Age | Commit message (Collapse) | Author |
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This should solve the missing -mavx option for Cycles, and also give better
performance since GCC 4.2 is now 5 years old already.
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exposes many incorrect and redundant stubs
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only in "Material" viewport shading.
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Fixes some issues with NaN vertices in special cases.
Also adds edge interpolation routines which are currently
unused but which are requires to implement edge CD interpolation.
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Default installation path of cuda nvcc.exe contain spaces
Reviewers: juicyfruit
Differential Revision: https://developer.blender.org/D239
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So now it's possible to copy-paste splines between layers.
Implementation is pretty much straightforward and duplicates
some logic which we've got in sequencer/tracking clipboards.
Will work on a common routine for clipboards later, for now
it's not so much crucial to have.
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Please do test commits before committing them.
This is second working day in a row which was started with
solving issues caused by untested patches.
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Updated CMakeLists.txt to account for boost hardcoded locations for VS 2013.
Reviewers: juicyfruit
Differential Revision: https://developer.blender.org/D261
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Patch D160, by Scott Petrovic with own modifications.
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Now changing UI_icons.h causes icons to be re-generated, without this
adding a new icon wouldn't automatically get into the generated PNG.
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Changed curve active point from pointer to index. Allows curve active point to be saved to file and retained between modes for free. Also some small optimisations by removing pointer look up code.
- Made active point access functions into BKE API calls.
- Fixes operators where curve de-selection resulted in unsel-active point.
- Split curve delete into 2 functions
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Found three cases where created bvhtree was not freed...
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* Very simple implementation, only allows for 1 output socket. As we haven't decided yet whether we keep the XML API, rather not spend more time on this now.
* To use an external osl shader, put the .osl file next to the xml file.
* Parameters: "output" is the output socket name, "output_type" the variable type (float, color and closure color are supported).
Example:
<osl_shader name="tex" src="ramp_closure.osl" output="Phong" output_type="closure color" />
<connect from="tex Phong" to="output surface" />
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Don't assume all objects have a valid animdata...
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Factorized a bit the code here, think it's more readable now... No performance enhancement though.
Reviewed by: campbellbarton
Differential Revision: https://developer.blender.org/D259
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already used elsewhere.
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* Change Info in header, put more important info to the left
* API: Move Camera width/height to camera, add some film properties
* Add ESC key to help menu
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* EXR layers with names like 'Z' without any pass name were not loaded at all
and would break the Combined pass as well.
* EXR pass names longer than 16 characters where writing past the end of the
array and getting invalid names.
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Differential Revision: https://developer.blender.org/D248
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when using Object or Group render type (since we always use duplicated objects' materials in this case!).
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Reflects previous commit that now allows this group to
control edge bevels too.
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Until now, the "vertex group" limit method in the modifier
only worked for "vertex only" bevels. With this change,
edges with both ends in a vertex group will be beveled
in the non-"vertex only" case.
Also changed the test for being in a vertex group from
"any nonzero weight" to "weight >= 0.5". This is because
cascaded bevels on disjoint vertex groups did not give
disjoint bevels, because weight interpolation would give
non-zero weights to newly created vertices in earlier bevels.
Chose 0.5 because that won't result from interpolation, but
still allows some dilution (e.g., cascaded bevels on the
same vertex group).
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FBX expect full bitangents, better to compute them in C than in python...)
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libraries view not working.
This was disabled in the operator, there may have been a reason for this at
some point, but I can't see any reason to disallow it in the current code or
find a good reason why it was done in the commit logs.
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The method for calculating points on the profile for non-circles
and non-lines meant that the segments making up an edge had
uneven widths.
Use a numeric search technique to find superellipse evaluation
points that lead to equal-sized chords across the profile.
Also calculate the actual profile points sooner, so that they
don't have to be recalculated again and again.
This also sets up for a possible later feature of arbitrary
profile shapes, set by user.
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This is very basic for now, but can be extended with more info (available devices for example) later.
Thanks to Bastien and Sergey for some help with the glRect coordinates stuff.
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Did one tried building blender before commit even?
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Reviewed By: moguri, kupoman
Differential Revision: https://developer.blender.org/D167
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Hopefully this time all mismatches are fixed (quickly checked the whole BMesh API files,
found a few others in addition to those reported in T38150).
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Previously the divider was using the region background and the region text, leading to bad outlines with custom themes. This makes the outline behave more expectedly and allows better control.
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its parent
This is rather a workaround which only works because curve evaluation is only called
for a temporary object. Not a big deal if we'll skip path creation for such objects.
Still would need to think of general solution.
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For example for vector displacement, you may have an EXR texture that has
negative colors values. Blender clamps these by default, now the Colors panel
for textures has a Clamp option to disable this clamping.
This option affects all texture types and is enabled by default, you need
to disable it if you want negative values to have an influence.
Patch by Fredrik Hansson with modifications by me.
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mode.
Only when in weight paint mode should it check the selected vertices and faces,
in object mode it should just affect the entire mesh.
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to true/false in code using them).
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it is possible that different windows shares scene but displays different
layers. And it's also possible that different areas in the same window will
show different layers.
First case was violated in `dag_current_scene_layers()` which only checked
scene layers only once and if multiple windows shares the same scene only
one window was handled. Now made it so layers from all windows will be
squashed together into a single `DagSceneLayer`. This mainly solves issue
with `DAG_on_visible_update()` which didn't work reliable with multiple
open windows.
Second case required call of `DAG_on_visible_update()` when changing space
are type.
This commit slows things a bit actually because `dag_current_scene_layers()`
is actually called on every main WM loop iteration. It is possible to speed
some logic up perhaps. Not sure it's so much critical to do now because there
are unlikely to be more than few windows open anyway.
Will rather think of skipping all that flushing things if no objects are
tagged for update actually.
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