Age | Commit message (Collapse) | Author |
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memory access
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Angular velocity clamping was missing from the BGE. It is implemented
similarly to the linear velocity clamping. It is needed to be able to
drive physical simulations of systems that have a limited rotational
speed.
Reviewed by: campbellbarton, panzergame, ton
Differential Revision: https://developer.blender.org/D1365
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This patch uses the Bullet "internal tick callback" functionality to
ensure that velocity clamping is performed after every physics update.
This makes a difference when physics subticks > 1, as in that case the
too-high velocity could have impacted the simulation.
This patch follows the examples at [1] and [2]; the latter example
also explains that the way we limit velocity in the BGE (before this
patch) is wrong.
[1] http://bulletphysics.org/mediawiki-1.5.8/index.php/Simulation_Tick_Callbacks
[2] http://www.bulletphysics.org/mediawiki-1.5.8/index.php/Code_Snippets#I_want_to_cap_the_speed_of_my_spaceship;
Reviewed by: panzergame
Differential Revision: https://developer.blender.org/D1364
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lighting.
In case scene lighting would only have non-shadow light source, shadow intensity
would remain to 'pitch black'...
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This really should have been finalized as a design task first,
there are too many open topics on how it should work.
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Simply backport small part of work from asset-experiments here (using double and
adding tera-bytes unit), looks like off_t is not always 64bits even on a 64bit OS...
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This way we solve possible issues caused by regular allocator not being aware of
some classes preferring 16 bytes alignment needed for SSE to work properly. This
caused random crashes during rendering.
Now we always use aligned allocation in GuardedAllocator which shouldn't be any
measurable performance impact and the code is only used by developers after
defining special symbol, so there is no impact on release builds at all.
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Enable debug output in debug contexts for gl 4.3+
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it is the same issue as described in the previous commit, original changes
in this area were wrong and only worked on a bugger optimus driver which
simply appeared to work by co-incident and in fact used wrong device..
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It was annoying copy-paste happened across OpenCL device constructor, device
enumeration and split kernel checks. Now those areas are using an utility
function which returns pairs of platform and device IDs for devices which are
supported by Cycles and enumeration is happening inside that list.
This makes it so filtering is happening in a single place, so there's no need
to keep 3 different functions in sync.
This commit also fixes a bug with wrong enumeration of devices caused by recent
fixes. Those fixes were in fact wrong and only happened to appear to be working
on laptop with optimus card on Linux. Root of those issues is in fact in bad
Linux driver for optimus cards.
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This commit makes it so light which has zero energy or doesn't has
emission shader at all is being ignored by the path tracing.
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D910 by @donfabio with edits
New icon for menu is still TODO
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reader
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helpers instead of own cooking.
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the string.
Now you can define `end` pointer as right limit of the string (allows to easily search
in substring, especially useful when searching from right).
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was disabled.
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With multiview/multilayer OpenEXR file, `load_image_single()` will return NULL ibuf,
since it has already populated ima (with `image_create_multiview()` or
`image_create_multilayer()` calls).
Also, added some more checks before doing `IMB_ImBufFromStereo3d()`, to be sure
we do have enough slots in ibuf_arr, and we do not overwrite second ibuf either.
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compiled without OpenEXR.
Seriously!!!
Also, fix a potential buffer overrun here.
This should be backported to final release.
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Found by Lukas Stockner, thanks!
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Forgot to clear the mutex when reloading the scene.
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Issue is data race between preview job and GPU nodetree evaluation when
localizing the nodetree. Data race happens due to localizations doing
overrides on original nodes' new_node variable.
Solution here could probably be to use a hash for mapping of old to new
nodes but will prefer simple brute force lock for now.
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store global center in transform struct,
some code was calculating all the time, this is useful to keep available.
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Transform code had duplicate aspect checking,
now store aspect in TransInfo.aspect for reuse.
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This reverts commit 0e02ad8b6495b2755598a24b487041a3ed8e0116.
Initial commit was done so visual result fits with animation cursor
in timeline but this makes it so it looks like one extra frame is
rendered. Other idea would be to render one less frame for sequencer
but this is not so nice either. Generally here's no way to be
fully consistent here, but at least let's be workflow-consistent
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Code here calculated speed based on underlying strip start position,
which was not really visible, making prediction of the result really
difficult. Things here are simple: As long as the strip exists,
manipulate the current frame by the provided factor.
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Closed loops missed last line
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Improved behavior
- can smooth # iterations
- option to expand/contract weights
- optionally mix with all/selected/unselected
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Now we use color converted (if we do a color management) by the setter for background color in VideoTexture (ImageRender & ImageMirror).
Reviewers:panzergame
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Bad assumption since this could be a large list
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Decrease epsilon to prevent flickering with small faces.
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non-flat ngons would give instability (bad UV's).
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This is required in order to access image sequence frame_duration and
frame_offset among other settings.
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When calculating loop angle weighting, skip overlapping vertices.
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Remove offset before calculating distance.
Define 'plane3' to BLI_math, since we often don't need the 4th component.
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