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2016-10-12Fix T49636: material draw mode crash with displacement and missing group ↵Brecht Van Lommel
input node.
2016-10-12FFmpeg: Fix off by one error in number of detected frames in matroska containerSergey Sharybin
Seems to be rounding error. Hopefully new code handles the error fixed back in SVN revision 28901 and still have proper frame number for Hjalti. What could possibly go wrong here..
2016-10-12Fix T49622: Grease pencil not rendering out of VSESergey Sharybin
2016-10-12Fix T49502: file browser on OS X not highlighting external drives.Brecht Van Lommel
2016-10-11Fix T49629: Graph editor normalize function doesn't work on f-curves with a ↵Sergey Sharybin
constant key value Technically it is a regression in behavior and should be 2.78a.
2016-10-11Fix objects added via py being on the wrong layer when viewport is decoupled ↵Sergey Sharybin
from scene
2016-10-11Make console message more clear for --scene argumentSergey Sharybin
2016-10-11Fix T49623: Immediately crash trying to render attached file in CyclesSergey Sharybin
Original fix in this area was not really complete (but was the safest at the release time). Now all the crazy configurations of slots going out of sync should be handled here.
2016-10-10OpenGL animation: Fix stupid mistake form previous commitSergey Sharybin
Flagging of pool to cancel was done in the wrong place, making last frames missing in the final video.
2016-10-10Fix viewport camera gets out of sync in certain casesSergey Sharybin
It was possible to have two viewports opened and start using Ctrl-0 to make different objects an active camera for the viewport. This worked fine for viewports which had decoupled camera from the scene, but if viewport was locked to scene camera it was possible to run into situation when two different viewports are locked to scene camera but had different v3d->camera pointers.
2016-10-10OpenGL render: Fix missing file output after pressing EscSergey Sharybin
Apparently, the whole G.is_break is not used by OpenGL render, meaning this flag will not be clear before running the operator. This was causing missing file output after pressing Esc once for the rest of Blender session.
2016-10-10OpenGL: remove GLSL support query (it's always supported)Mike Erwin
2016-10-10remove call to GLSL support query (it's always supported)Mike Erwin
Reworked logic in the one place that still called this. Deleted the "GLSL not supported" fallback. (equivalent to rB78abbdf26451 on blender2.8 branch)
2016-10-10BGE: remove calls to GLSL support query (it's always supported)Mike Erwin
Reworked logic in the few places that still called this. Deleted the "GLSL not supported" fallbacks. Also removed some nearby checks for ARB_multitexture and OpenGL 1.1. Blender 2.77 removed checks like this, but game engine still has some.
2016-10-09Fix T49609: Point density textures: vertex colors are not properly averaged ↵Daisuke Takahashi
in BI Nice to have in 2.78a, though not a regression.
2016-10-08Ammend to rB00dc0666b3fe: forgot to fix boid->ground of first particle.Bastien Montagne
This code is confusing, such dirty details should not sneak out of particles' own private code. :(
2016-10-08Fix T49608: runtime-only particle's boid->ground Object pointer was left ↵Bastien Montagne
dangling to invalid value in read code...
2016-10-08Fix a few compile errors with C++11 on macOS.Brecht Van Lommel
2016-10-08BLI_task: fix case were some pool could work in more threads than allowed.Bastien Montagne
We were checking for number of tasks from given pool already active, and then atomically increasing it if allowed - this is not correct, number could be increased by another thread between check and atomic op! Atomic primitives are nice, but you must be very careful with *how* you use them... Now we atomically increase counter, check result, and if we end up over max value, abort and decrease counter again. Spotted by Sergey, thanks!
2016-10-07Collision: skip expensive BVH update if the collider doesn't move.Alexander Gavrilov
Since the collision modifier cannot be disabled, it causes a constant hit on the viewport animation playback FPS. Most of this overhead can be automatically removed in the case when the collider is static. The updates are only skipped when the collider was stationary during the preceding update as well, so the state is stored in a field. Knowing that the collider is static can also be used to disable similar BVH updates for substeps in the actual cloth simulation code. Differential Revision: https://developer.blender.org/D2277
2016-10-07OpenGL render: Limit number of scheduled frames for writeSergey Sharybin
Previously if the rendering is much faster than saving (for example, when transcoding stuff via VSE) it was possible to have 100s of frames in memory. This isn't ideal because of limited amount of RAM, so need to have some sort of limit. This is exactly what is implemented in this commit.
2016-10-07OpenGL render: Fix non-deterministic order of frame writes for moviesSergey Sharybin
By the design of task scheduler it was possible that tasks from somewhere in the middle of scheduled list will be handled first. For example, one thread might be iterating over the scheduled list and ignore tasks because there is other thread is working on task from the same pool. However, if that other thread finishes task before iteration is over current thread will pick up task from somewhere in in the middle of the list. This isn't a problem in general case, but for movie rendering we do need to have strict order of frames.
2016-10-07OpenGL: Don't write frames when rendering was canceledSergey Sharybin
2016-10-07Cleanup: Use more clear name for where allocation is coming fromSergey Sharybin
2016-10-07OpenGL: Do not schedule new frames for write if error happensSergey Sharybin
Also do not attempt to write any already scheduled frames.
2016-10-07Proxied → ProxifiedSybren A. Stüvel
2016-10-07Re-establish link to proxies when they are made local after appending.Sybren A. Stüvel
This allows appending of an entire scene from another blend file into this one, even when that blend file contains proxified armatures. Since the proxified object needs to be linked (not local), this will only work when the "Localize all" checkbox is disabled. The appended proxy object should also not be referenced from anything in a library (for example in a constraint). Referencing it from the appended data should be fine. Fixes T49495.
2016-10-07Datablock management: remove 'proxy_from' pointer from 'is ID used' checks.Bastien Montagne
Pretty much same reason as for the 'from' pointer of shapekeys - runtime data creating loops and 'ghost' dependencies between datablocks. We need to handle them in cases like remapping, but whall not take them into account to check dependencies between datablocks... :/
2016-10-07Fix T49595: bpy - negative skin_vertices radius crashes BlenderBastien Montagne
This is unsigned value (negative radius does not have much sense anyway!).
2016-10-06Fix wrong separator line width after drawing vec iconJulian Eisel
Was visible in Dynamic Context Menu add-on.
2016-10-06GPencil: Fix interpolate stroke keymap conflict with sculptAntonioya
The initial idea was to use Ctrl+E to interpolate stroke because this is similar to Pose breakdown, but the Ctrl+E keymap is used to inverse grease pencil sculpt effect. The new keymap is Ctrl+Alt+E in order to fix the conflict
2016-10-05Fix T49501: Animations imported via alembic render with wrong or no motion blurSergey Sharybin
2016-10-04Fix T49553: Blender 2.78 crashes when File->Data Previews ->Refresh ↵Bastien Montagne
Datablock Previews New recursive iteration over IDs in BKE_library_foreach_ID_link() was broken by the infamous nodetree case. We cannot really recusively call this function in that case, so better to deffer handling of non-datablock NodeTrees as if real IDs here. Also fixed initial ID not being stored as handled, in rare cases this could also lead to infinite looping. To be backported to 2.78a.
2016-10-03Fix memory leak caused by unknown opeartor of keymap itemJulian Eisel
2016-10-03Fix T49548: Entering Cycles Rendered Viewport Unlinks Material from Objects.Bastien Montagne
We *always* want to increase mat user count when from Object (and not Data), because in that case we are moving mat from object to temp generated mesh, material can never be 'borrowed' in that case. To be backported to 2.78a
2016-10-03Fix missing operator-type registrationJulian Eisel
Removed in a7dbc0704f217a, but only should've removed default keymap entry.
2016-10-03Fix T49506: Remove unused File Browser theme settingsJulian Eisel
If I didn't miss anything these are indeed not used. Old themes should still work (will only print info on redundant theme defines into console), but updated non-contrib themes already.
2016-10-01Fix T49520: broken vertex colors in the game engine.Brecht Van Lommel
2016-10-01[Fix unreported bug] Snap align with normal was not working in derivade meshGermano Cavalcante
The `use_snapp_align_rotation` option was using only the first vertex
2016-10-01Fix T49502: file browser on OS X not highlighting system folders and bookmarks.Brecht Van Lommel
2016-10-01Fix wrong Cycles GLSL pointiness, still not supported but should be neutral 0.5.Brecht Van Lommel
2016-09-30Cleanup: Naming in EditNormals modifierSergey Sharybin
2016-09-30Normal edit modifier: Fix relation builder for the new dependency graphSergey Sharybin
2016-09-30Depsgraph: Report proper error when modifier fails to create relation linkSergey Sharybin
2016-09-30Fix T49489: Pose marker in camera action + marker bound to camera -> crash.Bastien Montagne
'camera' Object pointer of TimeMarkers is a 'temp' hack since Durian project... Would need to be either made definitive now, or removed/reworked/whatever. But since we intend to use that object pointer for other needs, and current code could lead to crashing .blend files, for now let's fix that mess (was missing some bits in read code, and also totally ignored in libquery code). Should be safe for 2.78a.
2016-09-30UPBGE: Fix crash when calling shade_light texture when mtex has no tex.Ulysse Martin
2016-09-29Adopt referenced scene in the context when evaluating sequences within a ↵Sergey Sharybin
Scene Strip This change makes it so that when the sequences within a Scene strip are evaluated, they use the Scene that they come from as the context as opposed the Scene that the Scene strip is in. This is necessary, for example, in the case of the MulticamSelector where it needs to reference strips in the original Scene as opposed to the Scene where the Scene strip is located. Patch by @Matt (HyperSphere), thanks!
2016-09-28Fix T49478: triangulate of face hangs Blender.Bastien Montagne
Another case of float imprecision leading to endless loop. INcreasing a bit 'noise threashold' seems to work OK. Not a regression, but might be nice to have in 2.78a.
2016-09-28Fix T49471: Vertex Connect randomly broken.Bastien Montagne
Not sure where this comes from, but code was converting BMEdge* to BMVert* to check oflags, i.e. not accessing correct memory. Regression, to be backported to 2.78a.
2016-09-28Curve pinning: Allow pinning object data without animated objectSergey Sharybin
Special case, so now we can pin tricky cases like animated camera DOF without requiring to have animation on the object level.