Age | Commit message (Collapse) | Author |
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bmesh_find_doubles_common(), was growing and array one at a time (with re-allocs), when the size is known.
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Replacing AUD_Reference with boost::shared_ptr.
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python 3.2x or older.
also remove casts to keep Python3.2 warning quiet.
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Shader nodes (Blender Internal), Math node Power() didn't accept negative
values for input. Added same code as for compositor case - only allow to
raise with integer values for negatives.
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Patch by Sebastian Nell, thanks!
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this was really a feature request!, previously the first cage vertex was used no matter what, but no the code checks to use the closest vertex to the original.
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Use IMB_testiffname to check whether file could be handled by ImBuf or
whether it should be handled by anim routines.
It solves the issue when file without extension is used for movie clip.
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Set T_ALT_TRANSFORM flag event handling function rather than accessing
window manager form flushing sequencer transform data.
Visual feedback about what exactly will happen on placing strip between
two other strips could be also improved.
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Helps a lot when debugging.
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collisions.
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Now tile size is setting up explicitly instead of using number of tiles.
This allows better control over GPU performance, where having tiles aligned
to specific size makes lots of sense.
Still to come: need to update startup.blend to make tiles size 64x64.
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This commit adds memory usage information while rendering.
It reports memory used by device, meaning:
- For CPU it'll report real memory consumption
- For GPU rendering it'll report GPU memory consumption, but it'll
also mean the same memory is used from host side.
This information displays information about memory requested by Cycles,
not memory really allocated on a device. Real memory usage might be
higher because of memory fragmentation or optimistic memory allocator.
There's really nothing we can do against this.
Also in contrast with blender internal's render cycles memory usage
does not include memory used by scene, only memory needed by cycles
itself will be displayed. So don't freak out if memory usage reported
by cycles would be much lower than blender internal's.
This commit also adds RenderEngine.update_memory_stats callback which
is used to tell memory consumption from external engine to blender.
This information is used to generate information line after rendering
is finished.
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is too long
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This fixes some "regressions" introduced in rev50781 which lead to much
worse solution in some cases. Now it's possible to bring old behavior back.
Perhaps it's more like temporal solution for time being smarter solution is
found. But finding such a solution isn't so fast, so let's bring manual
control over reprojection usage.
But anyway, imo it's now nice to have a structure which could be used to
pass different settings to the solver.
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both positive and negative projection.
- don't attempt to convert the 'dist' value between local/target space, since all the projections are done in target space
and dist isnt used afterwards. Also, this could fail with non uniform scale - overwriting ray casts with larger dist values.
- added an assert to check larger dist values never overwrite smaller ones.
- remove use of sasqrt() since the value is checked beforehand anyway.
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checking on this code further it still isn't working correctly, will commit other changes next.
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Roughness, Anisotropy and Rotation. Also a fix for automatic tangents and
OSL attribute handling.
Meaning of new sockets explained in the documentation:
http://wiki.blender.org/index.php/Doc:2.6/Manual/Render/Cycles/Nodes/Shaders#Anisotropic
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do aspect ratio correction when cycles was enabled.
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vehicle wrapper) to control character physics options. Currently supported options are:
* jump() -- causes the character to jump
* onGround -- specifies whether or not the character is on the ground
* gravity -- controls the "gravity" that the character physics uses for the character
More options could be added (such as jump speed, step height, make fall speed, max slope, etc).
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if make group is called with only one node selected ALL the node sockets are linked to the node group
with help+review from Lukas Toenne
This patch aims towards motivating users to use Group Node to share OSL nodes
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* Tool tip improvements for two operators.
Patch [#33077] by Harley Acheson, thanks!
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unused vars.
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Windows systems: text editor, text object, doesn't allow to input the standard
set of ALT+key characters (the ones coming from the OS).
- Reverted fix january 2012 - that meant to use text object ALT+keys
- Removed old (90ies) feature for hardcoded special characters in Text object.
(OS delivers this now)
Will wait for confirmation by windows compiler :)
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"Set origin to cursor" tool failed for parented/rotated objects.
Matrix mashup.
Thanks to Ben Batt for the fix!
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In armature editmode, with mirroring, after duplication of a bone and using
the Wkey "flip names" you get a crash. Code for naming was accessing a NULL
in the bPose channel - not set until leaving editmode.
Thanks to Ben Batt for tackling the issue :)
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Cutting mulitple links with for inserting reroute nodes would previously insert only one reroute node for the first cut link.
Now the operator will insert a reroute node for every link in the cut line. Also, if several links share the same input/output socket, it will insert only a single reroute node, which all affected links will then share.
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Nodes could use duplicated memory - and on free you get duplicate-free errors.
Affected texture nodes, but I suspect compositing too.
Fix found by Philipp Oeser. Thanks!
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files since its done throughout the code in some places.
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* mat->nodetree is accessed regardless of whether or not the material node is in use-
Patch provided by Tamito Kajiyama, thanks!
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masks. Adding it back in so collision in the BGE work again.
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* Add .osl extension to the TEXTFILE filter, so .osl files will show up when the filter is enabled. (Text Editor -> Open Text Block)
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listing.
also remove logImageLib.c - empty file.
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possible to call BlendData.meshes.remove() directly.
It requires special order of classes in header file (namely classes used for
collection functions should be declared before collection properties with this
classes are declared). Currently used naive linear search for this, could be
replaced with hash or bisect, but for now performance here is not an issue.
Patch by Sergey, but committing now because it's needed for next commit.
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* Shader script node added, which stores either a link to a text datablock or
file on disk, and has functions to add and remove sockets.
* Callback RenderEngine.update_script_node(self, node) added for render engines
to compile the shader and update the node with new sockets.
Thanks to Thomas, Lukas and Dalai for the implementation.
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* Moved kernel/osl/nodes to kernel/shaders
* Renamed standard attributes to use geom:, particle:, object: prefixes
* Update stdosl.h to properly reflect the closures we support
* Fix the wrong stdosl.h being used for building shaders
* Add geom:numpolyvertices, geom:trianglevertices, geom:polyvertices attributes
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on the function instead of checking the name.
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Adding new image texture to Meshes didn't initialize UVs to 0-1 default.
This makes initial display of textures on meshes not work.
This fixes my favorite demo case: Open Blender, drop image from desktop on cube.
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