Age | Commit message (Collapse) | Author |
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now do per material bucket.
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colors, then extract back out (pre face).
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float - for floating point properties.
- IntValue's GetNumber() was convert int -> float -> double.
- BL_Shader was using STR_String rather then char*, where most callers had a char*, use a char* to avoid STR_String conversion-and-alloc on shader access.
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to the camera border rather than the entire viewport.
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It wasn't used and it was incorrect anyway (distortion could be more than 100px).
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Originally issue was discovered when using stabilization and movie distortion
nodes, but in fact issue was caused by render layer node always doing nearest
interpolation. Now made it so this node will respect sampler passed to it's
executePixel function and do an interpolation.
Added two new functions to do bilinear/bicubic interpolation in float buffer
with variable number of components per element, so it could interpolate 1, 3
and 4 component vectors. This functions currently mostly duplicates the same
functions from imageprocess.c and it should actually be de-duplicated. Think
it's ok to leave a bit of time with such duplication, since functions should
be generalized one more time to support byte buffers, which could backfire on
readability.
Also removed mark as complex from stabilization node, which isn't needed sine
int fact this node is not complex.
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-> todo: solve the clang link issue other way
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input for number of segments.
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clang compile issue
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weak-linked
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Code to support it was lying around for long already, but not controlled by UI nicely.
Now you have in user preferences "System" tab an option to set it.
NOTE:
- it only works saving as User startup.blend, and restart Blender.
- your system should support it, no check for it is visible in UI
- tested only on iMac OSX 10.7
Screenshot:
http://www.blender.org/bf/chinchilla.blend.png
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optionally transform between UV1 / UV2
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mesh.transform(matid, matrix)
mesh.transform_uv(matid, matrix, uv_index=-1))
much more efficient then looping over verts in python to transform them.
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compute_device_list is using static vector of device information which
had pointers (identifier and name) to values from device information
structures. That structures are also stored in static vector and being
refreshed every 5 seconds.
The issue is, as soon as device information is being updated, pointers
in vector from compute_device_list became incorrect.
Seems it was the reason of issues with sudden switching from CUDA to
OpenCL on my desktop and from CUDA to CPU on my laptop, It was also
seems to be making persistent images behaves instable.
Made it so device identifier and name are copied from device info
to structures used by RNA (CCLDeviceInfo).
Alternative could be avoid cacheing CCLDeviceInfo and always use actual
list of device information by RNA. It shouldn't be so much slow.
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issue and changing resolution
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- Somehow this node was using nearest interpolation which seems have been
passed from compositor node. It was using b-spline interpolation with
old compositor implementation. Now forced this node to use bilinear
interpolation, which should be close enough.
- Operation should be marked as complex it seems, otherwise area of
interest wouldn't make any affect on it's behavior.
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This patch adds a gravity attribute to KX_Scene.
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camera when going into camera view (bug in revision 51256).
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use unsigned int's, gives up to 2x overall speedup for loading some libraries.
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was added for cycles.
This fixes the case where the option is disabled. I moved the option now to
Blender itself and made it keep the engine around only when it's enabled. Also
fixes case where there could be issues when switching to another renderer.
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class.
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and as mask layer. Now it will still use the mask, and have no further influence
rather than just being excluded entirely.
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filepath.
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* UI fix for "shading_system" property, own fault from r51120
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* Remove outdated hard coded path from path_init().
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hope...).
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* Removed PARTIO building code, partio code was removed already.
* Include "app" dir only when building with CYCLES_TEST enabled.
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with cycles as render engine.
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Sequencer recursion was never actually supported and only gives lots of
issues. Disabled it now, so users are not getting confused by semi-working
stuff.
Also made a correction to rendered sequencer preview, so now using scene
strip in it's own sequencer will work properly (it produced black frames
before).
This required killing compositor jobs since they could be using the same
render result as renderer called from sequencer uses.
Small improvements could be:
- Add slight delay before compositor job starts handling nodes so killing
this job would be fast
- Tag compositor to be updated after preview was fully rendered.
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without audaspace.
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Custom one had a bug, not worth tracking down.
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Layout separator should end button aligning.
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BM_***_share_check()
some of these were only returning a boolean, others returned a count even though only a boolean was needed.
split some of the functions in two as well where check/count are both needed.
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to work around dependency graph limitations.
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Made SHIFT+drag mouse in Curve and ColorPicker widgets move with more precision.
This was only working with UserPref "continuous grab".
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Intel graphics cards now use Triple Buffer when you set it to "Auto".
Recent tests proved that this is now working... and better test this
now well than a week before a release!
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User Preference setting for Color Picker type only affected the popup
version. Now it uses it for all color pickers in Panels too.
Note for UI Py team: col.template_color_wheel() function follows
the userpref - might be a need for rename here? Dunno how to handle
this. Comment noted in template code.
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For the record, AnimData vars should be named "adt", not "ad"
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