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2018-02-21VSE: skip non image/movie w/ proxy dir storagev2.79ablender-v2.79a-releaseCampbell Barton
This would use uninitialized filename variable, looked into supporting this however generating proxies currently only works for movies.
2018-02-21Depsgraph: Fix crash using --debug-depsgraph and --debug-depsgraph-no-threadsSergey Sharybin
Was accessing past the array boundaries. Should be safe for 2.79a.
2018-02-19Fix T53032: Image sequence works bad with Displace modifierSergey Sharybin
We shouldn't mix image pool acuisition with and without user provided, the fact that internally image.c uses last frame from Image datablock confuses the logic.
2018-02-19Blender 2.79a: Prepare for releaseSergey Sharybin
Enter release state and make spacing to "a" more sane. There is still at least one fix we want to get in, before declaring we are ready for release.
2018-02-15Fix T54072: Crash splitting edgesCampbell Barton
2018-02-15Fix T53958: Sequencer zoom 1:1 failsCampbell Barton
2018-02-15Minor change to last commitCampbell Barton
Keep mode checks simple, nest other checks in their body.
2018-02-15Fix T53986: Crash saving during sculpt strokeCampbell Barton
Also remove unused struct member.
2018-02-15Fix: msvc build error with bli_fileops.hRay Molenkamp
bli_fileops.h was using uint64_t without including the proper header. issue triggered by rBb0af44fa4d7a2e134b315c49a4fbdf573f781004
2018-02-15Fix navmesh creation w/ multiple objectsCampbell Barton
D2976 by @dertom
2018-02-15Docs: invoke_search_popup uses bl_propertyCampbell Barton
Also add code example in docs.
2018-02-12Fix part of T53080: don't use current scene world for icon previews.Brecht Van Lommel
This can be very slow if it contains a big texture, and it's not necessarily setup in a useful way anyway, and materials can be used in multiple scenes.
2018-02-09Fix (unreported) crash when duplicating a FileBrowser window in preview draw ↵Bastien Montagne
mode. We did not clear preview or smoothscroll timers pointers in copy code...
2018-02-06Fix missing group duplicated by hair in renderSergey Sharybin
Was happening when viewport visibility on the particle system is disabled. This became an issue after c45afcf, but the actual issue goes a bit deeper and the following aspects were involved: - Relations builder for particle system was ignoring particle system if it's visibility is not enabled for viewport. This is something what shouldn't have been done -- depsgraph relations are supposed to be the same no matter if it's viewport or render. - Relation builder was only dealing with duplication set to object, but was ignoring group duplication. This is NOT a regression since 2.79, but a regression since 2.79a-rc1.
2018-02-01Fix T53686: VSE Render crash when zooming timeline.Bastien Montagne
Epic fail from recent 'security' fixes (rBe04d7c49dca9). ;) To be backported to 2.79a!
2018-01-31Fix possible concurency issue in mesh normals computation.Bastien Montagne
Failure in own code from last December, thanks @sergey for finding it. To be backported to 2.79a.
2018-01-31Fix T52634: EditMesh Remove doubles could hangCampbell Barton
A single diagonal axis was used for sorting coordinates, the algorithm relied on users not having vertices axis aligned. Use BLI_kdtree to remove doubles instead. Overall speed varies, it's more predictable than the previous method. Some typical tests gave speedup of ~1.4x - 1.7x.
2018-01-31BLI_kdtree: utility function to remove doublesCampbell Barton
2018-01-26IMB: Add asserts that returned fps and fps base are strictly positives.Bastien Montagne
Forgot to add that in previous commit, also related to T53003.
2018-01-26Related to T53003: tweak scene fps range.Bastien Montagne
Move restricted 'reasonable' range to ui_range, and allow wider values for manual settings.
2018-01-26Fix T53003: IMB: Invalid framerate handling due to short integer overflow.Bastien Montagne
FFMPEG uses int for the numerator, while Blender uses a short. So in cases people gave weird exotic framerate values and we cannot reduce enough the numerator, we'd get totally weird values (even negative frame rates sometimes!) Now we add checks for short overflow and approximate as best as possible in that case (error should not matter unless you have shots of at least several hundreds of hours ;) ).
2018-01-26Fix part of T53080: all material previews re-rendering after undo.Brecht Van Lommel
This reverts commit dc2617130b2e1d7d2b9892fbd7c6e7b60caafb66, which disabled writing of previews for undo. While this uses some memory, re-rendering all previews is very expensive, especially if for example you have lots of materials using high-res image textures.
2018-01-24Fix T53593: sculpt brush rake spacing bug after recent bugfix.Brecht Van Lommel
2018-01-22Blender 2.79a: Show both version char and rc text on splashSergey Sharybin
2018-01-22Blender 2.79a: Use proper version charSergey Sharybin
2018-01-22Task scheduler: Start with suspended pool to avoid threading overhead on pushSergey Sharybin
The idea is to avoid any threading overhead when we start pushing tasks in a loop. Similarly to how we do it from the new dependency graph. Gives couple of percent of speedup here, but also improves scalability.
2018-01-22Task scheduler: Clarify why do we need an atomic add of 0Sergey Sharybin
2018-01-22Revert "Node selection: Stop operator when mouse selection selected a node"Sergey Sharybin
This reverts commit bf58ec9265eef8c6cd3dc350557829151995ef28.
2018-01-22Fix T53850: Lock to Cursor breaks 3D manipulatorsCampbell Barton
2018-01-21Fix old files with changed node socket type not loading correctly.Brecht Van Lommel
This would lead to sock.default_value pointing to the wrong data type, possibly causing crashes. Unfortunately, this bug will still exist for older Blender versions that try to load newer files, which makes changing the type of a node socket problematic.
2018-01-19Fix T53823: Particle weight brush crashCampbell Barton
Entering particle edit mode w/ the weight brush enabled crashed on non-hair particle systems.
2018-01-19Fix T53832: Particle weight paint crashCampbell Barton
Drawing hair weights read before the hair array start. This code could be improved since it currently copy-pastes, from do_particle_interpolation, but this would need larger changes. For now just correct existing logic.
2018-01-18Fix memory leak in recent curve refactorCampbell Barton
5b25605761fb7
2018-01-18Fix buffer overflow vulnerability in curve, font, particles code.Brecht Van Lommel
Solves these security issues from T52924: CVE-2017-12102 CVE-2017-12103 CVE-2017-12104 While the specific overflow issue may be fixed, loading the repro .blend files may still crash because they are incomplete and corrupt. The way they crash may be impossible to exploit, but this is difficult to prove. Differential Revision: https://developer.blender.org/D3002
2018-01-18Fix buffer overflow vulnerabilities in mesh code.Brecht Van Lommel
Solves these security issues from T52924: CVE-2017-12081 CVE-2017-12082 CVE-2017-12086 CVE-2017-12099 CVE-2017-12100 CVE-2017-12101 CVE-2017-12105 While the specific overflow issue may be fixed, loading the repro .blend files may still crash because they are incomplete and corrupt. The way they crash may be impossible to exploit, but this is difficult to prove. Differential Revision: https://developer.blender.org/D3002
2018-01-18Fix Linux/GCC compiler warning in recent fixes.Brecht Van Lommel
2018-01-18Fix buffer overflow vulernability in thumbnail file reading.Brecht Van Lommel
Fixes CVE-2017-2908 from T52924. Differential Revision: https://developer.blender.org/D3001
2018-01-18Fix buffer overflows in TIFF, PNG, IRIS, DPX, HDR and AVI loading.Brecht Van Lommel
Solves these security issues from T52924: CVE-2017-2899 CVE-2017-2900 CVE-2017-2901 CVE-2017-2902 CVE-2017-2903 CVE-2017-2904 CVE-2017-2905 CVE-2017-2906 CVE-2017-2907 CVE-2017-2918 Differential Revision: https://developer.blender.org/D2999
2018-01-17Fix T53810: Crash removing a scene used in renderCampbell Barton
Header drawing accesses the scene too.
2018-01-16Revert "Fix T53752: Draw curve fails w/ stylus"Bastien Montagne
This reverts commit d0e0f33f57b02fecf75c08f3c144d07915367781. Requested by author, since it raised new issues, better not have it in bugfix release!
2018-01-13Fix T47212: Luminance Key not working with HDR and out-of-gamut ranges.Aaron Carlisle
Differential Revision: https://developer.blender.org/D2981
2018-01-12Cleanup: SGI format, remove unused struct membersCampbell Barton
2018-01-12Fix SGI foramt reader CVE-2017-2901Campbell Barton
Integer Overflow Code Execution Vulnerability. Reader no longer crashes on corrupt images (from own fuzz testing).
2018-01-12Cleanup: SGI format, avoid overflowCampbell Barton
Harmless but causes warnings
2018-01-12Cleanup: SGI format, use uint/short/char typesCampbell Barton
2018-01-12Fix bmesh.utils.face_join arg parsingCampbell Barton
2018-01-12Fix T53311: transform edge/normal orientationCampbell Barton
When the edge is aligned with it's own normals, transform orientation wasn't aligned with the edge.
2018-01-11Fix T53752: Draw curve fails w/ stylusPhilipp Oeser
2018-01-09Additional fix after cherry-picking rB870840e8b7dd (in rB72151f3e36b).Bastien Montagne
2018-01-09Fix scalability issue in threaded code of Mesh normals computation.Bastien Montagne
We tried to do as much as possible in a single threaded callback, which lead to using some nasty tricks like fake atomic-based spinlocks to perform some operations (like float addition, which has no atomic intrinsics). While OK with 'standard' low number of working threads (8-16), because collision were rather rare and implied memory barrier not *that* much overhead, this performed poorly with more powerful systems reaching the 100 of threads and beyond (like workstations or render farm hardware). There, both memory barrier overhead and more frequent collisions would have significant impact on performances. This was addressed by splitting further the process, we now have three loops, one over polys, loops and vertices, and we added an intermediate storage for weighted loop normals. This allows to avoid completely any atomic operation in body of threaded loops, which should fix scalability issues. This costs us slightly higher temp memory usage (something like 50Mb per million of polygons on average), but looks like acceptable tradeoff. Further more, tests showed that we could gain an additional ~7% of speed in computing normals of heavy meshes, by also parallelizing the last two loops (might be 1 or 2% on overall mesh update at best...). Note that further tweaking in this code should be possible once Sergey adds the 'minimum batch size' option to threaded foreach API, since very light loops like the one on loops (mere v3 addition) require much bigger batches than heavier code (like the one on polys) to keep optimal performances.