix: BGE crashes when RunPythonCallBackList() is called with maxargcount != ↵Sybren A. Stüvel
minargcount
2015-04-20Action Stashing: Newly stashed strips now get "sync length" option enabled ↵Joshua Leung
by default
2015-04-20Action Editor "Browse" Fix: Stash active action if nothing else uses itJoshua Leung
Following the initial action management commits for 2.74, blurrymind pointed out a problematic workflow involving the "Browse Action" dropdown in the Action Editor which would lead to actions being accidentally lost. Namely, it turns out that game animators frequently flip between different actions from the Browse menu while working. While the new up/down operators and/or other NLA based tools are better suited to this without the problems of actions getting lost, some additional precautions were needed for the Browse menu as well. So now, if the active action will have no users as a result of the switch (i.e. it was a new action, and the user is checking on a previous action via the Browse menu), this action will now get stashed. This workflow is not perfect though, as there is the problem of the stashed action strips not reflecting the actions they reference.
2015-04-20Fix for potential null-pointer-dereference if the new action is NULLJoshua Leung
2015-04-20Fix: Changing actions in the Action Editor using the Browse dropdown should ↵Joshua Leung
happen in tweakmode When a NLA strip is being tweaked, it should not be possible to use the Action Editor to change the action that it uses. Instead of changing the action in tweakmode, it now exits tweakmode first before doing so.
2015-04-20Fix: "show_points" setting for Grease Pencil drawing didn't workJoshua Leung
As reported by zeffi, the "show_points" option was not working in master. It probably broke recently, after some changes meant that the point sizes weren't geting set prior to drawing these points anymore. Since this was originally added as a debugging tool (though it is now somewhat redundant due to the stroke editing functionality, which uses/exposes the same points), this option wasn't really that important. I have decided to add back a toggle for this to the UI though, since it can be used for some interesting effects...
2015-04-20Sculpt: remove workaround T25371Campbell Barton
It's no longer needed, and made calc_area_normal different to the normal from calc_area_normal_and_center.
2015-04-20Sculpt: clay-strips was missing accumulate buttonCampbell Barton
Correct & de-duplicate check for accumulate.
2015-04-20Fix: solved BGE compiler error on Linux/gccSybren A. Stüvel
2015-04-19Fix T44449, sm_52 kernel missing in CMake builds.Thomas Dinges
2015-04-19BGE : Standardization of callbacks execution.Porteries Tristan
A new function (RunPythonCallBackList) to call all python functions contained in a python list was developed. This function has: - first argument is the python list of callbacks - second argument is a python list of arguments - third argument is the minimum quantity of arguments - forth argument is the maximum quantity of arguments It improves flexibility and supports *args. Reviewers: moguri, dfelinto, campbellbarton, sybren Reviewed By: campbellbarton, sybren Subscribers: sybren Projects: #game_engine Differential Revision: https://developer.blender.org/D1102
2015-04-19Cleanup: warningsCampbell Barton
2015-04-19Dyntopo: non-topology tool origdata supportCampbell Barton
Brushes that don't change topology didn't have access to original data.
2015-04-19Cleanup: use meaningful names re: (fc, an, sn)Campbell Barton
2015-04-19Dyntopo: support for original normal accessCampbell Barton
Rename calc_flatten_center to calc_area_center, since theres no 'flatten' spesific logic there. Also refactor calc_area_center, calc_area_normal, calc_area_normal_and_center so they're next to eachother - they're almost the same, having them scattered about isn't helpful.
2015-04-19Cleanup: move project code into util functionCampbell Barton
2015-04-19Cleanup: calculating sculpt center & normalCampbell Barton
also avoid sqrt calculating dyntopo center (only checks for flipping)
2015-04-19disable verify from last commit (too slow)Campbell Barton
2015-04-19Dyntopo: USE_EDGEQUEUE_TAG broke even subdivCampbell Barton
While adding edges to the queue multiple times is redundant, walking over them is still needed.
2015-04-19Dyntopo: avoid over-counting /w neighbor averageCampbell Barton
2015-04-19Sculpt: avoid CD lookup /w mask smoothCampbell Barton
2015-04-19Sculpt: smooth brush, exclude self from averageCampbell Barton
Was including the vertices own location when accumulating.
2015-04-19BGE: Support for collision group/mask from the api + activated on EndObject.Porteries Tristan
A Python API for the collision group / mask has been added: ``` KX_GameObject.collisionGroup KX_GameObject.collisionMask ``` The maximum number of collision groups and masked has been increased from eight to sixteen. This means that the max value of collisionGroup/Mask is (2 ** 16) - 1 EndObject will now activate objects that were sleeping and colliding with the removed object. This means that, unlike now, if a rigid body starts sleeping on top of another object, when the latter is removed the rigid body will activate and fall, rather than float midair as before. Collision groups that do not intersect used to collide on the first frame. Now this has been fixed so that they collide appropriately. Thanks to agoose77 for his help. Reviewers: scorpion81, hg1, agoose77, sergof Reviewed By: agoose77, sergof Subscribers: sergof, moguri Projects: #game_physics, #game_engine Differential Revision: https://developer.blender.org/D1243
2015-04-18BGE: Fix T43536 logic.getCurrentScene() returning wrong scene inPorteries Tristan
pre_draw and post_draw calls A simple insert of KX_SetActiveScene(scene) before pre_draw and post_draw calls solves the issue. Reviewers: dfelinto, sybren, brita_, campbellbarton, moguri, lordloki Reviewed By: moguri, lordloki Projects: #game_logic, #game_engine Differential Revision: https://developer.blender.org/D1129
2015-04-18Cleanup: API naming use BKE_undo_ prefixCampbell Barton
2015-04-18Cleanup: use BLO_memfile prefixCampbell Barton
2015-04-18Autosave:Antony Riakiotakis
Flush edits only when saving global undo. This will stop freeing of PBVH in sculpt mode, which introduces some pretty severe freezes, especially in dyntopo. For global undo we flush the contents of the global undo buffer which does not include localized edits of sculpt/edit mode, so those data will not get saved anyway.
2015-04-18BGE: New Draw debug shadow box for sun lampPorteries Tristan
New Check option "Show Shadow Box" in shadow panel of sun lamp to get feedback about which objects project shadows. Minor tweaks by Campbell Barton and Jorge Bernal Reviewers: moguri, sybren, kupoman, dfelinto, lordloki, campbellbarton Reviewed By: lordloki, campbellbarton Subscribers: sergey, lordloki Projects: #game_engine Differential Revision: https://developer.blender.org/D1149
2015-04-17Fix T44390: Clay brush weirdness part-2Campbell Barton
Use the normal of the plane instead of the vertex normal, since projecting using the vertex normal frequently causes artifacts.
2015-04-17Fix T44390: Clay brush weirdness part-1Campbell Barton
Clay brush had a feedback loop with dyntopo, getting the plane from the cursor center didn't support original data.
2015-04-17Cleanup: simplify sculpt normal accumulationCampbell Barton
2015-04-17Cleanup: simplify sculpt plane accumulationCampbell Barton
2015-04-17BGE : Fix light layer checkPorteries Tristan
The layers in Blender are using a bit field for the 20 layers. The light layer value was limited to 20, so the highest usable light layer was five. The patch modify the range and add layer out of range error messages. Reviewers: sybren, hg1, moguri Reviewed By: hg1, moguri Projects: #game_engine Differential Revision: https://developer.blender.org/D1238
2015-04-17Bake-API: reduce memory footprint when baking more than one object (Fix T41092)Dalai Felinto
Combine all the highpoly pixel arrays into a single array with a lookup object_id for each of the highpoly objects. Note: This changes the Bake API, external engines should refer to the bake_api.c for the latest API. Many thanks for Sergey Sharybin for the complete review, changes suggestion and feedback. (you rock!) Reviewers: sergey Subscribers: pildanovak, marcclintdion, monio, metalliandy, brecht Maniphest Tasks: T41092 Differential Revision: https://developer.blender.org/D772
2015-04-17Cleanup: redundant castsCampbell Barton