Age | Commit message (Collapse) | Author |
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Use same options as limited dissolve (adds material & winding)
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Second half of fix for also T42510
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Also enable this for headless builds too.
Calling UI_icons_init would initialize matcaps, brushes etc...
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We want this even without UI, some scripts may use it in a background processing
mode to avoid too heavy process in actual 'user' blender...
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treehash must always been checked before used!
Reported on irc by sebastian_k and investigated by sergey, thanks!
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Remane sound_scene_handle to playback handle.
sound_scene_handle was a part of scene so we could see code like scene-
often in the same function.
If I understand things correctly, in audaspace lingo, the
playback_handle corresponds to a Reader while the scene_sound
corresponds to a Factory.
More cleanups will be done here later, but changing this now because my
brain hurts trying to remember which is which...
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Holds 30 frames in memory. Could make it check memory instead but that
should suffice for now to make sure blender does not crash on me with
movie files.
Previously the system would load eveything in memory so something like
playing caminandes in player would swap after 30 seconds in local
computer.
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team.
There are 3 options here:
1) Keep range (previous behaviour)
2) Seconds - allows a specified offset in seconds around current frame
3) keyframes - zoom to include a number of keyframes around the cursor
Options 2 and 3 have their own properties to tweak the behaviour and all
options can be found in User Preferences->Interface under the 2D
viewports section.
Number 3 will probably need some refinement so commiting here for the
hwoozeberry team to test first.
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Removed call which was still needed
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Some of them are just brain dead code, some are potential bugs.
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Percentage properties use interaction like factors with number feedback
and easier way to go predict lower percentages.
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Surprising this worked at all, would show errors with non-flat-quads.
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Was needed because sockets are very generic type which would match on unrelated values.
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Was actually an old TODO, hopefully solved now in a way so everyone is happy.
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Simple highschool rated issue -- uninitialized variable :)
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Was disabled because other values weren't quite right.
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Use the bilinear reverse to find the pixel to bleed from.
Was using pixel space which didn't work well.
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This fixes nothing at the moment, but better safe than sorry since there
are still a few strange multiview issues around.
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This resolves a problem where selected items edited for multi-value-editig
could include objects not in any visible views (unlocked layers, local view... etc).
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Currently re-uses node-flag (which is only used to tint color too)
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stereo pairs
Without this fix ViewerNode would continously trash the views/buffer
when disabling either stereo eye.
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Now multi-object editing works for obdata too.
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Optimize the full rebuild case for now (though same code can be adapted to
partial redraws)
Main changes here:
* Calculate bounding centroid for faces only once (instead of every intermediate node)
* Faces do not get added to GSets immediately, instead we track a face
array which has faces that belong in a node in consecutive order.
Nodes just keep accounting of start and length in the array.
* Due to faces not being added to GSets, we can skip doing cleanup of GSets
and readdition for each intermediate node and instead only
add the faces to the final leafs node GSets when those nodes are created.
Results:
For a 1.9 million face test model, PBVH generation time (roughly measured by undoing) is
dropped from 6 seconds to about 4 seconds. Still too high, but still a nice improvement.
TODO:
Thread some parts. Unfortunately threading the GSet assignment part might not help much since
we'd need a lot of locking to avoid collisions with node assignments, especially for unique vertices.
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It caused blender versions compiled with scons not having proper
build date/hash stored in the .blend file.
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(making the duplicate code more like the original one)
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EWA filtering with zero derivatives is introducing some fuzzyness into the
image. Currently solved by using regular sampling for cases when derivatives
are zero, which should also make compo faster in that areas.
Still need to look into checking if EWA filter can be tweaked in a way so
no fuzzyness is introduced.
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It has some weird incompatibility with the way how Boost and GCC C++11
function bindings works, resulting in compilation errors.
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Also use C++-style unused arguments tagging instead of legacy c-style.
It's less annoying this way because does not require adding argument to
two places of the function.
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