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前の投稿 - 次の投稿 | 親投稿 - 子投稿なし | 投稿日時 2013/12/14 10:23
完全無欠猫  長老 居住地: 兵庫  投稿数: 750
気になったもの:
SHA-1: ce893552c359d11cfa93709f239a3c93f4cdb244
* Image cache rewrite to using generic movie cache

Summary:
Behaves very much the same as cache for Movie Clip datablock:
- Image now have `MovieCache *cache` field which replaced
 legacy `ListBase ibufs`.

 This allows image datablock to easily keep of image
 buffers which are owned by itself. This field isn't
 saved to the file and getting restored on undo steps.

 However, cache limit is global for movies, sequences
 and image datablocks now. So overall cached image buffers
 size will not go above cache limit size in user
 preferences.

- Image buffers which are marked as BITMAPDIRTY will never
 be freed from the cache.

- Added utility function to iterate over image buffers
 saved in movie cache.

- Movie cache cleanup check callback now have ImBuf argument
 which can be used in a condition of cleanup.

- Added some utility functions which replaces legacy ibufs
 iterations with image cache iteration which happens from
 inside a lock.

- Fixed `image_mem_size()` which was only counting one of
 the buffers if both float and byte buffer present.

Additional notes:

- `BKE_image_get_first_ibuf()` is rather stupid, but direct
 access to ibufs->first was also the same stupid idea.

 Would consider avoid this function is another project.

- There are some places which doesn't look threadsafe, but
 they already were not so much threadsafe anyway before.

 So think not a big deal with solving this later.

Finally solves infinite memory usage by image sequences! :)


SHA-1: 5a91df32713b7ad9be6befa7124b31890063d91b
* Implement GPU-side dither

Summary:
Uses some magic pseudo-random which is actually a
texture coordinate hashing function.

TODOs:
- Dither noise is the same for all the frames.
- It's different from Floyd's dither we've been
 using before.
- Currently CPU and GPU dithering used different
 implementation. Ideally we need to use the same
 dither in CPU.

投票数:4 平均点:7.50
前の投稿 - 次の投稿 | 親投稿 - 子投稿なし | 投稿日時 2013/12/16 12:23
完全無欠猫  長老 居住地: 兵庫  投稿数: 750
気になったもの:
SHA-1: 2b0ba65c513b362617556551028360184f58ecc1
* Minor optimization for strlen and memcpy calls for reading blend files
 Summary:
 This commit removes ~10000 strlen calls and ~100000 memcpy calls in blender (profiled with blender --background), ~10000 memcpy calls in makesdna.
 There is no need to create null-terminated strings for atoi, because it converts only the initial portion of the string anyway.
 Also it was noticed that DNA_elem_array_size and arraysize functions work only with full strings, so there is no point to calculate strlen.

SHA-1: 5fdfa6d47542db32426ac080f071a1fd751e05a7
* Interface / 3D View: Add missing "add" menu for armature edit mode, reported in IRC.
 Also remove an unused menu for surface/curves.

SHA-1: 60a6b2422dc8459f0a46e071d549abac9af28f00
* Modeling: add optional angle limit for beauty fill
 Makes this tool more useful on an entire mesh by only applying
 beautify to planar surfaces.

投票数:7 平均点:2.86
前の投稿 - 次の投稿 | 親投稿 - 子投稿なし | 投稿日時 2013/12/17 10:10
完全無欠猫  長老 居住地: 兵庫  投稿数: 750
Crashに関わりのあるもの:
SHA-1: b78b3f2ac8e44f2120f2fe14cd2f976c50977bc0
* Fix for out-of-bounds memcpy() when adding a material

SHA-1: 28d873f038ca67dd267e8939e5a32eedeb23cba8
* Fix possible crash when cleaning cache with some ibufs removed by the memory limit

気になったもの:
SHA-1: a621d1e48828d02a5e097dcfc218cc11d149e75f
* UI: Tabs categories for panels (D75)
 - works by defining panel categories, currently restricted to the toolbar.
 - no panels define bl_categories yet, so no user visible changes since tabs only show when there are multiple.
 - panel pinning is available in rmb menu or alt+lmb.

SHA-1: 63eb863d8da4daa8c003211ee0048c8ad10b87af
* Add optional 'frame' argument to scene.timeline_markers.new(name)

SHA-1: 09b4954d2dbd22b14b47cffbb853ce20ebf2f3cc
* UI: use BLF_width_to_strlen for efficient text clipping

SHA-1: ce3f42e16a9e501b7c0221a6ed152d0926cc59e7
* BLF API: Add BLF_width_to_strlen,rstrlen gives a byte offset from a string width

投票数:5 平均点:6.00
前の投稿 - 次の投稿 | 親投稿 - 子投稿なし | 投稿日時 2013/12/18 9:04
完全無欠猫  長老 居住地: 兵庫  投稿数: 750
Crash関係:
SHA-1: e68144aed71497015384ab1a1504667a36fde330
* Fix for crash in toolbar tabs with only one tab defined

SHA-1: f1a989f9c35d496842b2cfa44d90ee0019c06e22
* Fix crash in freestyle vector parsing (hard to believe nobody noticed)
 Vectors were being assigned as an array of classes in Vec2f_ptr_from_PyObject and similar functions,
 rather then assigning a number to each axis.

SHA-1: 61fb34a622d5f05e551e0342c05df946bd11fcb1
* Fix for obscure freestyle crash when attempting to negate INT_MIN
 This gives undefined behavior - in my case stays the same value and crashes.
 Check for finite input resolves the issue.

投票数:3 平均点:0.00
前の投稿 - 次の投稿 | 親投稿 - 子投稿なし | 投稿日時 2013/12/19 9:02
完全無欠猫  長老 居住地: 兵庫  投稿数: 750
Crash関係:
SHA-1: 94a2801322e4bd07d40c12196fc65150297a54dc
* Fix T37807 gravity causes crashes when using shif-smoothing.
 Turns out we didn't properly free node proxies that gravity did use and
 strokes ended up accessing previous data. Also deactivated gravity when
 a smooth brush is used. It is kind of distracting to get the mesh
 gravitated while smoothing.

気になったもの:
SHA-1: e9e08a1d12594eab0e341049fc252ff8578e9333
* Game Engine: Level of detail support and tools
 Levels of detail can be added and modified in the object panel. The object
 panel also contains new tools for generating levels of detail, setting up
 levels of detail based on object names (useful for importing), and
 clearing an object's level of detail settings. This is meant as a game
 engine feature, though the level of details settings can be previewed in
 the viewport.

投票数:3 平均点:10.00
前の投稿 - 次の投稿 | 親投稿 - 子投稿なし | 投稿日時 2013/12/20 10:18
完全無欠猫  長老 居住地: 兵庫  投稿数: 750
Crash関係:
SHA-1: 8ed0878f0f6b2b37c709fffa514e11cac24ec94d
* Fix T37884: cycles hair rendering crash with UV coordinates.
 This was broken in a recent bugfix for zero length hairs.

SHA-1: aab587817c55f5c53672efe3b1fc4a0e953cb97e
* Fix T37795: Resetting a button to the default value could crash
 Added ui_handle_afterfunc_add_operator so a button can queue an operator
 to run without executing it immediately.

気になったもの:
SHA-1: e7ac87a254fcd4f893a31cd2622ebdaad8e2a8b0
* Fix T37869: vertex paint + wireframe draw mode + smoke domain did not draw correct.

SHA-1: a102d3397f69e84b11d57ac15a5206a60cf41614
* Sculpting:
 * Support for symmetry in lasso masking
 * Optimize away symmetry multiplication of gravity vector if no gravity active
 * Move flip_v3_v3 to paint_utils (used in masking as well)
 * Use OpenMP for mask flood fill too.

SHA-1: 58ae499fc12449b35e0b9da06506f429a70e9744
* Support for symmetry in gravity.
 Also fix previous commit original coordinate change for proxy calculation
 (broke all non-anchored brushes -facepalm-) and cache the gravity support
 result.

投票数:4 平均点:10.00
前の投稿 - 次の投稿 | 親投稿 - 子投稿なし | 投稿日時 2013/12/24 9:18
完全無欠猫  長老 居住地: 兵庫  投稿数: 750
Crash関係:
SHA-1: 2a2c27b175edc204206f502a18398b8c50cfca76
* Fix for crash when no args where given with -o, -x command line args

気になったもの:
SHA-1: 63a2cc2ab76794f5645f5b9289199ac9b1a8974c
* BMesh API: make simple, low level functions inline

SHA-1: d5263c37faf73d0f6cc2466ac0806fef972119fb
* Modifier: New Wireframe Modifier
Based on patch originally by Thomas Beck,

SHA-1: 01acc2a7dcb3ba3bd99f75aac77c14619b10c539
* EditMesh: wireframe tool, add offset and vgroup support (not used yet)

SHA-1: 87cc890aef53c4660448b1125dc0c40a187ae1f2
* Support units in modal numinput
 Summary:
  This completly changes the way modal numinput is handled. Now, edited expression is a string, which then gets unit- and py-evaluated to
  get a float value.
  We gain many power and flexibility, but lose a few "shortcuts" like '-' to negate, or '/' to inverse (if they are really needed,
  we still can add them with modifiers, like e.g. ctrl-/ or so).
 Features:
  - units (cm, ", deg, etc.).
  - basic operations from python/BKE_unit (+, *, **, etc.), and math constants and functions (pi, sin, etc.).
  - you can navigate in edited value (left/right key, ctrl to move by block) and insert/delete chars, e.g. to fix a typo without
   having to rewrite everything.
  - you can go to next/previous value with (ctrl-)TAB key.
  - As before, hitting backspace after having deleted all leading chars will first reset the edited value to init state,
   and on second press, the whole "modal numinput" editing will be cancelled, going back to usual transform with mouse.
 Notes:
  - Did not touch to how values are shown in header when modal numinput is not enabled (would do that in another commit),
   so this is still quite inconsistent.
  - Added back radian support in BKE_unit.
  - Added arcminute/arcsecond to BKE_unit.
  (those unit changes affect all angle UI controls, btw, so you can now enter radians or longitude/latitude values when in degrees units).

投票数:3 平均点:0.00
前の投稿 - 次の投稿 | 親投稿 - 子投稿なし | 投稿日時 2013/12/26 10:13
完全無欠猫  長老 居住地: 兵庫  投稿数: 750
Crash関係:
SHA-1: d9e0a9467503dc6cd004c67a118d315f2238f3b0
* Fix T37939: Crash on exit (reading from freed node trees)

気になったもの:
SHA-1: 1fef90695ef0bc6f78196e48d72680ae89b525f3
* 3D View: Draw rigid body collision shapes.

SHA-1: 122e2b4bfa0211676042ba8e02570d1dcd2fc40d
* Fix T37709: Memory corruption when freeing custom bone shape objects
 Summary:
  Issue was caused by access to pchan->custom object from channel free
  function when freeing all objects from main. Order of objects free
  is not defined and such an access might easily end up with access
  to freed memory.
  We don't need to do user counter stuff when freeing main, so added
  an _ex functions with do_id_user flag which is used when freeing main.
  We had the same issue with other datablocks, so now it should be
  easier to support relevant user counter.
  This issue was caused by the fix for T36391, so perhaps that's indeed
  high time to do real user counter.

 要約すると、これは開放されたデータブロックへのアクセスによるものということらしい。
 これに類する修正が暫く前に幾つもあったような気がする・・・。
投票数:5 平均点:2.00
前の投稿 - 次の投稿 | 親投稿 - 子投稿なし | 投稿日時 2013/12/27 10:05
完全無欠猫  長老 居住地: 兵庫  投稿数: 750
Crash関係:
SHA-1: 7025a1bd7830c3bb58ea7f6a3dba8089869591eb
* Fix T37945: Crash after undo
 Issue was caused by some typos in readfile.c made in original commit of image cache rewrite.

気になったもの:
Rigidbody関係で幾つか追加と修正がある。
オプション説明だけ以下に示す。
SHA-1: 2260a7dbc0b6150489832dd94160512d1760fb00
* Rigidbody: Add option to choose mesh source for collision shapes
 The options are:
  Base: Base mesh
  Deform: shape keys and deform modifiers
  Final: All deformations and modifiers

 It would be nice to have a way of specifying where exactly in the
 modifier stack the collision shape is generated. However this is not
 staight forward since the rigid body simulation is not part of the
 modifier system and would require hacks to make it work.

投票数:1 平均点:0.00
前の投稿 - 次の投稿 | 親投稿 - 子投稿なし | 投稿日時 2014/1/6 9:19
完全無欠猫  長老 居住地: 兵庫  投稿数: 750
Crash関係:
SHA-1: 039652a3e8965d5d3d57ef0af93f914579c8a161
* Fix memory leak caused by main library split
 Evaluation Context wasn't freed for temporary mains.

SHA-1: a2bf25e8ff7172643fa156cb12d42582595ecd7d
* Fix crash when having multiple text objects sharing the same curve datablock
 Issue was caused by BKE_vfont_to_curve() modifying curve->nurbs list which gave threading issues.
 Now added BKE_vfont_to_curve_nubase() which operates on a given nurbs list base which is local
 in do_makeDispListCurveTypes().
 By the looks of it it wouldn't give speed regression because previously it also was creating
 nurbs for every font object sharing the same curve data.

SHA-1: d9697bc1455dc556fd233aae9d45b523af62669b
* Fix T38024 crash when rebuilding sculpt mode buffers.
 Main issue here is that glBuf* calls were invoked from threads different than
 main thread. This caused a crash (since those do not have a GL context active).
 Fix here is twofold:
 * add an ID buffer in buffer pool that handles pbvh buffers and is freed
 from main thread when gpu_buffer_pool_free_unused is called.
 * do not create glbuffers in derivedmesh creation routine, rather tag nodes
 for update and create those in the draw function
 (guaranteed to be called from main thread)

SHA-1: 57407d39b0230a1f1a137beaedb7a4771d8b8272
* Fix crash when trying to reset color space to default value

SHA-1: f54778b7ee70b0039ac6fba254fdbc61a36515ac
* Fix T38002: crash selecting a view mode for "Preview" in Sequence Editor

SHA-1: fe00175c35a301a68518c583a4fab163ac8f32a0
* Fix crash happening in Cycles fcurve modifier
 Summary:
 Crash was happening because of fcurve modifier stack
 used modifier's DNA to store temporary data.
 Now made it so storage for such a thing is being
 allocated locally per object update so multiple objects
 which shares the same animation wouldn't run into
 threading conflict anymore.
 This storage might be a part of EvaluationContext,
 but that'd mean passing this context all over in
 object_where_is which will clutter API for now without
 actual benefit for this.
 Optimization notes: storage is only being allocated
 if there're Cycles modifier in the stack, so there're
 no extra allocations happening in all other cases.
 To make code a bit less cluttered with this storage
 passing all over the place added extra callbacks to
 the FModifier storage which runs evaluation with the
 given storage.

SHA-1: 9939ec06dd590fa520ab4138e011b0738a2639ea
* Fix T37994: crash in preview render after recent color management changes.

SHA-1: d44132d0d01d4ac6ce9355b88c823d1b2cf0f004
* Fix for crash with game engines LibLoad feature

SHA-1: 451343022a14cc978029fb416a8dbfcd4bc716ab
* Fix crash moving the cursor after deleting 3d text

SHA-1: a06c9c277a8577f7ef473fffaf2258d2a3a6ab80
* Fix regression T37971: Crash setting recursive dupli-verts

その他:
UI関係で少しずつ追加やら変更やらがあったようです。
投票数:4 平均点:5.00

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