Age | Commit message (Collapse) | Author |
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Previously we don't merge material cached list, it create dangling pointer and memory leak.
Now we merge material cache list during the scene merge, and remove material in this list during the library free.
Reviewers: agoose77, dfelinto, hg1, pgi, campbellbarton, moguri
Reviewed By: campbellbarton, moguri
Subscribers: campbellbarton, youle, kupoman
Projects: #game_engine
Differential Revision: https://developer.blender.org/D1278
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occlusion
(Maybe we should add drivers that DO work instead, but in the future
those will be much more since Intel claims to have fixed the issue)
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color in GLSL
Issue here is that intermediate result was clipped as an optimization in
such nodes and thus not converted to the correct type properly. Now only
clip those values if types match.
This keeps both the optimization and the conversion. I looked at
converting uniform types always but it's more involved to compare types
at conversion time for such links because the type was getting
overridden during link duplication.
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Front face option did not get the correct normals to function - area
normal would always point to the direction of the stroke
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Check for changes in material (as other drawing code already does)
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In certain configurations (for example when start resolution is set to small
value for background render and progressive refine enabled) number of tiles
might change in the tile manager. This situation will confuse progressive
refine feature and likely cause crash.
We might also add some settings verification in the session constructor, but
having an assert with brief explanation about what's wrong should already be
much better than nothing.
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This changes the progressive refine part, regular update was already checking
for whether callbacks are set.
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Forgot to account for offscreen case in addition to compositing
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Just to keep commit ratio up while being busy preparing for final exams
;)
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Please (dfelinto) compile the bge to avoid these kind of problems.
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I propose to change the environment map render default resolution (600) to 512 (Thanks brecht for the correction... I don't know why I said dpi) (to make it compatible with this script: http://en.wikibooks.org/wiki/GLSL_Pr...cting_Surfaces ) to make cubeMap reflections easier and avoid this error:
invalid envmap size please render with CubeRes @ power of two
unable to initialize image(0) in MAMaterial, image will not be available
http://blenderartists.org/forum/showthread.php?371232-BGE-proposal-Set-default-envMap-resolution-to-512-dpi
http://blenderartists.org/forum/showthread.php?370026-Problem-with-cube-map-textures (post 11)
Author : youle (Ulysse MARTIN)
Reviewers: hg1, agoose77, lordloki, moguri, panzergame, dfelinto
Reviewed By: panzergame, dfelinto
Subscribers: brecht
Projects: #game_engine
Differential Revision: https://developer.blender.org/D1306
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RE_RenderLayerGetPass
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after Prefetch
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It was possible that two threads will start calculating proxy group's inverted
matrix and store it in the object itself. This isn't good idea because it means
some threads might be using partially written matrix.
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Previously it was very easy to run into situation when two objects are sharing
the same materials with drivers which will cause threading access issues.
This actually only needed for the old depsgraph, but since it's still the one
we're using by default we'd better solve this issue.
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There were some reported data race conditions in the python interpreter which
seems to be rather valid.
Surely this is not very pretty solution, but it might solve some annoying bugs
related on threading.
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The used heuristic of checking the value prior to lock is not totally safe
because assignment is not atomic and check might not give proper result.
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For a long time this function was only intended to be used from the main thread,
but since out implementation of parallel range (which is currently only used by
mesh deform modifier) we might want to switch to threaded alloc from object
update thread.
Now we're using spinlock around the check, which makes the code safe to be used
from all over the place.
We might consider using a bit of atomics operations magic there, but it's not so
much important for now, this code is not used in the performance critical code
path.
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Fixes assert raised in `UI_text_clip_middle_ex()` when trying to draw (empty) 'size' string
for appended/linked blender datablocks.
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When 'Front Faces' brush option was enabled, dyntop would still adjust detail on back-faces.
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Fix for T36639 caused all path changes to reload (which could loose user content).
Change behavior:
- Only reload data when a flag is explicitly passed
(currently only used by Find Files operator)
- Don't reload images which have been painted onto and not saved (dirty flag set).
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This would enable multi-value-editing in the middle of the drag action.
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Mistakes in button expressions were previously only printed to the console.
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exactly one single root element"
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I remove duplicate and wrong code which treat the special case of KX_TouchSensor.
And Also the re-conversion of linked logic brick.
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Kudos to @kopias for notifying me :)
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That is needed for Motion Blur and Render Passes to work properly.
I hope there are no nasty side effects, but we need to test this.
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Only enabled for the Experimental kernel though, so the feature set must
be changed in the UI to use the features.
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