Age | Commit message (Collapse) | Author |
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The time it was printing was excluding the time spent on color and file saving.
Now it includes this too, plus it prints the time spent on color/files.
Makes quite a difference when you do sequencer conversions or grading in
terminals - time that was printed was very misleading.
For readablity of logs, also added an extra empty line after this print.
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- Revert some stylistic changes made in branch
They weren't directly related on freestyle project
and better be handled in trunk. Helps reading patches
ad prevents possible merge conflicts.
- Solved issue introduced with recent deprecation of
RenderData.maximize,
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also rename mesh_getVertexCos() --> BKE_mesh_vertexCos_get() to match curve function.
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Conflicts resolved:
source/blenderplayer/bad_level_call_stubs/SConscript
Partly reverted changes to intern/cycles/blender/addon/ui.py in revision 52899
to make it easier to merge trunk changes.
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and RNA for it independent of the build flag for enabling Freestyle. Suggested
by Sergey Sharybin through a code review of the branch.
* Many #ifdef WITH_FREESTYLE blocks were removed to always have Freestyle-specific
DNA file specification and RNA for it built in Blender. This will allow Freestyle
setting survive even when a non-Freestyle build is used for loading and saving
files. It is noted that operations are still conditionally built through #ifdef
WITH_FREESTYLE blocks.
* To this end, new blenkernel files BKE_freestyle.h and intern/freestyle.c have
been added. All API functions in FRS_freestyle_config.h as well as some of those
in FRS_freestyle.h were moved to the new files. Now the relocated API functions
have BKE_ prefix instead of FRS_.
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functions.
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PyNodes opens up the node system in Blender to scripters and adds a number of UI-level improvements.
=== Dynamic node type registration ===
Node types can now be added at runtime, using the RNA registration mechanism from python. This enables addons such as render engines to create a complete user interface with nodes.
Examples of how such nodes can be defined can be found in my personal wiki docs atm [1] and as a script template in release/scripts/templates_py/custom_nodes.py [2].
=== Node group improvements ===
Each node editor now has a tree history of edited node groups, which allows opening and editing nested node groups. The node editor also supports pinning now, so that different spaces can be used to edit different node groups simultaneously. For more ramblings and rationale see (really old) blog post on code.blender.org [3].
The interface of node groups has been overhauled. Sockets of a node group are no longer displayed in columns on either side, but instead special input/output nodes are used to mirror group sockets inside a node tree. This solves the problem of long node lines in groups and allows more adaptable node layout. Internal sockets can be exposed from a group by either connecting to the extension sockets in input/output nodes (shown as empty circle) or by adding sockets from the node property bar in the "Interface" panel. Further details such as the socket name can also be changed there.
[1] http://wiki.blender.org/index.php/User:Phonybone/Python_Nodes
[2] http://projects.blender.org/scm/viewvc.php/trunk/blender/release/scripts/templates_py/custom_nodes.py?view=markup&root=bf-blender
[3] http://code.blender.org/index.php/2012/01/improving-node-group-interface-editing/
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Resolved conflicts:
release/datafiles/startup.blend
source/blender/editors/space_nla/nla_buttons.c
Also updated source/blender/blenkernel/intern/linestyle.c as a follow-up of
recent changes for the use of bool.
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before this only active scene would be rendered with border.
When do_render_fields_blur_3d() is finished, it'll modify
render's display rect so it'll correspond bordered render
result placed on black backgrund. Actual border is stored
nowhere, which makes it only way to re-calculate disprect
for all other renders used in compo based on source. Not
so big deal actually.
Also needed to modify Cycles a bit, because before this
patch it used border settings from scene being rendered.
Now made it so render data is passing to external engines.
Using a property inside RenderEngine structure for this.
Not best ever design for passing render data, but this
would prevent API breakage. So now external engines could
access engine.render to access active rendering settings.
Reviewed by Brecht, thanks!
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matters here.
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The previous implementation of Freestyle edge/face marks was refactored
based on suggestions from the latest code review by Campbell. The new
implementation relies on mesh CustomData to store edge/face marks, instead
of introducing extra flags in the core Mesh and BMesh data structures.
The CustomData-based implementation will allow further additions of new
edge/face attributes because of the independence from Mesh/BMesh.
This revision is work in progress, mainly intended to address the review
comments and ask for further code review in view of the trunk merger in
the upcoming 2.67 release.
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Rendering messages are now translatable.
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always used in that context so we can at least avoid reverting it twice
:p.
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not to confuse things.
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path_util_split_dirstring_2.patch, path_util_split_dirstring_3.patch
from Lawrence D'Oliveiro (ldo)
Get rid of BLI_splitdirstring, replace with calls to BLI_split_dirfile, BLI_split_dir_part and BLI_split_file_part as appropriate.
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from Lawrence D'Oliveiro (ldo)
Add comments and use of bool type in fileops.c
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from Lawrence D'Oliveiro (ldo)
More use of bool type, necessitating adding inclusion of BLI_utildefines.h, or moving it up in the inclusion order if it was already included, in various places
- storage.c: make some variables only used in bli_builddir local to that
- storage.c: BLI_file_descriptor_size should allow 0 as a valid file descriptor
- path_util.c: make pointers to non-reentrant storage returned from folder routines const, necessitating making variables holding these returned pointers const elsewhere as well
- path_util.c: BLI_string_to_utf8 closes iconv context in case of conversion error
- blf_lang.c: fill_locales routine now has its own "languages" local variable to construct paths (was stealing internal storage belonging to BLI_get_folder before)
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datablock has
a Use Alpha option again. This makes the case where you enabled Premultiply on the
image and disabled Use Alpha on the texture work again.
That's mostly useful when you have a straight alpha image file which has no useful
RGB colors in zero alpha regions (e.g. renders). Then sometimes you don't want to
use the alpha for the texture stack mixing, but you still want to multiply it into
the RGB channels to avoid a blocky transition into zero alpha regions.
This also removes the version patch that copied image datablocks because it's not
reliable and might be causing bug #34434. This does mean we are no longer backwards
compatible for cases where two different texture datablocks with Use Alpha enabled
and disabled where using the same image.
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in render module
Issue was caused by svn rev54721 where donequeue wasn't fully handled
in cases rendering was canceled, which lead to some render results
unfreed.
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Resolved conflicts:
release/scripts/startup/bl_ui/space_view3d.py
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to include a few more that gcc is using too.
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code. This gives a speedup up to a couple of seconds based only on the image
resolution and tile size. For complex renders a second or two is not so noticeable
but for quick ones it's nice to save some time. On the default cube this gives me
about half a second speedup.
Patch by Johan Walles, based on the render branch implementation by me.
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This is a special case, tangent space normal maps should be cleared to
0.5, 0.5, 1.0. This is good practice but there's no reason why not to
automate this (for artists whose bump map fu may be a bit shallow).
Thanks to Morten Mikkelsen for reporting.
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Fixes small precision problems.
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Adding non-RGBA float buffers as texture crashes MipMap code.
Images with less than 4 channels not supported (yet). Not sure
if we ever should even... normals, Z, vectors, UV, Index, all
don't like downsampling.
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Bang! How we didn't notice this for so long -- seems scenes came from render
layer node were rendering as if color management disabled (byte image wouldn't
be linearized).
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Conflicts resolved:
release/datafiles/startup.blend
release/scripts/startup/bl_ui/properties_render.py
source/blender/SConscript
source/blender/blenloader/intern/readfile.c
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Basically they're aimed to solve issues when scene with sky
was used for compositing. If compo used alpha output result
of current trunk would be completely different form hwo it
was before.
Two heuristics here:
- If there's no world or world color is black, it completely
equals to straight alpha mode, no further magic is needed
to preserve compatibility
- If scene is used as Render Layer node and something is
connected to Alpha output of this node, ensure alpha mode
for this scene is set to Premultiplied.
Basically it shall give better compatibility and make
4K mango project just happy! :)
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Issue was caused by alpha pipeline cleanup: apparently depending on
use_alpha flag different channels for spec/alpha would be used.
Made it so talpha is computed from Image->ignore_alpha instead of
always considering to be TRUTH.
This is not so much trivial to understand what's going on here, but
it's not new issue. Anyway, if someone have got ideas how to improve
feedback here -- ideas are welcome! For now only regression is fixed.
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