- define __BIG_ENDIAN__ or __LITTLE_ENDIAN__ with cmake & scons.
- ENDIAN_ORDER is now a define rather than a global short.
- replace checks like this with single ifdef: #if defined(__sgi) || defined (__sparc) || defined (__sparc__) || defined (__PPC__) || defined (__ppc__) || defined (__hppa__) || defined (__BIG_ENDIAN__)
- remove BKE_endian.h which isn't used
Merging the node changes required a lot of conflict resolution, fixed the
issues I could find but if you want stability you might want to wait a bit
before updating.
* Passes renamed to samples
* Camera lens radius renamed to aperature size/blades/rotation
* Glass and fresnel nodes input is now index of refraction
* Glossy and velvet fresnel socket removed
* Mix/add closure node renamed to mix/add shader node
* Blend weight node added for shader mixing weights
There is some version patching code for reading existing files, but it's not
perfect, so shaders may work a bit different.
* Fix missing update when editing objects with emission materials.
* Fix preview pass rendering set to 1 not showing full resolution.
* Fix CUDA runtime compiling failing due to missing cache directory.
* Use settings from first render layer for visibility and material override.
And a bunch of incomplete and still disabled code mostly related to closure
sampling.
* Show Rendered Viewport Shading only when the engine supports it.
Only enabled for Cycles now.
* Added RenderEngine flag RE_DO_RENDERED, which is an optional flag.
Exposed as bl_use_rendered in Python.
ToDo: When you are in Rendered mode and change to a engine which does not support it, the enum doesn't set properly to OB_SOLID.
* Fix for high quality upsampling which was wrong.
* Fix for doppler effects which were calculated wrong for scenes.
* Improved animation evaluation at the beginning and end of a scene.
* OpenCL now only uses GPU/Accelerator devices, it's only confusing if CPU
device is used, easy to enable in the code for debugging.
* OpenCL kernel binaries are now cached for faster startup after the first
time compiling.
* CUDA kernels can now be compiled and cached at runtime if the CUDA toolkit
is installed. This means that even if the build does not have CUDA enabled,
it's still possible to use it as long as you install the toolkit.
* Compute MD5 hash to deal with nvidia opencl compiler cache not recognizing
changes in #included files, makes it possible to do kernel compile only
once and remember it for the next time blender is started.
* Kernel tweak to compile with ATI/linux. Enabling any more functionality than
simple clay render still chokes the compiler though, without a specific error
message ..
* Fix crash in light path node
* Fix struct alignment issue for cuda
* Fix issue with instances taking up too much memory
* Fix issue with ray visibility working incorrect on some objects
* Enable OpenCL always and remove option, it has no dependencies so may as well
* Refuse to load kernel if OpenCL version < 1.1, recent drivers are needed
* Better error handling for OpenCL device
* 3D views with rendered draw mode will now revert to wireframe on file load