Release builds will now use lock-free allocator by
default without any internal locks happening.
MemHead is also reduces to as minimum as it's possible.
It still need to be size_t stored in a MemHead in order
to make us keep track on memory we're requesting from
the system, not memory which system is allocating. This
is probably also faster than using a malloc's usable
size function.
Lock-free guarded allocator will say you whether all
the blocks were freed, but wouldn't give you a list
of unfreed blocks list. To have such a list use a
--debug or --debug-memory command line arguments.
Debug builds does have the same behavior as release
builds. This is so tools like valgrind are not
screwed up by guarded allocator as they're currently
are.
--
svn merge -r59941:59942 -r60072:60073 -r60093:60094 \
-r60095:60096 ^/branches/soc-2013-depsgraph_mt
This aims to establish a common pattern for the various confusing draw callback function pointers in bNodeType:
draw_<purpose>_<nodetype>[_ex]
Currently there are 4 different types of draw callbacks:
* draw_nodetype, draw_nodetype_prepare: Main draw functions, allows specialized node drawing for things like frames and reroute nodes. Not exposed in the API.
* draw_buttons, draw_buttons_ex: Optional non-socket buttons, most commonly used callback. Extended version used in sidebar for verbose buttons that don't fit into a node.
* draw_backdrop: Draw elements in the backdrop (compositor only). Not exposed in the API.
* draw_input, draw_output: Specialized socket drawing for some nodes, only for OutputFile node. Should not be used any further and be removed at some point. Not exposed in the API.
It allows effects such as baking vertex dirt maps to textures.
Also vertex based painting painting may be faster in the future,
so this is useful to have.
Thanks to Sergey for the review!
This option is needed when vertex groups are used for both armature
deformation and the other purpose such as influence of mesh modifier.
Thanks to Campbell for code review!
Was a silly error introduced in algo during optimization, vertices having sharp and smooth edges would only get the first poly's normal for each "smooth loop group".
Also done a (minor) optimization, and some comment fixes.
With mblur the render function was setting scene frame for each blur sample and calling DAG update, but not after the last sample is finished, leaving the scene in the wrong frame.
The title says it all, now having curve mapping
enabled in color management settings wouldn't
force fallback from GLSL to CPU based color space
conversion.
Added support for derivative map baking, which
is accessable as a dedicated baker type. Works
pretty much the same as displacement map baker,
but gives you derivative map.
In fact, inernally this baker is just a filter
which applies on the result of displacement map.
Both regular and multires baking are supported.
Patch by Morten Mikkelsen and self.
We now support the combined layer of Photoshop files (stored as layer 0
in the file). This way users can keep their files as multilayer PSD and
Blender always handle them as flat images.
For perfect alpha this requires an OpenImageIO update:
342cc2633f
Photoshop sample files:
https://github.com/OpenImageIO/oiio-images
Brecht has some pending fixes to push for OIIO as well, so we may as
well wait to update our libraries.
What works:
===========
* 8bit images (with or without alpha)
* 16bits images (alpha discarded)
* Photoshop files saved with 'Maximum Compatibility'
* Cycles, Blender internal, BGE (and player)
Known limitations
(due to OIIO dependency):
=========================
* Images with less than 4 channels show a wrong thumbnail (bug may be in OIIO)
* Packed images are not supported
* We do not write PSD files.
Note: old Blenders have support for PSD via Quicktime library. But due
to license issues this was discontinued.
Many thanks for Brecht van Lommel for reviewing the patch, suggesting
multiple improvements and to help solving the alpha issue.
The ear loop method is potentially too slow (OˆN).
We are not using the 'beauty' option at the moment.
I'll incorporate that next.
(and later specific methods for quad splitting)
Patch done in collaboration (and reviewed by) with Campbell Barton.
* Remove the compatible falloff SSS implementation. We shouldn't support two implementations in the long term, and 2.7x is a good release number do break some compatibility as well.
* Version patch added, so Files with Compatible falloff will automatically use Cubic now.
It was already mentioned in the manual, that Compatible is deprecated.
http://wiki.blender.org/index.php/Doc:2.6/Manual/Render/Cycles/Nodes/Shaders#BSSRDF
The SAMPLELINE flag in histogram was set during the BKE_histogram_update_sample_line function. That function in turn is called during every scope update in area draw function, meaning that during render
it constantly gets set. OTOH the operator tries to disable the flag on invoke, which "cancels" the sample line by default. So during render the operator un-setting of the flag has no effect, because the
render job immediatly triggers a redraw, which updates scopes and sets it again.
Moved the flag out of the actual sample line update function into the operator execute. Now only the operator enables/disables overall sample line drawing, while the rest of the update works as before.
HSV values were calculated from a linear space color, which is
not so much useful and correct. Now RGB(A) buffers will use
color managed color for HSV values.
Still not sure which color to use for HSV when there's only one
channel in a buffer. This part left unchanged for now.
and restore of window setups with multiple monitors, but they are also causing
regressions, in particular issues with Blender overlapping the taskbar and the
user preferences opening wrong. We decided to revert to the old behavior for
the release.
See bug #36707 for the full explanation.