Age | Commit message (Collapse) | Author |
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to cppcheck utility script.
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They were caused by not having a free_windowmanager_cb set and by not having registered SpaceTypes, which meant data allocated for thosse SpaceTypes could not be freed. These were solved by defining a free_windowmanager_cb for the player that just frees wmWindows, and by making sure we only allocate memory for registered SpaceTypes.
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The previous one did nothing in many cases and was very unintuitive:
http://www.pasteall.org/pic/show.php?id=57219
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828b60384552b83e55d2af7055f07d2c40b4d3f4 repo UID.
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problems with the embedded game engine's python execution.
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* Remove code for the unused Wave texture variations.
We have quite some unused code in the texture area, I guess it doesn't harm to clean a bit up here.
We can always get the code back from SVN if we need something.
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* GPU kernel can now be compiled without __NON_PROGRESSIVE__ again, was broken after my last commit. Also add a check for have_error(), in case the GPU kernel comes without Non-Progressive, to avoid a crash.
* Don't compile progressive kernel twice on CPU, if __NON_PROGRESSIVE__ would be disabled there.
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but nice for debugging.
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after objects are deleted until another big object is added. There's no good reason
to do this, or to think that our pool is somehow much faster than using the OpenGL
API to allocate and free buffers.
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* Non-Progressive integrator is now available on the GPU (CUDA, sm_20 and above).
Implementation details:
* kernel_path_trace() has been split up into two functions:
kernel_path_trace_non_progressive() and kernel_path_trace_progressive().
* We compile two CUDA kernel entry functions (in kernel.cu) for the two integrators, they are still inside one .cubin file but due to the kernel separation there should be no performance problem. I tested with the BMW file on my Geforce 540M and the render times were the same for 100 samples (1.57 min in my case).
This is part of my GSoC project, SVN merge of r59032 + manual merge of UI changes for this from my branch.
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Changed the ui limit from 1,000,000 to 1,000. Not sure if such huge values are needed in some cases, but they can always be
entered explicitly, bypassing the ui limit.
NOTE: this only applies to newly added nodes. For legacy reasons the limit values are stored directly in each socket, so changing them for existing nodes would require a do_versions, seems unnecessary
for such a minor change.
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modifier
preceding it, was writing past end of array.
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This got broken in 58217, but before that it only worked by accident because
of a missing break statement in a switch.
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as for materials, world, lamps, etc.
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properties like stiffness.
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happen when a screen was maximized to a single editor, now that case is disabled
too.
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not work correct, the positions would change over time and child particles did
not render.
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without them).
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args in more places.
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CurvePoint.second_svertex().
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correctly
when the group contained two objects duplicating the same group. Also added the
dependency check to the "add to active group" operator now for consistency.
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existed
between revision 58855 and 58959. Now it ensures the memory is not freed before reading.
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the hair in some cases.
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Made first/last tessellated curve have proper
direction and tilt. Before direction/tilt
from second/previous to last tessellated curve
segments.
Thanks Brecht for review and tests!
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Use the same logic as in ViewerNode to update preview when backdrop is disabled.
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work correct
when doing an extend loop select, then doing a regular loop select, it would still
extend.
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decrement the object user count when removing the armature. This could cause
the object to stick when it shouldn't, in particular when that object is part
of a group.
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reason. The handling of scene backpointers in render layer/composite nodes changed slightly recently, which caused a double increment
of the scene user count. The node->id pointer for these nodes is now initialized in the respective init callbacks already. The explicit assignment and increment in the ED_node_composit_default is not
necessary and just adds an increment without checking previous values and decrementing them properly.
Note that the current system still leaves the scene with "fake" users (rlayer + composite nodes) which are actually part of the scene data itself. But that's design issue with the "local" node tree data
and doesn't do any real harm.
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situation.
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view value and uses it to set lens.
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intended, make local vars and functions static.
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thanks!
Also removed some leftover of the Freestyle trunk merger in the makesrna subdirectory.
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accumulated into a float anyway)
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