Age | Commit message (Collapse) | Author |
|
- BKE_blender_version.h (only version defines & versionstr).
- BKE_blender_copybuffer.h (currently only used for view3d copy/paste).
- BKE_blender_undo.h (global undo functions).
- BKE_blendfile.h (high level blend file read/write API).
|
|
This changes behavior so seams aren't used for the bmesh walker.
|
|
|
|
Using PyObject's for drivers (82b0a9e36) still needs to set the 'current value'
for debug info to display in the UI.
Resolves T48251
|
|
|
|
|
|
Resolves T48258
|
|
Part 2 of Fix for T48200. Without this, it's not possible to exit GPencil edit mode using tab key with pies enabled.
Menus are somehow similar to operators, which let the event pass through too after operator poll returns 0. So think we should handle them similar here.
Can't guarantee this is totally safe though ;)
|
|
|
|
Reviewed By: campbellbarton, brecht
Differential Revision: https://developer.blender.org/D1942
|
|
|
|
|
|
|
|
|
|
|
|
This fixes a lot of things in NLA RNA update handling (which basically did not update anything previously).
There are more update issues with this editor though...
|
|
Some types are defined but not yet implemented...
|
|
Simply apply same minimal range as in graph editor when we get a zero one from keyframes.
|
|
Adjusting the pressure wasn't re-adjusting the offset.
|
|
|
|
Issue was that before writing to disk grids are clipped against the
density field's tree to optimize for memory/disk space, which in the
case of simulations with no density field results in all grids having
empty trees.
For now avoid clipping against empty grids, but perhaps in the future it
can be interresting to have some UI parameters to let the user choose
the grid used for clipping.
|
|
This mainly touches extern libraries and few debug-only places in intern.
Some summary:
- External libraries are not strict at all about missing declarations,
so we can rather safely remove such warning together with other strict
flags.
- Bullet has some static functions which are not used.
Those were commented out.
- Carve now has some unused debug-only functions commented out as well.
While we're on the way of getting rid of Carve, it makes sense to make
things a bit cleaner for the time being.
- In LZMA we have some parts disabled which gives some set but unused
variables which is rather correct.
- Elbeem had quite some variables set and never used because their usage
is inside of debug-only code which is commented out.
Note about patching upstream libraries: surely one might say that we
have to make local patchset against this, but own experience says it
only gives extra work trying to merge such tweaks to a new upstream
version and usually it's just faster to re-apply such fixes again after
bundling new upstream library.
|
|
Mainly makes logging less verbose when doing progressive sampling in viewport.
Such kind of verbosity is not really possible to be filtered out with `grep`
so let's reshuffle few lines of code.
|
|
This allows us to get rid of annoying and misleading error printed to the console
about being unable to connect to something.
|
|
Use the SnapObjectContext to store the bvh tree for reuse.
|
|
This introduces a snap-context that can be re-used for casting rays into the scene
(by operators such as walk-mode, ruler and transform code).
This can be used to cache data between calls too.
|
|
|
|
|
|
The script is updated for ArchLinux, since all dependencies are included in Arch's official repositories.
I've made a few changes, such as enabling OCIO and OSD without requiring locally installed lib-path, and a fix to ''get_package_version_ARCH()' so it ignores package epoch (as in the case of ffmpeg).
I intend to look at OpenVDB next.
Reviewers: mont29
Differential Revision: https://developer.blender.org/D1901
|
|
|
|
The 'precision' and 'dynamic' settings for binding are now always visible.
The settings that can not be edited after binding are disabled (not inactive).
I find it useful to see with what settings a mesh was bound, in case
the file is not mine or if I simply lost track of it.
|
|
Simple idea, use threads when dealing with "Copying Transformations to device"
scene update step. Only do it if there's enough objects in the scene.
Hopefully only brings less synchronization time and doesn't break anything.
From tests on my desktop this brings down transform update time from 58sec to
11sec on victor_cpu.blend scene from out benchmark.
|
|
|
|
This is an attempt to gracefully handle out-of-memory events
and stop rendering with an error message instead of a crash.
It uses bad_alloc exception, and usually i'm not really fond
of exceptions, but for such limited use for errors from which
we can't recover it should be fine.
Ideally we'll need to stop full Cycles Session, so viewport
render and persistent images frees all the memory, but that
we can support later, since it'll mainly related on telling
Blender what to do.
General rules are:
- Use as less exception handles as possible, try to find a
most geenric pace where to handle those.
For example, ccl::Session.
- Threads needs own handling, exception trap from one thread
will not catch exceptions from other threads.
That's why BVH build needs own thing.
Reviewers: brecht, juicyfruit, dingto, lukasstockner97
Differential Revision: https://developer.blender.org/D1898
|
|
memory
This mimics behavior of default allocators in STL and allows all the routines
to catch out-of-memory exceptions and hopefully recover from that situation/
|
|
This commits implements threaded sorting of references when looking for
object spatial split. It mainly useful when doing initial binning, which
happens from main thread.
Gives nice speedup of BVH build for Bunny.blend: 36sec vs. 55sec for
the Rabbit mesh BVH build.
On more complex scenes the speedup is probably minimal, but still nice
to have more instant rendering for simplier scenes.
Some further tests with production scenes would be interesting.
Reviewers: juicyfruit, dingto, lukasstockner97, brecht
Reviewed By: brecht
Differential Revision: https://developer.blender.org/D1928
|
|
|
|
While other borders are more like a toggle, it is an intrinsic behavior
of those operators. Render Border is intrinsicly split into two operators
and trying to expose it as a toggle will end up with rather confusing
situation when shortcut listed in the menu changes depending on the
context.
|
|
|
|
ideally this part of code should be de-duplicated across __VOLUME_INTERSECT_ALL
and regular code.
|
|
Seems was a mistake in f2c54df, volume attributes are not supposed to
have repeated texture type.
|
|
Note that this only removes the actual dependencies of Cycles on the
particle code in Blender, but not the internal "particle" definition
or the curve type handling inside Cycles. These structures may be in need
of some improvement themselves, but that is out of scope here.
|
|
Solves following issues:
- Quite reasonable amount of paranoid warnings were solved by an upstream
- Upstream seems to have all fixes needed for FreeBSD and OSX already
- Brings all fixes and such from upstream
|
|
|
|
Epsilon for small faces was too large.
Also suppress exception when all faces area are below the epsilon.
|
|
Replace angle with with cosine calculation.
|
|
|
|
|
|
Use dot product instead of angle.
|
|
valid pointer!
|