Age | Commit message (Collapse) | Author |
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
Fixed Vertex shader not compiling for world nodetree
|
|
Added Thickness parameter to SSR
|
|
# Conflicts:
# source/blender/gpu/shaders/gpu_shader_material.glsl
|
|
|
|
This may not be compatible with all hardware but it's texture binding independant.
|
|
|
|
-Added HiZ bufffer generation for future HiZ raytracing
-Rewritten probe choosing code
-Fixed glossy aniso mistakes
|
|
the standard cmake CUDA/NVCC arguments flag allowing 2015 build to use
msvc 2013 for cuda
|
|
|
|
|
|
holes not supported)
|
|
|
|
FCurve evaluation depended on FCurve.curval, which isn't threadsafe.
Now only use this value for debug display,
and pass the value instead of storing in the FCurve for all but debug-display.
|
|
|
|
This covers the following workflow. Animator will disable Update All 3D views
in order to get quick playback in a particular 3D editor. However, it also
handy to see playback in all editors and image editors to see comparison of
animation and reference footage.
So the idea here is to refresh reasonable editors when playback is invoked
from animation editors.
Commit to make Hjalti happy.
|
|
- the name of the enumerator `SNAP_NOT_OBEDIT` was changed to `SNAP_NOT_ACTIVE`.
- the parameter `snap_to_flag` was moved to outside `SnapObjectParams`.
- the member `use_object_edit` was renamed to `use_object_edit_cage`.
- added the arg `params` in `ED_transform_snap_object_project_ray`.
- simplifications in the loop of the function `snapObjectsRay`.
|
|
Introduced in 0b5a0d84, thanks to Brecht for spotting.
|
|
Enabling auto-run, then excluding a path but leaving it set to a blank value would ignore all paths.
|
|
|
|
Using double pixel size prevented 1px brushes
D2044 by @jeske
|
|
That was a nice and funny hunt, albeit rather time consumming!
To summarize, so far code was using a static global gpu_buffer for pbvh vbo drawing
of 'grid' types (multires mostly?).
There were two issues here:
1) Global gpu buffer was assigned to GPU_PBVH_Buffers->index_buf, but then nearly no
check was done when freeing that buffer, to ensure we were not freeing the global one
(not totally sure this one was actually causing any issue, but was bad and unsafe anyway).
Was solved by adding a flag to GPU_PBVH_Buffers to indicate when we are using some
'common' buffer here, which freeing is handled separately.
2) Main issue: if several multires objects in sculpt mode with different grid size
were present simultaneously, the global gpu buffer had to be resized for each object draw
(i.e., freed and re-allocated), but then the pbvh nodes from other objects storing freed reference
to that global buffer had no way to know that it had been freed, which was causing the segfault & crash.
Was solved by getting rid of that global buffer, and instead allocating one 'grid_commmon_gpu_buffer' per pbvh.
Told ya baby, globals are *PURE EVIL*!
|
|
This seems to be illegal and not productive anyway. Do it ahead of
a time now, which solves shading issues in edit mode and prevents
assert from happening.
|
|
Moving ownership of the string to the button's 'rename_orig'
leaked when the button didn't have a uiAfterFunc.
|
|
|
|
Failed with chunk merging disabled
|
|
Minor optimization, avoid some checks each iteration.
|
|
|
|
|
|
D2040 by @Blendify, also move 'Experimental Features' above more general help text.
|
|
missed from 7a8bd2eae
|
|
|
|
|
|
Useless change in fact, sorry for the noise.
This reverts commit b08473680e141ab6f28f99fc3b1dbbc4add89bed.
|
|
loading in Blender.
Issue here is that for Blender, any pass which name starts with 'Diffuse' is considered
a diffuse pass - and it does not really support several passes of the same type in renderresult.
So for now, passtype_from_name() is now checking whether a pass of same type already exists
in render layers, and return 0 (uknown passtype) in this case.
|
|
Around ~10% improvement in own tests.
|
|
saved in Edit mode.
In that case, surface modifier won't run (until surface object goes back to Object mode),
and its bvhtree remains NULL.
|
|
This reverts commit d5e0e681cea846facb4f2777921f6612be3ee193.
Tsk, these functions return false on a match.
|
|
Some adjustments to how bevel edge 'profiles' are adjusted in some
cases. For the bug fix, wanted to handle cases of middle of three
coplanar beveled cases to make profile curve rather than linear
interpolate.
Also undid an earlier decision to make profile plane be perpendicular
to beveled edge i the non-coplanar case.
|
|
Code intended to create only one pool by default here, but code in `mempool_maxchunks()` would make it two.
|
|
|
|
init_render_nodetree
|
|
|
|
|