Welcome to mirror list, hosted at ThFree Co, Russian Federation.

git.blender.org/blender.git - Unnamed repository; edit this file 'description' to name the repository.
summaryrefslogtreecommitdiff
AgeCommit message (Collapse)Author
2016-06-16Merge branch 'master' into object_nodesLukas Tönne
2016-06-14Fix T48613: Bump mapping in cycles is not shown on the viewport when the ↵Sergey Sharybin
material use node groups
2016-06-13Fix own error w/ undefined behaviorCampbell Barton
This happened to work for me but caused issues on OSX.
2016-06-13Fix glShadeModel being left flat in edit-mode drawCampbell Barton
2016-06-11Fix T48634: Interpolation and distribution of Children Particles breaks.Bastien Montagne
Own stupid off-by-one regression in rB019ce363b01bba0afe1 and later...
2016-06-09Flat shading for basic shaderAlexander Romanov
The purpose of the patch is to replace deprecated glShadeModel. To decrease glShadeModel calls I've set GL_SMOOTH by default Reviewers: merwin, brecht Reviewed By: brecht Subscribers: blueprintrandom, Evgeny_Rodygin, AlexKowel, yurikovelenov Differential Revision: https://developer.blender.org/D1958
2016-06-08Cleanup: typosCampbell Barton
2016-06-08Fix edit-mesh draw not disabling stippleCampbell Barton
Caused problem w/ basic-shader
2016-06-08Merge branch 'master' into object_nodesLukas Tönne
2016-06-08Correct assertCampbell Barton
2016-06-07Cleanup - size_t is unsigned, so always >= 0!Bastien Montagne
2016-06-07Fix (unreported) EditNormal modifier: broken 'flip poly' feature.Bastien Montagne
Newly computed custom normals were forgotten during poly flipping, leading to wrong custom normals being assigned to wrong loop... Dead simple, but was tough to track down this one!
2016-06-07Cleanup: warningCampbell Barton
2016-06-07World space switch for BI nodes.Alexander Romanov
At the moment light shading in Blender is produced in viewspace. Apparently, that's why shader nodes work with normals in camera space. But it is not convenient for artists. The more convenient approach is implemented in Cycles where normals are represented in world space. Blend4Web Team designed the engine keeping in mind shader parameters readability, so normals are interpreted in world space as well. And now our users have to use some tweaks, like empty node group with the name "Replace", which is replacing one input by another on the engine side (replacing working configuration in Blender Viewport by the configuration that has the same behavior in the engine). This patch adds the ability to switch to world space for normals and lamp vector in BI and Viewport. This patch is very important to us and we crave to see this patch in Blender 2.7 because it will significantly simplify Blend4Web material creation workflow. {F315547} {F315548} Reviewers: campbellbarton, brecht Reviewed By: brecht Subscribers: homyachetser, Evgeny_Rodygin, AlexKowel, yurikovelenov Differential Revision: https://developer.blender.org/D2046
2016-06-07readfile: optimization for undoCampbell Barton
Was using O(n^2) lookup on ID's with undo. This caused undo to hang with 1000's of data-blocks (especially with heavy scenes & outliner-space, which doesn't even need to be visible to cause a slow-down). Internally this uses a ghash per id-type, which is lazy-initialized. Each key uses the name and library since there may be name collisions between libraries. Developer Notes: - Adds small `BKE_main_idmap_*` API. - Needed to change linking order for this to build.
2016-06-07BLO_idcode: Move ID_ID lastCampbell Barton
This lets us use MAX_LIBARRAY to loop over id-codes in Main.
2016-06-06Cleanup: warningCampbell Barton
2016-06-06Depsgraph: Russian electric tape bodge to have multiple proxies workSergey Sharybin
Makes behavior of proxy_from backlink working similar to the old dependency graph. it's nasty, but needed here in the studio to get proxies fixes ASAP.
2016-06-04Cleanup: avoid temp string editCampbell Barton
2016-06-03Fix T48234: Glitch w/ action constraints sharing an actionCampbell Barton
FCurve evaluation depended on FCurve.curval, which isn't threadsafe. Now only use this value for debug display, and pass the value instead of storing in the FCurve for all but debug-display.
2016-06-03Fix T48111: Auto-run fails w/ empty pathsCampbell Barton
Enabling auto-run, then excluding a path but leaving it set to a blank value would ignore all paths.
2016-06-03Fix T48575: Particle crash using 'Parting' settingCampbell Barton
2016-06-02Support for image sampling in the LLVM backend.Lukas Tönne
This reintroduces the "globals" concept for mapping ID datablocks with a consistent permanent identifier key.
2016-06-02Fix T48456: 2x pixel size clamps min brush sizeCampbell Barton
Using double pixel size prevented 1px brushes D2044 by @jeske
2016-06-02Fix T47637: Multiple multires objects in Sculpt mode make blender crash.Bastien Montagne
That was a nice and funny hunt, albeit rather time consumming! To summarize, so far code was using a static global gpu_buffer for pbvh vbo drawing of 'grid' types (multires mostly?). There were two issues here: 1) Global gpu buffer was assigned to GPU_PBVH_Buffers->index_buf, but then nearly no check was done when freeing that buffer, to ensure we were not freeing the global one (not totally sure this one was actually causing any issue, but was bad and unsafe anyway). Was solved by adding a flag to GPU_PBVH_Buffers to indicate when we are using some 'common' buffer here, which freeing is handled separately. 2) Main issue: if several multires objects in sculpt mode with different grid size were present simultaneously, the global gpu buffer had to be resized for each object draw (i.e., freed and re-allocated), but then the pbvh nodes from other objects storing freed reference to that global buffer had no way to know that it had been freed, which was causing the segfault & crash. Was solved by getting rid of that global buffer, and instead allocating one 'grid_commmon_gpu_buffer' per pbvh. Told ya baby, globals are *PURE EVIL*!
2016-06-02Fix for GLSL uniform being update from inside glBegin/glEndSergey Sharybin
This seems to be illegal and not productive anyway. Do it ahead of a time now, which solves shading issues in edit mode and prevents assert from happening.
2016-06-01Fix T48415: Segfault on opening .blend in which a 'surface' force object was ↵Bastien Montagne
saved in Edit mode. In that case, surface modifier won't run (until surface object goes back to Object mode), and its bvhtree remains NULL.
2016-06-01Fix wrong vertex colors in edit modeSergey Sharybin
2016-06-01BI: fix counting of tangents, that was reset during recursion of ↵Alexander Romanov
init_render_nodetree
2016-05-31Cleanup: parenthesize definesCampbell Barton
2016-05-31Properly handle vertex color color space for Cycles GLSLSergey Sharybin
A bit tricky, need to pass additional information about what the attribute is and how to deal with it. BI path stays unchanged, just to make things simplier for now. Fixes T48555: Cycles GLSL- Incorrect Vertex Color results from Attribute node
2016-05-31Fix T48547: Shrinkwrap fails w/ auxiliary targetCampbell Barton
Error in 0b5a0d84
2016-05-30Shrinkwrap: OMP->BLI_task.Bastien Montagne
Gives little to no speedup (a few percents at best).
2016-05-29BKE's DerivedMesh: get rid of last OMP usage.Bastien Montagne
Not replacing with some BLI_task_stuff here, tests show this is pointless (in absolute best case - i.e. single huge mesh in scene - parallelizing here switches from 0.8ms to 0.5ms for that piece of code - with something like 750ms per frame update...).
2016-05-27Merge branch 'master' into object_nodesLukas Tönne
2016-05-26Image viewer scopes update: OMP->BLI_task.Bastien Montagne
Gives over 50% faster scope update (from 4.5ms to 2.2ms here with SD shot)! Probably mostly due to more clever usage of thread-local data (which avoids any lock, when OMP code had a rather stupid critical section for minmax)...
2016-05-25Straightforward texture eval function in BKE for getting texture results ↵Lukas Tönne
with derivatives.
2016-05-24Fix own mistake in D1120: wrong indexing of UV maps during tangent calculationAlexander Romanov
2016-05-23Fix wrong scale of vertex color values when doing border render of Cycles ↵Sergey Sharybin
viewport
2016-05-23B-Bones improve handle calculationCampbell Barton
This changes the bezier handles b-bones to fit to a circle more closely.
2016-05-23Support Vertex Color in GLSL viewport for CyclesSergey Sharybin
The title says it all actually. Added special custom data type, because we don't know in advance whether we're referencing UV or Color layer. Also made it so vertex attributes are normalized. TODO: Border render in viewport ignores the normalization of the attribute array for some reason, will be looked into still. Reviewers: mont29, brecht, campbellbarton Reviewed By: brecht, campbellbarton Differential Revision: https://developer.blender.org/D2022
2016-05-21Forgot to remove omp header include...Bastien Montagne
2016-05-21Dynamicpaint: fix (unreported) missing progress bar in early baking stage.Bastien Montagne
Nothing was shown in UI during pre-bake step, while it can take several minutes to complete with heavy geometry.
2016-05-21DynamicPaint: massive refactor, replace all OpenMP usage by BLI_task and ↵Bastien Montagne
other optimizations. This commit makes Dynamicpaint modifier evaluation (during playback) a few percents quicker. However, it makes dynapaint's 'image sequence' baking about 33% quicker (from 119 to 77 seconds in own heavy test), partly due to switch to BLI_task itself (about 20%), and partly due to optimizations (remaining ~13%). As usual, did a lot of tests here to ensure nothing is broken, but a lot more users' testing would definitively be welcome too! ;) Note that some quite meaningless omp forloops have been removed (parallelizing thousands of vec copy does make it two or three times quicker, but the few hundreds of microseconds gained do not make any difference in a hundreds millisecond process). Also, this code could still use a lot more cleanup (naming etc.), the way it (tries to) handle malloc faults is also totally flacky and makes the code horribly verbose and convoluted in some places - without actually catching all possible faults (memarena could make it more easy to handle here), etc.
2016-05-21BKE Mesh mapping: add 'vert to looptri' mapping generator.Bastien Montagne
2016-05-21Hopefully fix OMP/MSVC crap...Bastien Montagne
2016-05-21Dynapaint: Serious cleanup and optimization of dynamicPaint_createUVSurface ↵Bastien Montagne
(mostly). Gives 3-4% speedup in pre-bake step (from 112 to 108 seconds with own heavy test file). Note that here we have a huge potential performance boost if we replace the flat `Bounds2D *faceBB` array of UV tris bounding boxes by a real 2D AABB tree (right now, we can loop over all UV triangles times the number of pixels of the surface times 5...).
2016-05-20Fix T48470: Bendy Bones: Custom Handle References not being cleared when ↵Joshua Leung
bone deleted In addition to the original bug report, I've gone through cleaning up a range of related bugs which only became clear when hunting around the code... * Custom Handle References weren't getting cleared when the bones they used got deleted. But, neither was the custom bone shape location/transform reference. * Various places where posebone settings are copied around were also missing code to handle the new Bendy Bone properties. (WHY DO WE HAVE SO MANY VARIATIONS OF COPYING POSE DATA!?!?) * If duplicating a Bendy Bone with custom references, and the custom references are also selected/duplicated, the new Bendy Bones will use the corresponding duplicated bones
2016-05-19Add Peak Memory as render stamp optionLukas Stockner
This commit adds Peak Memory to the stamp options, the value is the same one that is already shown in the image viewer. Requested by @nutel. Reviewers: campbellbarton Subscribers: campbellbarton, nutel Differential Revision: https://developer.blender.org/D1989
2016-05-19Cleanup: misleading indentationCampbell Barton