Commit Graph

53641 Commits

Author SHA1 Message Date
Bastien Montagne
db8e7d7a88 install_deps: update to py3.4 and numpy1.8. 2014-04-22 10:08:39 +02:00
Campbell Barton
367722470a Don't follow symlinks when writing autosave or quit.blend
D253 from Lawrence D'Oliveiro
2014-04-22 17:21:00 +10:00
Sergey Sharybin
41b37c007c Corrected the comment 2014-04-22 13:02:39 +06:00
Sergey Sharybin
830a8847bd Switch buildbot to Python-3.4.0 2014-04-22 13:00:35 +06:00
Campbell Barton
551096d6fd BLI_open: check returned value for -1 instead of < 0 2014-04-22 16:40:17 +10:00
Tamito Kajiyama
1b523b54e6 Code cleanup: replace int with boolean. 2014-04-22 09:39:53 +09:00
Bastien Montagne
0e2f6c7fc4 Fix T39833: Nurbs Crash
Converting empty object to mesh can generate a 'Null' BL:Mesh, we have to check against it.
2014-04-21 23:41:39 +02:00
Bastien Montagne
9b0ab89067 Follow up to previous commit: tweak RE_RAYTRACE_EPSILON (correction value used
when checking neighbor faces against shadowing).
2014-04-21 20:27:19 +02:00
Bastien Montagne
3de8f255d7 Fix T39735: New auto smooth creates artifacts with flat shaded faces(BI)
This actually had nothing specific to new split normals, it was an internal limitation
of BI raytracer, which would check against neighbor face shadowing only when they shared
a common vertex, now it also performs checks when both faces have a vertex with a common
"ancestor" (org index).

Note this allows to also fix same issue when using SplitEdges modifier (and potentially
others?), but only when AutoSmooth is enabled (due to some compute/mem overhead, we
do not want to enable this code systematically).

Thanks to Brecht for advices and review!
2014-04-21 20:27:19 +02:00
Jens Verwiebe
88a22632a3 OSX: always create a window in normal state, not fullscreen or iconized … 2014-04-21 19:43:10 +02:00
Brecht Van Lommel
9ab259f55b Cycles: shadow function optimization for transparent shadows (CPU only).
Old algorithm:

Raytrace from one transparent surface to the next step by step. To minimize
overhead in cases where we don't need transparent shadows, we first trace a
regular shadow ray. We check if the hit primitive was potentially transparent,
and only in that case start marching. this gives extra ray cast for the cases
were we do want transparency.

New algorithm:

We trace a single ray. If it hits any opaque surface, or more than a given
number of transparent surfaces is hit, then we consider the geometry to be
entirely blocked. If not, all transparent surfaces will be recorded and we
will shade them one by one to determine how much light is blocked. This all
happens in one scene intersection function.

Recording all hits works well in some cases but may be slower in others. If
we have many semi-transparent hairs, one intersection may be faster because
you'd be reinteresecting the same hairs a lot with each step otherwise. If
however there is mostly binary transparency then we may be recording many
unnecessary intersections when one of the first surfaces blocks all light.

We found that this helps quite nicely in some scenes, on koro.blend this can
give a 50% reduction in render time, on the pabellon barcelona scene and a
forest scene with transparent leaves it was 30%. Some other files rendered
maybe 1% or 2% slower, but this seems a reasonable tradeoff.

Differential Revision: https://developer.blender.org/D473
2014-04-21 19:34:25 +02:00
Thomas Dinges
f6abc96b6b Cleanup: Remove OpenCL __MULTI_CLOSURE__ sanity check, not needed anymore after 04a10907dc. 2014-04-21 18:08:01 +02:00
Bastien Montagne
ea753710bf Fix another shading issue with new split normals (deform modifier after a subsurf one).
Just always tag tessellated CDlayers as dirty when we recompute split normals!

Also simplified a bit end of mesh_calc_modifiers.
2014-04-21 17:58:05 +02:00
Thomas Dinges
5ce2edfc6f Cleanup: Pass PathState as a whole, instead of individual members.
Differential Revision: https://developer.blender.org/D477
2014-04-21 17:52:19 +02:00
Campbell Barton
9d5ed605fe BMesh Inset: remove hack to store coords in normals 2014-04-22 01:36:59 +10:00
Campbell Barton
9bff19fbfd GHash, Edgehash: add lookup_default() funcs.
Returns a fallback argument when the key isn't found.
2014-04-22 01:36:59 +10:00
Campbell Barton
64b6ea032d PBVH: replace ghash with gset for storing unique faces 2014-04-22 01:36:59 +10:00
Brecht Van Lommel
785f20f8c3 Fix T39793: cycles SVM shading bug with tangled up nodes after recent optimization. 2014-04-21 17:17:52 +02:00
Andrea Weikert
5afb0abfbd Basic support for UNC paths on Windows
Differential Revision: https://developer.blender.org/D298

Allows users on Windows to enter UNC paths in the filebrowser and to link to .blend files on a UNC path. Functionality is limited still, we can't browse the network yet and have no support to check user rights so far.

What works:
- enter an UNC path in the file browser manually or via copy/paste
- navigation within the UNC share subfolders
- link to a file on a UNC share

What does not (yet) work:
- browse the network for computers and shares
- browse to a folder that requires entering user credentials

Contributors:
Rob McKay - original patch
Campbell Barton - style fixes

Reviewers:
Campbell Barton, Brecht van Lommel
2014-04-21 17:06:09 +02:00
Thomas Dinges
87628cc5fb Fix GLSL after 7765b73f6d (Transparent Depth). 2014-04-21 16:32:08 +02:00
Brecht Van Lommel
04a10907dc Code cleanup: remove old closure sampling code Cycles.
This was the original code to get things working on old GPUs, but now it is no
longer in use and various features in fact depend on this to work correctly to
the point that enabling this code is too buggy to be useful.
2014-04-21 16:14:37 +02:00
Carlo Andreacchio
7765b73f6d Cycles: add Transparent Depth output to Light Path node.
This can for example be useful if you want to manually terminate the path at
some point and use a color other than black.

Reviewed By: brecht

Differential Revision: https://developer.blender.org/D454
2014-04-21 14:44:36 +02:00
John Pavel
f8cd3d974d Code cleanup: add some asserts and fix a typo in BVH build.
Reviewed By: brecht

Differential Revision: https://developer.blender.org/D467
2014-04-21 14:44:36 +02:00
Kevin Dietrich
83988b6cdd Fix new Cycles UV Map node not working correct for bump mapping.
Reviewed By: brecht

Differential Revision: https://developer.blender.org/D475
2014-04-21 14:44:36 +02:00
Campbell Barton
f55ca54be1 Object drawing: test the flag, without comparing the value 2014-04-21 19:29:48 +10:00
Bastien Montagne
11cddaa5d9 Split Normals: more fix for EditMode shading and modifiers (subsurf special case, this time).
CCGDM did not generate a valid tessellated loop normals CD layer...
2014-04-21 10:47:57 +02:00
Campbell Barton
43d695e82e Code cleanup: view2d api naming 2014-04-21 18:47:17 +10:00
Sergey Sharybin
0ff06a9ba5 Libmv: optimization of PearsonProductMomentCorrelation
Pass the arrays by reference rather than by value,
should give some percent of speedup.

Also don't pass the dimensions to the function but
get them from the images themselves.

Hopefully this will give some %% of tracker speedup.
2014-04-21 14:26:37 +06:00
Bastien Montagne
a5e30fc79c Fix player build. 2014-04-21 10:19:13 +02:00
Campbell Barton
e4a2df9fec View2d: check UI_view2d_view_to_region_clip succeeds before using the result 2014-04-21 18:11:47 +10:00
Campbell Barton
9ae0e585b0 View2d: API Cleanup for view<->region conversion
View2D had some inconsistencies making it error prone in some cases.

- Inconstant checking for NULL x/y args.
  Disallow NULL args for x/y destination pointers, instead add:
  - UI_view2d_region_to_view_x/y
  - UI_view2d_view_to_region_x/y

- '_no_clip' suffix wasn't always used for non-clipping conversion,
  switch it around and use a '_clip' suffix for all funcs that clip.

- UI_view2d_text_cache_add now clips before adding cache.

- '_clip' funcs return a bool to quickly check if its in the view.

- add conversion for rectangles, since this is a common task:
  - UI_view2d_view_to_region_rcti
  - UI_view2d_region_to_view_rctf
2014-04-21 16:59:40 +10:00
Bastien Montagne
6ee8670fca Fix T39818: Strips from file with long filename broke auto-naming - animation can't be apply on it. 2014-04-21 08:30:20 +02:00
Campbell Barton
b1e1f86eb7 Fix for UI_view2d_to_region_float (was ignoring x,y args)
use this for grease pencil stroke conversion to avoid float->int->float conversion.
2014-04-21 14:30:13 +10:00
Campbell Barton
3a950dc643 Skin mark/clear: replace GHash with GSet 2014-04-21 13:13:15 +10:00
Bastien Montagne
dcd2a8fcc4 Fix stupid typo that broke split normal shading in edit mode, when there was some deform modifiers. 2014-04-20 23:12:18 +02:00
Campbell Barton
b264f613df Fix incorrect ghash free 2014-04-21 04:00:35 +10:00
Campbell Barton
25c9ea8cb3 GHash, EdgeHash: hint on unlikely branch
also avoid searching buckets for empty hashes
2014-04-21 02:50:07 +10:00
Campbell Barton
3ba7a75a6c Correct cast from recent bool changes 2014-04-21 02:48:39 +10:00
Campbell Barton
55d75f5020 Code cleanup: correct abs use
also minor cleanup to rotation code
2014-04-21 02:02:21 +10:00
Campbell Barton
1a1bc281e6 Code cleanup: style 2014-04-21 01:01:33 +10:00
Brecht Van Lommel
1e3f8b517b Nodes: make default group nodes slighly wider, to match other node width defaults. 2014-04-20 14:47:46 +02:00
Brecht Van Lommel
97409c93fa Fix error making datablock with fake user local, the user count would be wrong afterwards. 2014-04-20 14:47:46 +02:00
Campbell Barton
f77207b1c3 Math Lib: faster version of rotation_between_vecs_to_mat3
Use axis/angle calculation but avoid calls to sin/cos
2014-04-20 20:56:40 +10:00
Mitchell Stokes
b4cb467359 BGE: Fixing memory leaks when deactivating Sensors, Controllers, or actuators.
Found by Coverity and confirmed with Valgrind.
2014-04-19 14:51:29 -07:00
Campbell Barton
a51a0ca772 Math Lib: add shell_v3v3_normalized_to_dist and v2 version
bypass angle calculation to avoids (asin, sqrt, cos).
2014-04-19 22:17:10 +10:00
Jens Verwiebe
9c93c0bf08 Bullet: making bullet friction workaround more furureproof by using the __apple_build_version__ macro, TODO: check if problem persists with newer clang 2014-04-19 14:10:49 +02:00
Campbell Barton
d6a53bb38f Minor change to recent commit (avoid transpose) 2014-04-19 19:48:07 +10:00
Campbell Barton
0ed6725aae Math Lib: minor optimization to barycentric_transform
replace rotation_between_vecs_to_quat with axis_dominant_v3_to_m3.
2014-04-19 15:52:01 +10:00
Campbell Barton
fabc46b41f Math Lib: add rotation_between_vecs_to_mat3
- behaves like rotation_between_vecs_to_quat
- avoids calling sin,cos calls (approx 1.6x faster).
2014-04-19 15:36:47 +10:00
Campbell Barton
fc9c790563 Math Lib: minor optimization for axis_angle_normalized_to_mat3 2014-04-19 14:10:22 +10:00