Age | Commit message (Collapse) | Author |
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work
Show Hidden was handled by the same filtering function as Only Selected, but the
filters were being tested incorrectly (or to be precise, only Only Selected was
being considered).
This meant that it was only possible to show F-Curves belonging to hidden data
if that data happened to be selected first.
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patches and makes
patches easier to read when variables are creating or e-using, but not un-commenting.
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One-liner fix. The code was assuming that editor.refresh() would do a
editor.redraw() too (like for Dopesheet), but that wasn't the case.
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generic pchan_to_pose_mat().
After two months, think we can get rid of it, it’s in svn anyway if we ever need it!
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and dopesheet view into trunk
Mostly related on changes in poll functions for tracking operators and some changes
to how interface is initializing for different view types.
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- makes wireframe from faces.
- options similar to inset (even offset, relative scale)
- copies face settings and loops (uvs, vcolors)
- optionally replaces the existing geometry.
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- Use (void) instead () for function declarations without arguments
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Sponsored by the Blender Development Fund.
http://www.blender.org/blenderorg/blender-foundation/development-fund/
Remarks:
The original code was not designed to support moving obstacles so I had to introduce some velocity constraints into the code to prevent smoke from exploding. If this causes problems with "fire" emulation, please let me know.
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BM_iter_elem_count_flag()
BM_iter_mesh_count_flag()
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- Make sure functions are named in way BKE_<object>_<action> (same way as RNA callbacks)
- Make functions which are used by mball.c only static and remove their prototypes
from public header file.
Further cleanup is coming.
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to BLI_array macros.
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descriptions shouldn't end with dot.
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Expose option into interface to use modal solver which currently
supports only tripod motion.
This solver requires two tracks at least to reconstruct motion.
Using more tracks aren't improving solution in general, just adds
instability into solution and slows down things a lot.
Refirement of camera intrinsics was disabled due to it's not only
refines camera intrinsics but also adjusts camera position which
isn't necessary here
To use this solver just activate "Tripod Motion" checkbox in
solver panel.
Merged from tomato: svn merge ^/branches/soc-2011-tomato -r45622:45624 -r46036:46037
P.S. Quite experimental yet, requires more checking and probably
tweaks to prevent camera jumps when tracks apperars/disappears
from the screen.
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* Fix for [#31099] Audio in Meta-Strips Plays Beyond Strip Cut
* Adding a split files option to the mixdown operator which then renders each channel into a separate file
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ported to bmesh, also remove main editmesh header.
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from Bill Currie (taniwha)
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OB_TYPE_SUPPORT_EDITMODE()
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and allow to interact with tracks for operators which doesn't require image.
Merged from tomato branch: svn merge ^/branches/soc-2011-tomato -r45624:45625
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=== BVH build time optimizations ===
* BVH building was multithreaded. Not all building is multithreaded, packing
and the initial bounding/splitting is still single threaded, but recursive
splitting is, which was the main bottleneck.
* Object splitting now uses binning rather than sorting of all elements, using
code from the Embree raytracer from Intel.
http://software.intel.com/en-us/articles/embree-photo-realistic-ray-tracing-kernels/
* Other small changes to avoid allocations, pack memory more tightly, avoid
some unnecessary operations, ...
These optimizations do not work yet when Spatial Splits are enabled, for that
more work is needed. There's also other optimizations still needed, in
particular for the case of many low poly objects, the packing step and node
memory allocation.
BVH raytracing time should remain about the same, but BVH build time should be
significantly reduced, test here show speedup of about 5x to 10x on a dual core
and 5x to 25x on an 8-core machine, depending on the scene.
=== Threads ===
Centralized task scheduler for multithreading, which is basically the
CPU device threading code wrapped into something reusable.
Basic idea is that there is a single TaskScheduler that keeps a pool of threads,
one for each core. Other places in the code can then create a TaskPool that they
can drop Tasks in to be executed by the scheduler, and wait for them to complete
or cancel them early.
=== Normal ====
Added a Normal output to the texture coordinate node. This currently
gives the object space normal, which is the same under object animation.
In the future this might become a "generated" normal so it's also stable for
deforming objects, but for now it's already useful for non-deforming objects.
=== Render Layers ===
Per render layer Samples control, leaving it to 0 will use the common scene
setting.
Environment pass will now render environment even if film is set to transparent.
Exclude Layers" added. Scene layers (all object that influence the render,
directly or indirectly) are shared between all render layers. However sometimes
it's useful to leave out some object influence for a particular render layer.
That's what this option allows you to do.
=== Filter Glossy ===
When using a value higher than 0.0, this will blur glossy reflections after
blurry bounces, to reduce noise at the cost of accuracy. 1.0 is a good
starting value to tweak.
Some light paths have a low probability of being found while contributing much
light to the pixel. As a result these light paths will be found in some pixels
and not in others, causing fireflies. An example of such a difficult path might
be a small light that is causing a small specular highlight on a sharp glossy
material, which we are seeing through a rough glossy material. With path tracing
it is difficult to find the specular highlight, but if we increase the roughness
on the material the highlight gets bigger and softer, and so easier to find.
Often this blurring will be hardly noticeable, because we are seeing it through
a blurry material anyway, but there are also cases where this will lead to a
loss of detail in lighting.
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- replace inline face UV center calc.
- use const float[3] for mesh and uv functions.
- remove unused define
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* Remove RNA, Operator and UI for Texture and Sequence plugins.
Since 2.5x no effort has been done to bring that back, so there is simply no reason in keeping that code and the UI for that ;-)
* Low Level code still exists and is unchanged.
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note that this doesnt run when duplicating faces normally, only way to cause this bug I could find was to knife cut a 33+ sided ngon with multi-res applied.
also small improvement not to grow the array but allocate at once if needed.
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bmesh grr!)
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* BCon1: Alpha.
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both border select and circle select failed in edge and vertex mode (though de-selecting worked ok).
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Tracker 31061
It cures the stiff quad option and does not seem to harm.
Nowever the stiff quads behave strange in a ngom mesh.
I can imagine that other parts in the sofybody module may be broken by the ngon structure. Well ngons and softbodies are not relly friends:
negon wants less edges softbodies would work better if more structural edges were possible
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- move lasso functions into BLI (were in 3D view but UV editor needs access)
- remove unused UV functions (ones that assumed 3-4 sized UVs only)
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needs it.
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Special thanks to Mango team for awesome splash screen!
And everybody else who made this release! :)
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this crash could happen in other situations too, problem was a bug in the
jobs system. A job could be suspended, and the operator would stop before
the job was actually done since it was not marked as running.
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wrong (own fault)
also add check so layer.name won't crash incase the layer becomes invalid.
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BM_face_split() to check for doubles.
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settings store.
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