Commit Graph

50156 Commits

Author SHA1 Message Date
2889448b94 blenderplayer builds again 2013-08-25 21:24:16 +00:00
3b414b9859 minor changes to edgehassh/ghash
- no need to zero vars when freeing ghash
- de duplicate ghash remove code.
- edgehash clear now works more like ghash.
2013-08-25 21:02:31 +00:00
bbce51d116 replace hashes with sets where possible. 2013-08-25 20:03:45 +00:00
1d5eff36f5 BKI_gset and EdgeSet api, use when hash values aren't used (reuses ghash internally without allocating space for the value). 2013-08-25 20:00:19 +00:00
74b770bc89 Fix [#36289] Not change children object on freez layer when change frame.
When hiding the layer of an object, switching to a different fram, and showing again that layer, things like object's parenting were not handled... Just set do_time option of DAG_on_visible_update() to True when updating layers.

Note: maybe we could re-enable layers animation... not sure though ;)
2013-08-25 18:45:04 +00:00
6c14f641f3 Partial revert of UI appearance changes in r52778 in the Strokes tab of the Freestyle Line Style panel. 2013-08-25 16:29:10 +00:00
df01ad250e move doxy docs out of the ghash header into the C file. 2013-08-25 16:28:48 +00:00
e2bd3a4644 clearing the mempool can now keep more then a single element reserved. 2013-08-25 16:16:38 +00:00
28243b2e5f fix leak in BLI_ghash_clear(). was never freeing entries, add BLI_mempool_clear utility function. 2013-08-25 14:58:26 +00:00
e4d278668f code cleanup for mempool, refactor chunk initialization into a static function. 2013-08-25 14:50:40 +00:00
a476459c5e merge mempool allocs per chunk, include the data in the BLI_mempool_chunk alloc. 2013-08-25 13:15:22 +00:00
3a9eb9b497 doxygen docs for ghash/edgehash 2013-08-25 12:17:46 +00:00
150af65d9f For pointer hashing use the same method as python, it gives better distribution.
some tests with high poly mesh data in hashes.
- empty buckets before 4-5%, after 1-2%
- speedup for hash lookups, in my tests lookups take approx ~60% of the time they did before.
2013-08-24 20:30:08 +00:00
7c65015ab8 use ints for ghash/edgehash flags, since its allocated theres not much point to try save a few bytes here. 2013-08-24 20:16:14 +00:00
4ece675781 Quiet annoying VC++ warning C4819: The file contains a character that cannot be represented in the current code page. 2013-08-24 17:36:45 +00:00
09a52f18b6 ghash: reserve size when its known or can be guessed close enough.
also avoid allocs per node in pbvh_bmesh_node_limit_ensure()
2013-08-24 17:33:47 +00:00
7bd422143e Fix bad draw of plane track when using Tiny display option 2013-08-24 17:25:12 +00:00
6caad3445e Add stdlib.h to solve compilation error caused by missing abort() prototype
Perhaps we'd better move this include to BLI_utildefines as we made with
with other includes needed for BLI_abort?
2013-08-24 17:15:59 +00:00
1e2ceabbe1 correct error in face walker (was inserting into the wrong ghash which was immediately freed after) 2013-08-24 16:43:09 +00:00
585272fbcf cloth was using edgehash not quite correctly:
- was ordering vertex args unnecessarily.
- was adding the same edges multiple times into the edgehash.
2013-08-24 16:06:18 +00:00
1ba29c3a4a cloth spring building: replace MIN2/MAX2 in assignments with a function which orders on assignment. 2013-08-24 15:55:56 +00:00
60ca0558c0 Fix issue in last subsurface commit with branched path tracing, was rendering too bright. 2013-08-24 15:36:14 +00:00
2c556c2ef7 avoid double ghash lookup in sculpt map_insert_vert 2013-08-24 15:31:47 +00:00
4b1fc0593e add versions of BLI_ghash_int_new, BLI_ghash_str_new, etc. that take a reserve argument. 2013-08-24 15:14:50 +00:00
aefe93d909 revert bucket size change (edgehash was this way for years, since r26206, ghash since r57657)
having 2 free buckets for each entry is faster but uses more memory.

use the original size, best case 3 entries per bucket.
2013-08-24 15:09:57 +00:00
a31a85ac9c Fix #36541: blender internal raytrace render hangs with high ray depth. The code
here is not efficient for such cases, a ray depth can give up to 2^depth rays due
to the ray splitting in two at each depth. A proper solution requires a better
algorithm, for now I've ensured that you can at least cancel such renders. The
overhead from the extra test_break is negligible.
2013-08-24 15:02:12 +00:00
722d0d92ad Cycles: reduce noise using regular path tracing + subsurface scattering with
new cubic and gaussian falloff. Like the branched path tracer, this will now
shade all intersection points instead of using one at random.
2013-08-24 15:02:08 +00:00
25ffb79a0b use reserve argument for more edgehashs 2013-08-24 14:40:15 +00:00
8811e521c0 fix for leak in cloth modifier
- any error in cloth_build_springs wasn't freeing the edge-hash.
- was checking BLI_edgehash_haskey on matching vertices.
- was looping over setting NULL for all elements of a calloc'd array.
2013-08-24 14:32:43 +00:00
ba4d8762fe Made large "blender icon" for save blends (.blend1, .blend2, etc.) have a bit darker background as well. 2013-08-24 14:01:07 +00:00
0b88b4fad7 when the size of an edgehash is known or can be guessed,
pass in the argument to reserve the size.
2013-08-24 13:47:57 +00:00
17679aaa52 Adding a darker "blender icon" for save blends (.blend1, .blend2, etc.), as requested by elubie. 2013-08-24 13:28:18 +00:00
f320c5ae9e fix for leak in make_edges_mdata() if there were no edges to create,
also reserve the total number of edges in the hash when its created.
2013-08-24 13:13:29 +00:00
f2acb10b6b edge hash: take an arg for the guarded-malloc string (as ghash does) 2013-08-24 13:08:55 +00:00
9c090cecfe ghash and edgehash api, allow newly defined hashes to take in the size of the hash as an arg (avoids resizing in simple cases when the hash is created and filled immediately). 2013-08-24 13:04:03 +00:00
b187c1be4b == filebrowser ==
* fix old bug: wrong layout that could happen  when switching between thumbnail view and list view. This caused the layout to be recalculated sometimes and the items being moved. Reason was that the layout was wrongly initialized without the scroll bars, so calculated wrongly.
2013-08-24 12:53:47 +00:00
f3ceee51fa fix for GPU_update_bmesh_buffers not setting bmesh vertex index values as dirty (could cause errors later). 2013-08-24 11:46:08 +00:00
248e3d74a0 Fix for [#36374] Read unitialized memory in Freestyle.
A variable keeping a bounding box was referenced after it was flagged as empty.
2013-08-24 11:42:00 +00:00
af1c274be7 skip building moto if its not needed. 2013-08-24 10:23:41 +00:00
3cf14f0b3a style cleanup: space around for loop wrappers 2013-08-24 10:05:29 +00:00
3741a588bc Fix 36505: Collada exporter crashes Blender when exporting to locked file 2013-08-24 09:51:05 +00:00
bffd7767e2 fix for crash in weight-paint-gradient, missing call to curve curvemapping_initialize 2013-08-24 08:58:58 +00:00
2fefb0fe85 Fix [#36330] Clicking Scrolled Object Properties Tab Brings Up Wrong One
Actually, happened in any view2D... Just added a call to WM_event_add_mousemove() in view_pan_apply, so that overed/active button is refreshed in this case.
2013-08-24 08:46:48 +00:00
b97334f992 add GPL header to treehash.c and add missing includes to cmake. 2013-08-24 03:17:28 +00:00
b44f3bf1ab code cleanup: change to r59443, TRUE/FALSE are deprecated, see BLI_sys_types.h 2013-08-24 03:16:22 +00:00
8b20dfe60e Cycles:
* Fix Cycles using wrong AA sample values, after integrator renaming.
2013-08-24 00:27:20 +00:00
e25ad0778f Fix #36545: crash with branched path tracing, correlated multi-jittered
sampling and subsurface scattering.
2013-08-23 23:04:50 +00:00
3a73f635c2 Fix #36441: opengl render of smoke wrong after regular render with blender internal.
Object.imat isn't always the inverse of Object.obmat, needs to be set before usage
as mentioned in DNA_object_types.h.

Thanks to Miika for tracking down the cause of this bug.
2013-08-23 22:57:29 +00:00
c43e7bfd74 "Fix" [#36551] Camera has wrong rotation in default scene :P 2013-08-23 21:37:39 +00:00
ab24f8aa9d Related to [#36548] "Grease Pencil" Problems
Use scene's GPencil when active object is deselected. Else it can be tricky and not user-friendly to access to the scene's GPencil once some objects have GPencil data (you have to select/active a non-gpencil object, or switch to a layout without active object...).
2013-08-23 21:26:59 +00:00