Age | Commit message (Collapse) | Author |
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rB6f92604e539b2114763150fb1ace60d28e59a889
Crashes occured immediately when clicking on "OpenGL render image" because there was only a task pool created previously when it was an animation. Solved it by introducing a variable is_animation to the openglrender and omitting the task_pool call when it's no animation.
@sergey: Please check my changes, moved the pool_ok and the lock into the is_animation clause.
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The buttons now nicely align with the pose list itself.
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Buildbot machine was updated to the new SDK which seems to have
QTKit removed.
For until we've installed older SDK or ported our code to a new
AVFramework disabling QuickTime.
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A no-op happens when trying to move the top pose further up, or the
bottom pose further down.
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These may be exposed in UI (keymap editor & redo panel), so better avoid using identifiers like "UP" "DOWN". They are redundant anyway (already displayed).
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Didn't change versioning_250.c entries, flags will be overridden anyway.
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Had to calculate draw region width based on region size excluding scrollbars.
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Thanks Severin for spotting it!
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Allow such kind of pin for armature bones.
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This will break the pose library preview add-on, since that add-on uses
file indices rather than pose names.
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A bit nicer to do empty-string check for operator poll message as well.
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Uses red alert color. Operators that failed poll check already did this.
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Was a bit annoying to do tweaks in a file which contained all
vertex, geometry and fragment shaders.
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According UI rules, no toggle options in pop-ups menus, so remove it.
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Tooltip was wrong here, it can only bake a single (active) object, 'only selected' option
is for pose bones only...
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Replace the W shortcut for subdivision by a new menu for edit specials
in order to keep consistency in UI.
Subdivision is not used all the time, so it's better assign this
shortcut to menu.
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In some situations the artist needs to subdivide a stroke created with
few points before, specially for sculpting.
The subdivision is done for any pair of continuous selected points in
the same stroke.
The operator can be activated in edit mode with W key and has a
parameter for number of cuts.
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The idea is to have a dedicated thread which is responsive for all the
file writing to a separate thread, so slow disk will not slow down
OpenGL itself.
Gives really nice speedup around 1.5x when exporting barber shop layout
file to h264 video.
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any object
There were a couple of crashes caused by stupid typos in
rB631af9f930d2fd2c76751204ff22239aa95f761d and
rB78ea06fea4a74181c25254ed72d50d8a743b6954, as well as a shamefull lack
of 'testing before committing' which only affect exporting.
One crash was due to using RNA_boolean_get instead of RNA_enum_get, the
other one was a tricky case of order of deletion happening in the
destructors of AbcExporter and ArchiveWriter.
Should not affect RC or release.
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Was copying things in other way around and was not performing
proper color space conversion.
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It was annoyingly slow to do roundtrip from byte OpenGL render to
float render result and back to byte image format (which is used
in 99% of cases for the OpenGL previews),
Now we use render result's rect32 to store render result which is
already supposed to be in the display space.
Gives about 30% speed improvement for OpenGL previews here.
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Previously converting from linear space to SRGB was doing rather
slow inverted 1D lookup. Adding explicit inverse LUT gives 20%
speedup of OpenGL render.
Next question is: why do we even bother with sRGB conversion here,
OpenGL is already in the proper space so in theory we can avoid
quite some color space conversions. In any case, having this case
optimized in nice anyway.
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New features:
1) Release target that checks for both cuda 7.5 and 8 with WITH_CYCLES_CUDA_BINARIES=ON and CYCLES_CUDA_BINARIES_ARCH=sm_20;sm_21;sm_30;sm_35;sm_37;sm_50;sm_52;sm_60;sm_61 options set.
2) Option to switch between x86 and x64 builds, the default remains (auto detect the architecture) but can be overridden.
3) Option to switch between vs12(2013) and vs14(2015) default is 2013.
Reviewers: juicyfruit, sergey
Reviewed By: sergey
Tags: #platform:_windows
Differential Revision: https://developer.blender.org/D2180
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This was quite weak to consider all scripted expression to be time-dependent.
Current solution is somewhat better but still crappy. Not sure how can we make
it really nice.
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Stupid mistake wrapping path validation code inside a BLI_assert, which means it was
only called in Debug builds...
Found by Sergey, thanks.
Should be backported to 2.78.
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Those 'never null' ID pointers are really a PITA to handle... luckily we don't have much of those around!
Found by Sybren, thanks.
Should be backported to 2.78.
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This is internal pointer helper for scene evaluation and tools, though exposed to bpy API,
it can give false 'dependency cycles' in bpy.data.user_map() results.
That's followup to rBe007552442634 really, both should be backported to 2.78
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This is internal pointer helper for scene evaluation and tools, it's not exposed to bpy API anyway,
and can give false 'dependency cycles' in bpy.data.user_map() results.
Found by sybren in his Splode work.
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Uses similar way of storing temp data as object copy paste, just
uses different read entrypoint which does not modify current bmain.
This gives ability to easily copy-paste poses from one blender to
another one.
Hopefully doesn't introduce user-measurable differences.
Request from Peer here in the studio.
Reviewers: mont29
Reviewed By: mont29
Subscribers: hjalti, fsiddi
Differential Revision: https://developer.blender.org/D2229
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This reverts commit ecbfa31caaadb03c53c0fe1459718b99613c8804.
Original commit broke logic in nodes re-fitting. That area can
access non-existing children momentarely. Not sure what would
be best solution here, for now simply reverting the change/
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Problem was zero length normal caused by a precision issue in patch evaluation.
This is somewhat of a quick fix, but is better than allowing possible NaNs to
occur and cause problems elsewhere.
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Both spot and area light have large areas where they're not visible.
Therefore, this patch stops the light sampling code when one of these cases (outside of the spotlight cone or behind the area light) occurs, before the lamp shader is evaluated.
In the case of the area light, the solid angle sampling can also be skipped.
In a test scene with Sample All Lights and 18 Area lamps and 9 Spot lamps that all point away from the area that the camera sees, render time drops from 12sec to 5sec.
Reviewers: brecht, sergey, dingto, juicyfruit
Differential Revision: https://developer.blender.org/D2216
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Reviewers: brecht, sergey, dingto, juicyfruit
Differential Revision: https://developer.blender.org/D2220
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Own stupid 'logical inversion' mistake in rBa2677100fef06af.
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Small issues in GHOST
- use NSApplicationDelegate protocol for our app delegate
- make sure NSApp is initialized before using
(cherry picked from commit df7be04ca6d4b6dccc998445386228699d72d072)
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Minimal list features for now, no add/remove stuff, that we can add later...
Reported by sybren.
Should be safe for 2.78.
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Regression from rB036c006cefe471. We can't use self here, self is bpy.app, not pydescriptor of python path getsetter...
So for now, do not try to replace getsetter by actual value in bpy.app's dict,
just return static var generated on first run.
Should be safe for 2.78.
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Sequencer
Cycles was thinking it always rendering integer frame, which is not correct.
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Reviewed By: sergey
Differential Revision: https://developer.blender.org/D2227
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I) Filename was not put in temp Main generated to save selected data only,
this was breaking readcode when trying to open partial file, leading to missing
filename in final loaded Main data.
II) Read code would confuse partial .blend files with Undo ones, when they had no screen in them
(which happens to 99.999% of partial .blend files I guess).
Reported by @sybren, thanks.
Should be safe enough for 2.78 release.
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