Age | Commit message (Collapse) | Author |
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This change introduces a new checkbox to deactivate the sensors, controllers and/or actuators. It is useful during the development phase to avoid delete sensors, controllers or actuators if you want to test something new.
NOC: The wiki page is being updated (the images mostly), but the feature is already in the 2.71 release log.
{F61628}
Reviewers: moguri, dfelinto, campbellbarton, dingto, #user_interface, billrey
Reviewed By: moguri
CC: billrey
Differential Revision: https://developer.blender.org/D16
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There was some deadlock due to trying manage Python's GIL. Instead of
continuing to fight with it, anything needing to call into Python while
conversion during lib loading is just delayed until it can be done in
the main thread.
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Missing check when looking for appropriate LoD
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Patch by John Pavel.
Differential Revision: https://developer.blender.org/D459
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Our deformer system really needs some work. First, there was a crash
with shape keys because BL_ModifierDeformer derives from
BL_ShapeDeformer, which means we try to execute shape keys even if we do
not have them. Also, for some reason BL_ModifierDeformer::Update() does
not work if called from the threaded loop, so it is skipped for now. In
other words, skinned updates on meshes with modifiers are currently not
run in parallel.
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This required BL_ArmatureObject to have tighter control over armatures and poses.
Also, (Blender) armature objects are now copied instead of shared between
BL_ArmatureObjects to avoid race conditions. Also, due to the armature copy,
shape key drivers need a bit of extra fiddling to get the correct armature copy.
Initially OpenMP was used for threading, but then BLI_task was used due to being
less compiler dependent.
This commit also places time spent on skinning updates in the Animation
profiler category (was previously under the Rasterizer category).
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Doubts: are written as comments in the code
Current Problems:
- stereo modes sometimes have different names and are ordered differently everywhere (blender properties panel names and tooltips, blenderplayer cmndline)
- dome mode as several options, but can only take one at a time, like -D mode bla -D tilt X -D ...
- gameoptions are also given one at a time, like above, but with an assignment -g option = X . This is inconsistent.
- gameoptions need to be reviewed and docummented
- parent to window (-i) is useful for what? (there is no wiki on this either)
- there is no support for verbose options like --help (blender itself supports it)
Reviewers: dfelinto, moguri
CC:
Differential Revision: https://developer.blender.org/D312
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The ultimate goal is to only allow the rasterizer to handle OpenGL and bf_gpu
calls. This commit creates a RAS_ILightObject interface and a RAS_OpenGLLight
implementation.
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These types of meshes do not use material caching, and thus only the first created
material would be saved, but subsequent ones were not. Those subsequent materials
were then not being freed. Now we make sure to track all of the materials.
Note: Meshes that cannot make use of material caching (no materials or using face textures)
can still use up a large amount of RAM since a material is created per face.
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The rasterizer is already handling this, and there is
no need to duplicate the data.
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nonexisting overlay scene
If bge.logic.addScene() could not find the scene to add it would add the
first scene again, which is just silly. Now, if no scene is found, a warning
is printed and nothing is added.
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background
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Note: This does not add support for the option in the viewport.
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stereo
GPC_Canvas::GetWindowArea() and KX_BlenderCanvas::GetWindowArea() are tracking two
different things. The 2d filter system doesn't actually need the window area and
can get by just using the viewport dimensions, which it now does. The GetWindowArea()
mess should probably be cleaned up.
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The BGE needs to use BKE_main_new() isntead of calloc for
allocating a Main struct since the threaded depsgraph changes.
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Reviewers: moguri
Differential Revision: https://developer.blender.org/D344
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causes a segfault.
Non-camera objects are not supported as cameras, and trying to use them
just causes memory errors (some bad typecasts are involved). When converting
a Scene Actuator, only use the object as a camera if it is actually a camera.
Also, the logic brick UI now filters for camera objects, which should help
avoid confusion.
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KX_GameObject::PySuspendDynamics() and KX_GameObjectPyRestoreDynamics()
now make sure GetPhysicsController() is non NULL before attempting
to use it.
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The "Cast Shadows" worked as expected, but it can cause problem in some cases.
For example, when using strand render, we need disabling only buffer shadows,
but the previous changes made that impossible. "Cast Shadows" should be added
as a newly created option.
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Since threaded object update we've disabled in-place
curve evaluation (in cases when applying curve modifier
with target curve non-evaluated yet).
This requires game engine to take care of DAG and object
evaluation (currently it's designed to export only objects
it able to render).
This workaround will make sure that curve_cache for curves
is up-to-date.
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ray shadows also, and rename it to "Cast Shadows".
This allows us to make materials that don't cast ray shadows.
Turning off this property can reduce the rendering time slightly.
Note: RNA path is changed to "use_cast_shadows" as well. The older
path "use_cast_buffer_shadows" still can be used as its alias, but
it will be removed after updating some addons.
Reviewed By: brecht
Differential Revision: https://developer.blender.org/D272
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LibLoaded lights.
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IMB_moviecache_destruct() was not being called.
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Was a regression since avg_frame_rate changes.
Didn't find reliable way to get stream duration which will
work with both FFmpeg and Libav so added some freaking black
magic to distinguish one from another.
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av_close_input_file()
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Use bullet's old method of doing ray casts to stay compatible with old
files. It's faster but a bit less accurate.
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Did one tried building blender before commit even?
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Reviewed By: moguri, kupoman
Differential Revision: https://developer.blender.org/D167
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This reverts commit 6a473305af22468abfc4c4f8f3002dc0a97fffd7.
Caused T38296, need to investigate this further but for now
better not leave blender in unstable state.
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Previously this only worked for some datablocks relevant to rendering, now it
can be used to detect if any type of datablock was added or removed (but not
yet to detect if it was modified, we need many more depsgraph tags for that).
Most of the changes are some function parameter changes, the important parts
are the DAG_id_type_tag calls.
Reviewed By: sergey, brecht
Differential Revision: https://developer.blender.org/D195
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patch (with changes from me) by Séverin Lemaignan (skadge)
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This mode is designed for passive 3D TV: the viewport is split
horizontally - left eye above, right eye below - but the original camera
viewport is squashed in each half (with half the vertical resolution).
This is necessary to restore the aspect ratio in the 3D output because the TV expands each half to the full screen size.
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