- User Since
- Jan 6 2011, 3:55 PM (397 w, 4 d)
Feb 10 2018
Feb 3 2018
Jul 25 2017
Jun 5 2017
readfile.c: Correct initialization of wmWindow
Rebase on latest master, also delete trailing whitespace
May 14 2017
May 8 2017
Rebased on latest master.
Feb 1 2017
Jan 26 2017
Rebased on the latest master.
Jan 23 2017
@Sergey Sharybin (sergey) Sergey, can you check on this again? You are now the main reviewer.
Jan 16 2017
@Michael P. (forest-house) You forgot to set parameters of the Dilate/Erode Node. Setting the Distance -1 removes the artifact.
Jan 14 2017
Add brief comments, no functional change.
Also rebase on latest master.
Jan 13 2017
- Forgot to update extern/smaa_areatex/README.blender
Also update the test build for Windows 64bit.
- Improve render quality
- Fix several render issues
- Remove unimportant options such as Predicated thresholding
- Remove "Blending Weights" output that is useful only for debugging
- Rename "Depth" to "Value"
- Modify UI texts
- Move smaa_areatex.cpp to extern/smaa_areatex/
- Style cleanup
- Update copyright year
Dec 16 2016
Style and comment fixes, remove own utility functions
Dec 15 2016
Here is a test build for Windows 64bit.
Dec 14 2016
Dec 12 2016
Nov 30 2016
Add new API to set modal, handle line height, update comments
Nov 29 2016
Update after personal communication with @Campbell Barton (campbellbarton).
@Julian Eisel (Severin) Can you make sure if this patch doesn't change behavior of the Win32 IME support? (I already confirmed that on my Win10 PC, though.)
Nov 28 2016
Generalize to one API, don't force redraws, deactivate XIM when it's apparently unneeded
Mar 28 2016
- Update for latest master, dropping SConscript
Oct 22 2015
@Campbell Barton (campbellbarton)
Er, perhaps you misunderstand the behavior of the over-the-spot style input:
- Fix segfault that happens with no available input style, correct active region check
Oct 21 2015
Thanks for your review.
Oct 9 2014
Jun 5 2014
Ray mirror, AO, and ray/buffer shadows have the same problem.
May 31 2014
May 30 2014
BTW, I noticed the only shadow lamp seems to be not working correctly in Blender Render.
If "Only Shadow" is enabled, disabling "Specular" option takes no effect.
Thanks for the problem report.
Closed by commit rB8008d9bdfd57.
May 26 2014
Indeed I didn't consider BGE when I added support for X input method.
May 23 2014
Er, maybe @Brecht Van Lommel (brecht) misunderstands the current behavior of the transparent shadow... The shadow color always becomes black (not the "combined" color!) because the shader output node doesn't set shr->diff. (I've already noticed this strange behavior several months ago and plan to fix it.)
This is caused by "if(shi->nodes==0 &&" in rayshade.c L.544, which has been added in order to prevent infinite recursion.
Removing it resolves the issue though I'm not sure if it's still needed.
May 3 2014
Committed rB6ec2d72eca61. Thanks!
May 1 2014
The behavior change is intentional. I'd like to fix the existing behavior that's confusing and a bit buggy. Currently, if active layer is disabled, the rendered viewport shows all layers for actlay=0, and shows primary layer (or isn't updated) for actlay>0.
Apr 30 2014
Ah, got it. Thanks for the investigation.
Apr 29 2014
Thanks for the fix, the crash doesn't occur anymore.
That's curious, I confirmed this on both Ubuntu and MS-Windows...
Apr 28 2014
Apr 9 2014
Probably this already has been fixed by updating the OSL library package in Mar 26. Now it uses the LLVM static library to avoid symbol conflicts with the graphics driver.
Mar 26 2014
I believe the issue has been resolved by latest update of OSL package, which now uses LLVM as static library.
Mar 12 2014
Feb 27 2014
Committed d81f492d08e6 to bring back the previous behavior that rendered viewport always uses render visibility, because 162d6c73e3d0 caused some problems. For example, mesh deform cage is drawn as a solid/textured mesh (not a wireframe mesh) and its unnecessary surfaces and shadows mess up the preview.
Feb 26 2014
Thanks, it works fine now. :)
The problem still isn't resolved, deleting/adding render layer doesn't update viewport...
The following functions should need DAG_id_tag_update():
Feb 25 2014
Feb 23 2014
I made a patch D346. So far it works fine for me though it's only workaround.
Feb 21 2014
Um, the crash seems to be fixed but another problem happens.
Thanks, but rB277126881d69 fixed only the case 1.
The crash (case 2) still happens, unfortunately.
Feb 20 2014
@Dalai Felinto (dfelinto) Ah you are right, the cases 1 and 2 are similar but different bugs...
Feb 4 2014
Ah OK, the remaining dead-lock is quite rare, so we can archive this.
Jan 27 2014
Any update on this? Many users want the problem to be resolved.
Jan 22 2014
Tested with FFmpeg 2.0.2 and 2.1.3. Totem, MPlayer, and VLC could correctly play movie files that the Vorbis encoder was used.
My PPA build provides a debug symbol package "blender-dbg". The symbols are contained in /usr/lib/debug/usr/lib/blender/blender. nm command should be able to collect symbols from that file.
Jan 19 2014
Any update on this?
Jan 16 2014
On Ubuntu 13.04, the Gallium graphics driver uses LLVM 3.3, while Blender and OSL in my PPA use LLVM 3.2 shared library. I guess the different versions of LLVM shared libraries cause the problem.
Dec 6 2013
Dec 5 2013
Oh, that's good news. Thanks for the report. :)
Dec 4 2013
Step to reproduce:
Nov 25 2013
Thanks, I'm now testing Py_BEGIN_ALLOW_THREADS + Py_END_ALLOW_THREADS, but there is another case not related to the Python global interpreter lock and the deadlock still happens. BLI_ticket_mutex_lock() in sub thread also causes the deadlock.
Nov 24 2013
Nov 18 2013
Fixed in git 69cbf3d.