precompiled cubins instead,
Logic here is following now:
- If there're precompiled cubins, assume CUDA compute is available,
otherwise
- If cuda toolkit found, assume CUDA compute is available
- In all other cases CUDA compute is not available
For windows there're still check for only precompiled binaries,
no runtime compilation is allowed.
Ended up with such decision after discussion with Brecht. The thing
is, if we'll support runtime compilation on windows we'll end up
having lots of reports about different aspects of something doesn't
work (you need particular toolkit version, msvc installed, environment
variables set properly and so) and giving feedback on such reports
will waste time.
makes CPU kernel compilation much faster when using MSVC.
Sideeffect of this change is that CPU rendering is few percent
faster now. CUDA rendering is the same speed.
You served well and now desired retirement, but you'll always live in our hearts.
And for sure -- monument!
+-------------------------------------------+
/ ++==+ . .. . ... . .. . /
/ // ++==++ ++ ++ ++==++ ++==++ /
/ // // // //\\//\\ // // // // /
/ ++==+ ++==++ // \\ //==++ ++==++ /
/ . ... .. . // .. ... /
+-------------------------------------------+
Some notes:
- Removed all code which was from inside ifdef WITH_COMPOSITOR_LEGACY
- Removed some functions which were used by old compositor only but
weren't ported to new color management
- Removed WITH_COMPOSITOR_LEGACY from build systems
- node_composite_util.h was in fatc used by compo nodes specification
files, so added it back to cmake.
Could be cleaned up by moving header files to files where they're
actually needed but would consider this is a separate task.
- Should be no functional changes!
add Ctrl+Shift+Tab shortcut for selecting snap type to the UV editor too.
also added icon drawing to WM_OT_context_menu_enum() so it gets the icons from the enum to draw them in the menu.
- no 2-step select edge, then slide. Instead you can slide and select the edge at the same time.
- ability to slide multiple verts at one.
supports proportional option for vertex slide and flipping, both matching edge slide functionality.
- Previous commit had a line of code of WIP project in it... tss
- Packed Library data was not freed
- Removed recent (post 2.65a) code to exclude packed data from Undo system.
It's internal data thats part of file spec, errors happen for example on
restoring quit.blend or temp saves.
Using Proxy Armature on groups: an Undo now doesn't force a complete re-evalution
of this system anymore, so posing works similar as for regular (non linked)
armatures - an undo step goes back to the previous pose.
Before, an undo made the entire armature go to rest pose. Bad bad :)
I need animators to carefully check - report back if there's other issues!
Tested on Gilga character from Tube Open Movie.
Issue was caused by how CUDA devices availability done in Cycles.
Basically, if there's no WITH_CUDA_BINARIES buildtime, nvcc becomes
mandatory dependency.
Since kernels are building in separate target now, this logic broke
a bit.
Perhaps condition in util_cuda shall be changed to be a bit smarter,
but for now just work-around by enabling CUDA binaries when building
Cycles. Made it empty arch list to be sure no kernels will try to
re-compile after cudakernels target is done.
OK - so you have this nice crisp screen, and still you want to add extra
monitors to the laptop! That means Blender should switch back and forth to HiDPI
modes, when you move a window to another monitor.
This code makes the pixelsize scale factor a window property, and handles
an event when a window moves to another monitor. It then changes the
native pixelsize nicely and refreshes entire UI.
You can also have one Blender window on high, and other on low resolution.
Stretching a Blender window from 1 monitor to the other works too, but that
is Apple magic handling it.
Notes:
* Most tools here have been updated, only a few (unused :p ) features should be missing. But some updates are rough for now, and performances are globally worse currently, will address this later (this is only really noticeable when you work over the whole repo, anyway ;) ).
* This update breaks "edit translations" addon, will fix it later, once core (i.e. this module) is considered stable again!
Patch makes it possible to compile blender with recent ffmpeg
and libav libraries, mainly by getting rid of deprecated API.
Original patch by Campbell Barton with own modifications to
support compilation with older ffmpeg versions.
This patch could break compatibility of FFV1 videos playing
back in older players, mainly because of alpha support changes.
Preserving compatibility with such players became a headache
and think it's high time to get rid of workarounds here.