Regression from rB69b66d549bcc8, was supposed to be non-functionnal
change, so not sure why search menu was reduced here? For now, restore
to 2.77 width.
Seems to be a bug in original implementation of a830280: code was always
using tangent space instead of UV map because it had the same name. Now
prefer UVMap over tangent because this is how Cycles works. At least it's
closer to.
Not sure it the save+reload issue is still relevant after this fix, that
needs to be double-checked.
Thanks @dfelinto for looking into the report and simplifying the case.
Should be included into 2.78a.
Such a "referenced proxy" could be a proxy that is used in a constraint on
another object. Brings back part of 1cdc54dc7db85766 but without the
memory leak.
This allows appending of an entire scene from another blend file into this one,
even when that blend file contains proxified armatures.
This replaces the approach from commit 1cdc54dc7db85766.
Thanks @sergey for the help.
Column flow layout was abuse ui_item_fit in a weird way, which was
broken for last column items.
Now rather use own code, which basically spread available width as
equally as possible between all columns.
Seems to be rounding error. Hopefully new code handles the error fixed back in
SVN revision 28901 and still have proper frame number for Hjalti.
What could possibly go wrong here..
This gives about 5% speedup on AVX2 kernels (other kernels still
have SSE disabled for math operations) and this solves the slowdown
of koro scene mention in the previous commit.
The title says it all actually. This commit also contains
changes to pass float3 as const reference in affected functions.
This should make MSVC happier without breaking OpenCL because it's
only done in areas which are ifdef-ed for non-OpenCL.
Another patch based on inspiration from Maxym Dmytrychenko, thanks!
This commit basically vectorizes existing code using AVX2 instructions
(without modifying algorithm itself). This gives quite nice speedups:
BMW: -8%
Classroom: -5%
Cat: -5%
Koro: +1%
Barcelona: -8%
That's on Linux machine, reported performance improvement on Windows
goes up to 20%.
Not currently sure why Koro is somewhat slower because it mainly uses
curve intersection tests, could be a time noise? Or osmething with the
cache utilization perhaps? In any case speedup in other scenes makes
me thinking that current state is acceptable for initial implementation.
This is again inspired by Maxym Dmytrychenko.
Based on existing ssef data type and to my knowledge it's also what happens in
Embree nowadays.
Inspired by Maxym Dmytrychenko and required for the upcoming triangle
intersection commit.
Hopefully the copyright message is correct.
When ray hits curve segment with SSS shader it was possible to have
uninitialized hit_P variable used for sampling.
Seems that was a reason of our headache of difference between AVX2
and SSE4 render results here, so now we can revert all the nasty
ifdef-ed inline policies.
Original fix in this area was not really complete (but was the safest at
the release time). Now all the crazy configurations of slots going out
of sync should be handled here.
For now, we merely add an option that sets CXXFLAGS envvar with
'--std=c++11' option.
There is no check done to ensure compatibility with the system
libraries, mainly because:
- It is all but trivial to get this information in a generic and
reliable way.
- Currently even cutting edge distributions may still distribute some c++98
libraries.
- With recent stdlibc++, both ABIs are supported together, which means
that incompatibilities are rather unlikely.
To summarize: if your system is recent and built with gcc-5.1 or more,
you should not experience too much troubles with c++11.
It was possible to have two viewports opened and start using Ctrl-0
to make different objects an active camera for the viewport. This
worked fine for viewports which had decoupled camera from the scene,
but if viewport was locked to scene camera it was possible to run into
situation when two different viewports are locked to scene camera but
had different v3d->camera pointers.
Apparently, the whole G.is_break is not used by OpenGL render, meaning
this flag will not be clear before running the operator. This was
causing missing file output after pressing Esc once for the rest of
Blender session.
Reworked logic in the few places that still called this. Deleted the "GLSL not supported" fallbacks.
Also removed some nearby checks for ARB_multitexture and OpenGL 1.1. Blender 2.77 removed checks like this, but game engine still has some.
We were checking for number of tasks from given pool already active, and
then atomically increasing it if allowed - this is not correct, number
could be increased by another thread between check and atomic op!
Atomic primitives are nice, but you must be very careful with *how* you
use them... Now we atomically increase counter, check result, and if we
end up over max value, abort and decrease counter again.
Spotted by Sergey, thanks!
Since the collision modifier cannot be disabled, it causes a constant
hit on the viewport animation playback FPS. Most of this overhead can
be automatically removed in the case when the collider is static.
The updates are only skipped when the collider was stationary during
the preceding update as well, so the state is stored in a field.
Knowing that the collider is static can also be used to disable similar
BVH updates for substeps in the actual cloth simulation code.
Differential Revision: https://developer.blender.org/D2277
Previously if the rendering is much faster than saving (for example,
when transcoding stuff via VSE) it was possible to have 100s of frames
in memory.
This isn't ideal because of limited amount of RAM, so need to have
some sort of limit. This is exactly what is implemented in this commit.