Age | Commit message (Collapse) | Author |
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- use same names as render threads
- remove OpenMP from UI
- remove details from tips
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was a (minor) bug).
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stacked after other modifiers
Evaluation of time-warping modifiers ("Stepped" is one of them) didn't actually
end up distorting the time to look up what values other modifiers in the stack
generate. This meant that when a "stepped" fmodifier was on top of a "generator",
the stepped fmodifier looked like it didn't have any effect.
(This fix requires a bit of testing still, so should be left for 2.71)
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- autodetect optimal default, which typically avoids HT threads
- can store setting in .blend per scene
- this does not touch general omp max threads, due i found other areas where the calculations are fitting for huge corecount
- Intel notes, some of the older generation processors with HyperThreading would not provide significant performance boost for FPU intensive applications. On those systems you might want to set OMP_NUM_THREADS = total number of cores (not total number of hardware theads).
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Previously, amplitude was more of an "absolute" value in the sense that whatever value
you set it to became a sort of "maximum bounce" height. However, it turns out that this
approach isn't so nice when dealing with large gaps between the values of two keyframes,
as the elastic easing equations expect that "amplitude > |change|" (where change is the
difference in values from key1 to key2).
Now, the "amplitude" value we pass to the easing functions are "|change| + amplitude".
This is easier to control, as now, as soon as you start changing that value, there are
immediately visible effects.
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format is BMP.
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Summary:
The title actually says it all, it's just possible to
have independent free handles for mask splines. Also
it's now possible to have aligned handles displayed
as independent handles.
Required changes in quite a few places, but they're
rather straightforward.
From user perspective there's one really visible change
which is removed Handle Type menu from the panel. With
asymmetric handles it's not clear which handle type to
display there. So now the only way to change handle type
is via V-key menu.
Rewrote normal evaluation function to make it deal
with new type of handles we support. Now it works in
the following way:
- Offset the original spline by maximal weight
- Calculate vector between corresponding U positions
on offset and original spline
- Normalize this vector.
Seems to be giving more adequate results and doesn't
tend to self-intersect as much as old behavior used to,
There're still some changes which needed to be done, but
which are planned for further patch:
- Support colors and handle size via themes.
- Make handles color-coded, just the same as done for
regular bezier splines in 3D viewport.
Additional changes to make roto workflow even better:
- Use circles to draw handles
- Support AA for handles
- Change click-create-drag to change curvature of the
spline instead of adjusting point position.
Reviewers: campbellbarton
CC: sebastian_k, hype, cronk
Differential Revision: http://developer.blender.org/D121
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Root of the issues comes to the fact that it's possible to produce
a situation when library object data uses local object. This is
actually forbidden and not supported by .blend IO.
Made it so Make Local wouldn't produce such an unsupported states.
Reviewers: brecht
Differential Revision: https://developer.blender.org/D372
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Bevel Factor Mapping allows to control the relation between bevel factors
(number between 0 and 1) and the rendered start and end point of a beveled
spline.
There are three options: "Resolution", "Segments", "Spline". "Resolution"
option maps bevel factors as it was done < 2.71, "Spline" and "Segments"
are new.
* "Resolution“: Map the bevel factor to the number of subdivisions of a
spline (U resolution).
* "Segments“: Map the bevel factor to the length of a segment and to the
number of subdivisions of a segment.
* "Spline": Map the bevel factor to the length of a spline.
Reviewers: yakca, sergey, campbellbarton
CC: sanne
Differential Revision: https://developer.blender.org/D294
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BKE_sequencer_offset_animdata() was simply assuming bezt member of fcurve was always valid, while it might be NULL (e.g. when fcurve is using FPoints instead, like when generated from sound file).
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mystery.
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Issue was caused by inverting a degenerate matrix when
evaluating drivers.
Solved by using tweaked inverse code (same as used in Cycles).
Should have no affect on cases when matrix is not degenerate.
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drop to 0
Issue was caused by the cache limitor which was removing 4k textures from the
memory when accessing other images.
This is pretty much awful situation and solved by making it so only image sequences
and movies ace cache-guarded.
Could be optimized further so images used by viewport are not being freed, but
that's much more tricky to do..
This is a nice candidature for 'a'.
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Many hard coded values and really specific to time & keyframes.
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Was a safety check which never triggered, so likely could be removed now.
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Issue is a regression since threaded objetc update and caused
by the fact that some objects might share the same proxy object.
It's all fine but object_handle_update() will call update for
a proxy object which screws up threaded update.
The thing is, proxy object is marked as depending on a scene
object and such a call makes it so the children objetc is
being updated.
This is really bad and depsgraph is to take all responsibility
on updating the proxy objects.
So for now used a simple solution (which is safe to backport
to 'a') which is skipping proxy update if the scene update is
threaded and based on the DAG traversal.
There are some still areas which calls object update directly
and for that cases proxy object is still being updated from
object_handle_update().
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intersection, since detail determines the maximum allowed triangle edge
size
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This code was using a //const// char array for fallback colors and then
writing to it (hidden to the compiler by explicit casting). Bad!
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Located on topology panel.
To use just click on button and click on mesh.
Operator will just use the dimensions of the triangles below to set the
constant detail setting.
Also changed pair of scale/detail size with nice separate float
percentage value.
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Nothing spectacular here, fill tools are easy. Just take the dyntopo
code and repeat until nothing more to do.
The tool can be located in the dyntopo panel when the dyntopo constant
detail is on.
Also added scale factor for constant detail. This may change when detail
sampling gets in, I am not very happy with having two numbers here,
still it will give some more control for now.
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This commit introduces support for a number of new interpolation types
which are useful for motion-graphics work. These define a number of
"easing equations" (basically, equations which define some preset
ways that one keyframe transitions to another) which reduce the amount
of manual work (inserting and tweaking keyframes) to achieve certain
common effects. For example, snappy movements, and fake-physics such
as bouncing/springing effects.
The additional interpolation types introduced in this commit can be found
in many packages and toolkits (notably Qt and all modern web browsers).
For more info and a few live demos, see [1] and [2].
Credits:
* Dan Eicher (dna) - Original patch
* Thomas Beck (plasmasolutions) - Porting/updating patch to 2.70 codebase
* Joshua Leung (aligorith) - Code review and a few polishing tweaks
Additional Resources:
[1] http://easings.net
[2] http://www.robertpenner.com/easing/
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as well.
These were already doing the same thing, just not as nice. Only
difference is the do_action argument (false for BKE_libblock_copy_nolib)
but this is of no consequence because the function is only called for
trees nested inside material, scene, etc., which never have own actions.
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depsgraph updates.
Material datablocks were localized by first making a regular datablock
copy, which always gets inserted into the bmain list, and then removing
it again from bmain.
Problem is that this localization happens in preview threads, which can
run while the depsgraph is also updating GPU materials. In case the
copying of materials takes any amount of time, this can cause the
depsgraph call to material_changed to use an invalid, localized material
and access invalid GPUMaterial lists which have already been freed for
the actual material.
Solution is to not add localized datablocks to the bmain lists in the
first place. bmain should be totally immutable during preview or render
threads.
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Yet another attempt at fixing the problems here. This time, I've added a new
function/version of the binary search utility so that we can pass in custom
thresholds (Note: This ability is only used for evaluation currently, with
everything else using a wrapper which still uses the old default threshold),
making it ok to start trusting the "exact" parameter.
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