Age | Commit message (Collapse) | Author |
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Notes:
* This is own coocking, since it seems hard to find papers on simplifying already existing bezier curves,
and we do not really need the 'generic' least-square fitting of bezier in a set of points, here.
* It takes advantage of specificities of FCurves (e.g. only difference that matters here is Y value at same X frame,
no vertical overlapping, etc.).
* It gives reasonably good results, but could most likely be enhanced quite a bit still.
* Only 'hooked' to bake action operator right now (needs more work to add it to graph editor too).
* Ultimately should probably be redone in C. Would keep it in Python until we have a real good
cleanup behavior though, much easier to experiment in later language.
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It should not add temporary datablocks to the bmain.
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Revert "Nodes: Remove hardcoded BLENDER_MAX_THREADS number of threads"
This reverts commit fdc653e8ce77a188138dc707207139c3d1e6b166.
The threads override is not affected by the scene, and hence the limit of the
threads was not giving correct result. Need to re-consider some things here.
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The addons tab in the User Settings window would be empty, due to
a FileNotFound error. This error can be caused by a broken symlink,
which is now treated the same was as a file that misses its bl_info
dictionary.
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Python had no ability to remove shape keys
Original D1169 from @lichtwerk, with edits
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Issue was caused by passing NULL bmain to the path remap function when
localizing the node tree.
Paths are to be remapped, otherwise mapping of paths to OSL scripts
might happen in a wrong way.
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This way it could be used for the shader/baking kernels easily n the future.
making those kernels more optimal.
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Round-up was only enabled for viewport render, which was for a long time hardcoded to
use 64 closures. This was done in order to avoid unnecessary kernel re-compilations
when tweaking the shader tree.
We could enable selective closure compilation in the viewport later if it'll give
measurable speed improvements, but even then round-up is to happen outside of the
device level,
This commit also removes early output which happened in cases when max closure did
not change. It was wrong because other requested kernel features might have been
changed.
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Those features are not selectively compiled, so there's no real benefit of hiding
them under the experimental feature set.
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This features are now based on the scene settings, so scenes without those features
used are rendered even faster.
This gives about 30% speedup on the AMD A10 APU here, but at the same time it does
not mean such an improvement will happen on all the hardware. That being said, the
Tonga device here seems to have no measurable difference.
In any case it seems handy to have for the future, when we'll want to support SSS
in the kernel or to port selective compilation/split kernel to CUDA devices.
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It could still crash if the window was freed and another was activated. see T44688.
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Applying saturation > 1.0 in HSV space easily leads to negative values in RGB space,
so we have to clamp again...
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D1339 from @scorpion81
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This reverts commit fb0dd596e9a58f095730359a11759c40ea46be44.
This commit reintroduced a deprecated API that we'd rather not see in a
release. A better solution is being worked on.
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The view would jump each time, now compensate by adjusting the cursor panning.
Less jarring and helps avoid problems when the cursor gets outside the view, see: T40353
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save time.
We do not use that size of preview anymore, only THB_LARGE...
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Made the test for whether one can "see" an adjacent edge less
knife-close to 180. This means it will chose to slide along
such an edge less often, and avoid some spikes.
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Get rid of static functions that pass the exact same arguments in the
same order to other function.
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For now it's just generic information, still need to expose memory, workgorup
sizes and so on.
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This is only supported for mesh objects so far.
Also, abort in case there are no faces in dm (instead of crashing on NULL BVH tree...).
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Latest OIIO libraries are using Boost libraries from the public headers.
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Can be useful to apply more extreme weighting
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As material is not NULL at this stage there is no need to do a NULL
check. Also to remove dead code
Reviewers: dfelinto, panzergame, hg1, moguri
Reviewed By: panzergame, hg1, moguri
Projects: #game_engine
Differential Revision: https://developer.blender.org/D1330
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filenames.
Added BLI_path utility functions to decompose a path name and
extract the frame number. It should be useful in autocollapse
feature as well
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Add slider to adjust the influence of weights relative to geometry distortion.
This allows subtle influences to be applied - without drastic changes in behavior.
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Reported by pixaal on irc, basically reproducable by inserting bevel
modifier on cube and entering/exiting texture paint mode.
Now object stores last needsMapping variable as well as customdata mask.
Also now texture painting only needs mapping when we are in texture
paint selection mode, so modifiers that don't support mapping can still
be used to paint now.
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Already committed similar fix (rBbeaed66f292dd) but saw it appearing on
other peoples screens a few times since them. Never was able to recreate
though.
This should make sure everything is initialized fine, so if we see it
appearing again, then it's likely because of manual tweaks or the
version saved in the .blend.
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