Age | Commit message (Collapse) | Author |
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The original quad intersection test works by just testing against the two triangles that define the quad.
However, in this case it's actually faster to use the same test that's also used for portals: Determining
the distance to the plane in which the quad lies, calculating the hitpoint and checking whether it's in the
quad by projecting onto the sides.
Reviewers: brecht, sergey, dingto
Reviewed By: dingto
Differential Revision: https://developer.blender.org/D2045
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Allows to avoid generating flipped faces when using extreme normal modifications.
Related to T48576.
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The Shift key can be held while adjusting profile to make finer changes
to the profile (just as it already does when adjusting offset).
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Was some accumulated precision error happening.
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Being granular means we need to re-build depsgraph a bit more often..
The issue was caused by rigidbody requiring some special nodes to
handle physics which were not created with just tagging object for
update.
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not in front
The issue was caused by non-watertight nature of intersection, which is now addressed.
Hopefully it doesn't cause any regression caused by uninitialized precalculated storage.
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Makes behavior of proxy_from backlink working similar to the old dependency graph.
it's nasty, but needed here in the studio to get proxies fixes ASAP.
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in this case we only need to check if any id's need to be read.
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ID's have a flag member too, best avoid confusion here.
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In certain types of animation it's possible to have some objects
scaling to zero. In this case we can save render times by avoid
traversing such instances.
Better to do ti ahead of a time, so traversal stays simple.
Reviewers: lukasstockner97, dingto, brecht
Reviewed By: brecht
Differential Revision: https://developer.blender.org/D2048
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Currently for windows only, this is an initial commit towards native
support of NUMA.
Current commit makes it so Cycles will use all logical processors on
Windows running on system with more than 64 threads.
Reviewers: juicyfruit, dingto, lukasstockner97, maiself, brecht
Subscribers: LazyDodo
Differential Revision: https://developer.blender.org/D2049
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not used.
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string from python to cmake to nvcc is harder then it looks
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the standard cmake CUDA/NVCC arguments flag allowing 2015 build to use
msvc 2013 for cuda
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holes not supported)
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FCurve evaluation depended on FCurve.curval, which isn't threadsafe.
Now only use this value for debug display,
and pass the value instead of storing in the FCurve for all but debug-display.
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It is really handy to know which one is display when having two cards of
same type in the machine.
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This covers the following workflow. Animator will disable Update All 3D views
in order to get quick playback in a particular 3D editor. However, it also
handy to see playback in all editors and image editors to see comparison of
animation and reference footage.
So the idea here is to refresh reasonable editors when playback is invoked
from animation editors.
Commit to make Hjalti happy.
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Still not sure how to properly solve the issue, needs some trickery to get
actual optimized values from intersection function (using printf() avoids
some optimization and makes stuff render correct).
For the time being let's just simplify check.
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- the name of the enumerator `SNAP_NOT_OBEDIT` was changed to `SNAP_NOT_ACTIVE`.
- the parameter `snap_to_flag` was moved to outside `SnapObjectParams`.
- the member `use_object_edit` was renamed to `use_object_edit_cage`.
- added the arg `params` in `ED_transform_snap_object_project_ray`.
- simplifications in the loop of the function `snapObjectsRay`.
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Introduced in 0b5a0d84, thanks to Brecht for spotting.
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Enabling auto-run, then excluding a path but leaving it set to a blank value would ignore all paths.
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Using double pixel size prevented 1px brushes
D2044 by @jeske
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That was a nice and funny hunt, albeit rather time consumming!
To summarize, so far code was using a static global gpu_buffer for pbvh vbo drawing
of 'grid' types (multires mostly?).
There were two issues here:
1) Global gpu buffer was assigned to GPU_PBVH_Buffers->index_buf, but then nearly no
check was done when freeing that buffer, to ensure we were not freeing the global one
(not totally sure this one was actually causing any issue, but was bad and unsafe anyway).
Was solved by adding a flag to GPU_PBVH_Buffers to indicate when we are using some
'common' buffer here, which freeing is handled separately.
2) Main issue: if several multires objects in sculpt mode with different grid size
were present simultaneously, the global gpu buffer had to be resized for each object draw
(i.e., freed and re-allocated), but then the pbvh nodes from other objects storing freed reference
to that global buffer had no way to know that it had been freed, which was causing the segfault & crash.
Was solved by getting rid of that global buffer, and instead allocating one 'grid_commmon_gpu_buffer' per pbvh.
Told ya baby, globals are *PURE EVIL*!
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This seems to be illegal and not productive anyway. Do it ahead of
a time now, which solves shading issues in edit mode and prevents
assert from happening.
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Moving ownership of the string to the button's 'rename_orig'
leaked when the button didn't have a uiAfterFunc.
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Failed with chunk merging disabled
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Minor optimization, avoid some checks each iteration.
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D2040 by @Blendify, also move 'Experimental Features' above more general help text.
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missed from 7a8bd2eae
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