Age | Commit message (Collapse) | Author |
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Conflicts:
source/blender/gpu/shaders/gpu_shader_simple_vert.glsl
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as some additional checks in GHOST_ContextGLX's destructor
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(check for X11 being used instead of not APPLE and not WIN32)
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This is for those who'll be reading code and trying to improve it.
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Fix T41013: OSL and Crash
Fix T40989: Intermittent crash clicking material color selector
Issue was caused by not enough precision for inversion threshold.
Use double precision for this threshold now. We might want to
investigate this code a bit more further, stock implementation
uses doubles for all computation. Using floats might be a reason
of bad rows distribution in theory.
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vertex in a fcurve.
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This reverts commit 978dba4616852e0b94374f2ae56934049d9b3669. The change
still doesn't provide accurate culling information, and actually breaks
animation culling.
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This way no access to automated tests variables will happen.
Ideally it should be something more like using blenderlite
with just Cycles enabled, but let's keep it for a bigger
clean up.
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No need to run automated tests for cudakernels target. TThis could
be harmless because CUDA binaries are built in the another chroot.
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Looks like softbody settings got lost in a recent cleanup.
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soc-2014-viewport_fx
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proper value.
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This is much like the CGL context in that it is fairly preliminary and does not have all the features of EGL or WGL contexts yet.
In order to work on this on OSX, some minor changes were made to CMake to link with X11 on OSX
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also added code to clear screen immediately after context creation, similar to how it is done for glX
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include files
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moved locale query to the intern/locale module
deleted some odd code that did not appear to be actually used relating to command line arguments
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We should do autotests only after setting path to sconsign,
otherwise using the same working directory and different
build directories will eventually break.
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With new buildbot env they should be all fine.
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Clipping border causes a software fallback on ATIs. We have disabled it
in that case but from minor digging on the net seems like Intels support
this, so enable.
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Tagging a face as hidden should not be done only when hiding.
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Issue here is that we force mirroring even if original armature is not
mirrored.
We could be smart and store only unselected mirrored bones here (since
those will get restored from transdata), however not all properties were
getting stored and restored; rolling bones still suffered from the bug
for instance.
To fix this we need to restore all properties that armature mirroring
overrides. Transdata obviously does not offer a lot of space here, so I
used TransInfo->customdata to store an array of initial parameters of
the mirrored bones.
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material is applied to multiple Dupli instances of an object.
One of the random_id initialization lines for cycles objects slipped
into the basic update part in this commit:
rBb98ff5cb5b2c14c33b16e3b129e1e08810e90a6c
This would constantly re-shuffle the random_id ...
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So now viewport render resolution division works exactly the same as in Cycles.
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Collada code.
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There were some missing updates in the viewport render job which lead to
wrong SSS mapping on the final resolution.
There was also wrong scaling applying when border render is used.
And last but not least(?) strands render was using first level of the
resolution leading to really thick strands in the final viewport.
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correctly.
Problem was that object layers are defined by duplis as the top-level
duplicator layers. This happens //during// the duplilist construction,
which breaks group layer checks for subsequent instances and hides them.
Now the duplilist generators leave Object DNA untouched, the
modification of layers for drawing, rendering, etc. happens afterward
in the duplilist_apply/restore functions, as a kind of second pass.
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fails
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To do so, matching BKE 'API' was also refactored a bit:
* Get Pose data instead of Object, as parameter;
* Removed some sanity checks not needed at such a low level (callers are supposed to do that);
* You can now remove an arbitrary bone group, not only the active one.
Based on patch by pkrime (Paolo Acampora), with own edits.
Reviewers: #python, pkrime, aligorith
Reviewed By: aligorith
Differential Revision: https://developer.blender.org/D522
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freestyle.types.StrokeVertexIterator.
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also prevent reading from BM_ELEM_API_FLAG_ get/setters
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- found a way to feed just extra flags to the testcompiles
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all build types
- this workaround makes sure the breaking -fopenmp is not exposed to testcompiles which use C_FLAGS respective CXX_Flags
- -fopenmp is always added to the CMAKE_C(XX)_FLAGS_<BUILD_TYPE> now
- another way to solve this would be to move the Configure OpenMP part after all line 2366,
but i don’t know if this would be apreciated
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Revert "Object Select Similar tool now has a Pass Index option."
This reverts commit 7a6919a74eb08caaf21030c17fe7c2723394a3d6.
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Particle texture eval was not taking the actual texture space for orco/
generated textures into account at all.
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Viewers were activated both inside the active group as well as the top
level tree (the latter being a quick fix for getting a fallback viewer).
This caused a race condition on the shared viewer image.
Now the active viewer is defined at node conversion time in the converter
so that only one can be active at a time without each node having to
follow complicated rules for exclusion.
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Patch D633 by simonrepp (Simon Repp), thx.
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- test fail due libiomp5 is not available @ testing time
- must solve this by adding requred flags/includes to tests
- atm release builds are possible with this hack
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failing, breaking all other tests following
- tested gcc 4.8.1 works again
- tested clang-omp in libs works again
- i assume atm., if we only use vanilla clang it is the one in darwin libs
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This is related to task T29419. Credit also goes to Goran Milovanovic
(goran) for proposing an initial fix for this issue.
The issue is the current behavior of applyImpulse doesn't match the behavior
described in the documentation as instead of a impulse point in world coordinates,
it seems to require a coordinate in a local space.
Additionally, applyImpulse function isn't consistent with similar functions (applyForce, applyTorque, etc)
as it doesn't allow to choose in which space (local or global) the impulse is applied.
Now, we have the following function:
applyImpulse(point, impulse, local=False)
being "point" the point to apply the impulse to (in world or local coordinates). When local is False will
have both point and impulse in World space and when local is True will have point and impulse in local space.
Reviewers: moguri, dfelinto, brita_
Reviewed By: moguri
Differential Revision: https://developer.blender.org/D567
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