Age | Commit message (Collapse) | Author |
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This code is not thread-safe and there's no easy way to synchronize
render and viewport threads for this operation, so for until we've
got some nicer solution we just disable dangerous buttons.
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if we skip creating the selection color layer.
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The issue was caused by the non-threaded texture API used by the node.
While the node itself is single threaded there might be texture nodes
in different execution groups running in parallel.
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Also SSS node was using wrong Normal input index.
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- Fixed building without for cmake.
- Scons can now build without audaspace too.
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This type causes pixels outside of 0..1 coordinate range to become transparent.
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- use the device names returned from the library.
- system settings UI changed as new audaspace might contain longer and more device names.
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Sergey.
- rename WITH_EXTERNAL_AUDASPACE to WITH_SYSTEM_AUDASPACE.
- rename C/PYAUDASPACE to AUDASPACE_C/PY
- simplifying cmake defines and includes.
- fixing include paths and enabling WITH_SYSTEM_AUDASPACE for windows.
- fixing scons building.
- other minor build system fixes.
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API.
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- Added the cmake configuration option WITH_EXTERNAL_AUDASPACE.
- Fixes to build without standalone library as well.
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- Renamed some functions.
- Using C API instead of C++ in the game engine, as the standalone is C++11.
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The navigation mesh functionality was broken for quite a while. This patch
contains fixes: recalculating tesselations before getting the number of
tesselation faces (it otherwise returned 0) before calculating the navmesh,
and calling `DM_ensure_tessface()` on the navmesh's `DerivedMesh` object
(which fixes visualisation in Blender). This allows one to create a new
navmesh, which also works in the BGE.
Furthermore, the patch adds several return values, and shows more error
messages when things go wrong. In several places in the navmesh creation
code, return codes weren't checked and errors silently ignored.
Reviewers: nicks, brita_, campbellbarton, lordloki, moguri, panzergame
Reviewed By: panzergame
Differential Revision: https://developer.blender.org/D1435
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Technically it was all wrong and it should have been called Extend instead
of Clip. Got confused by the naming in different libraries.
More options are still to come.
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Wasn't expanding the path '//' before checking the path on-disk.
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This commit fixes shader tree compilation, but the shading result wouldn't be
doing actual refraction because it's a bit involved change which isn't really
considered a bug for now. There are more closures which are falling back to
diffuse BSDF currently.
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Profile and color space were not properly set.
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The code does stupid box filter which doesn't give nice results and doesn't
match old compositor at all. Need some better gaussian weighting here. Will
look into it later.
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This removes CD_MASK_MFACE from CD_MASK_BAREMESH, CD_MASK_DERIVEDMESH and others.
Callers that need it must explicitly add it to their data-masks.
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Replace checks in various places
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Deprecate wrap (BRUSH_TORUS) option, we now have paint flags for tiling
and we can reuse those. Also allows seperate tiling in X/Y
direction for 2D painting now.
Only one tiling is allowed for now.
Options can be found in new "Tiling" panel under the tools tab.
For version patching, we just turn off brush wrapping,
to allow reuse of the flag in the future.
New option is paint mode wide instead of per brush so
a brush having the old wrap option will not enable it
for the whole mode in the version patch.
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D1429 by @lichtwerk, with edits
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It now takes (almost) the whole available width of the region. Icons on the right hand side are hidden during text input now, they can't be used then anyway. Using this space for the text input button makes more sense.
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Seems like the original version patch for this wasn't made correctly.
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It's not actually used during drawing though.
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This commit begins implementation of the idea about hidden face
separation outlined in
http://code.blender.org/2015/06/optimizing-blenders-real-time-mesh-
We split hidden and visible faces to different parts of the triangle
buffer.
Mapped drawing will now skip iterating through hidden polys.
Of course the final target, when all derived mesh types use
VBO sorting, is to skip checking for hide flag per face
completely. All faces will be pre-sorted anyway and we'll
be able to draw them with one draw call.
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NULL.
All derivedmesh types check if we have an enable function, we can get
rid of this.
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We need to generate strokes up to a brush radius around the bounding
box.
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Looptri refactor artifact
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Separate and reuse some shared code.
Also avoid counting for information we already know,
such as total loop triangles etc.
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Loose edge count was double. It didn't fail on own
tests because they had a small number of loose edges,
but for bigger meshes it hit garbage indices at draw time
and crashed.
Also cleaned up the code to make it less verbose and easier to
understand how indices are counted.
Hope it's the last edge-related fix (fingers crossed)
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When zoomed in could int overflow and select the wrong vertex.
also correct clipping check.
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Own stupid mistake in rBb318795c3b3d (ideally we should really not have that kind of ugly hacks :/ ).
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This commit fixes issues with wrong socket type being added to the Cycles debug
pass compositor operation, which lead to crashes with non-value pass types.
This commit also reverts socket renaming thing because while it's was behaving
ok on runtime file reload might have loose the links which is annoying.
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