GitHub PushEvent at 2014-11-03 19:44:28
Repository: blender-git
Actor: dfelinto
Payload: {"shas":[["5e6d878318515ab777ebc218bb311c7c4e514647","023f42a90d107e972d929c84bd4c1cd37ed5d3f7@gmail.com","Revert \"Scons/funstuff: notify when the binaries are compiled\"\n\nThis reverts commit cdf53701599ace0b3410cbb75b0313bd969c417c.\n\nPlease always keep build-systems simple, boring & functional,\nanyone who liked notification popups can write a simple build script.","Campbell Barton",true],["b154aa8c060a60d476970bb8b8fab3912a2afc22","eaefd92e352708eb59cabff82fd731cbccde246f@wanadoo.fr","Fix T42447: Shrinkwrap constraint: mismatch in handling sclaing in projection case.\n\nConstraint space conversion ignores object scale, which is OK in most cases. But here,\nwe are converting a normal from world to local space, and when later converting it\ninto target space to actually do the BVH raycast, we use TransformSpace which\ndoes applies objects' scaling to normals, as expected.\n\nBest solution here is to also take object's scale into account when converting\nfrom local to world space.","Bastien Montagne",true],["fcc2ca008907a897286d1dfcd9c9105677f71ea8","df82e3bf7878370a865cf9cdc07dede4d8c5ae7b@gmail.com","Fix T42401: Gaussian blur node is visibly squared-off at larger sizes\n\nThe root of the issue comes to the way how we sample the gaussian filter in\nRE_filter_value(). We need to scale x to -3*sigma..3*sigma segment in order\nto get the whole bell.\n\nThe old code tried to do it, but failed dramatically, plus it used some weird\ngaussian sampling formula. Replaced it with much more clear one, which gives\nproper blur now.\n\nThere's no visible different in AA sampling in BI render tho.\n\nOther filters like Mitchell still tends to give wrong square shaped blurs,\nbut they're much more difficult to resolve because they're just wrong in\nthe code -- for some reason smaller kernel size means more blur. Let's solve\nthis later.","Sergey Sharybin",true],["7bb910cd4e97cfb39fd5b874d9d634b13e4cee51","df82e3bf7878370a865cf9cdc07dede4d8c5ae7b@gmail.com","Fix T42344: EWA filter produces blured results\n\nDerivatives variable names are swapped in the old EWA filter code,\nneed to adjust for that.\n\nTODO: Make naming fore clear in there.","Sergey Sharybin",true],["46c11c7b7dfc2fd59b1de337cb311617e111012e","df82e3bf7878370a865cf9cdc07dede4d8c5ae7b@gmail.com","Fix T42277: Apply track's mask on displaying preview not working","Sergey Sharybin",true],["a6a3989617e680327bda2357fe506d86574e2618","a23c438ac2aec61e24f3d1a07573c56d7db1f778@gmail.com","Texture Paint Add Simple UVs:\n\nAdd simple uvs now does a cube unwrap and pack operation. Result is not\noptimal by far but it should not result in crashes and it will be quite\nusable for simple cases.","Antony Riakiotakis",true],["f9688d88ff528e94e0ac059c6fc41a163fb0f6be","df82e3bf7878370a865cf9cdc07dede4d8c5ae7b@gmail.com","Fix T42391: HSV correction shader node gives negative values\n\nThis mainly happens when over-saturating already saturated color.\nAfter some discussion with Campbell and loads of tests we decided\nto clamp the result RGB color. As an alternative we might want to\nclamp corrected HSV values instead, but that would lead to some\nlarger changes in the render results.\n\nTODO: The same is to be done for compositor nodes.","Sergey Sharybin",true],["5d502264daece51f11a9906fa5c3e60240e1fc95","df82e3bf7878370a865cf9cdc07dede4d8c5ae7b@gmail.com","Compositor: Don't let HSV correction to output negative colors","Sergey Sharybin",true],["2204687cbb197ea2e01b19fcc2a1c8b9aaba4762","df82e3bf7878370a865cf9cdc07dede4d8c5ae7b@gmail.com","Code cleanup: Remove unused variable","Sergey Sharybin",true],["23e14259d2485fe58c89ef34eeb2df6c1d8328dc","df82e3bf7878370a865cf9cdc07dede4d8c5ae7b@gmail.com","Code cleanup: synchronize const qualifiers between declaration and definition","Sergey Sharybin",true],["d4fde32b122f29ce79cb9de5757caab580e7babd","023f42a90d107e972d929c84bd4c1cd37ed5d3f7@gmail.com","Cleanup: naming","Campbell Barton",true],["154af70f2b5b7b9ae3eb203a71b4f70d28b78dec","12d0f3a421a1bd92c6c7ee12578526641bfb0faf@web.de","Fix T42432: Correct BLENDER_SUBVERSION\n\nBump up BLENDER_SUBVERSION to 2 to allow saving of widget emboss.","julianeisel",true],["72454fafb0123714059f918604027555298f18c1","eaefd92e352708eb59cabff82fd731cbccde246f@wanadoo.fr","Fix T42454: Themes: Some colors were missed somehow in an update two years ago.\n\nHad to fix it by hand (restting them to default values), theme maintainers,\nplease check your theme from time to time and track such ugly 'pitch black' fields.\n\nAnd we devs should run theme update script much more often too - will do in next commit!","Bastien Montagne",true],["a8ea35da056b440e2868a5eb396bdbf7582a78d3","eaefd92e352708eb59cabff82fd731cbccde246f@wanadoo.fr","Themes auto-update from py script.","Bastien Montagne",true],["1070680a4bcb8b55664c3ddb2c91961a637b268f","eaefd92e352708eb59cabff82fd731cbccde246f@wanadoo.fr","Followup to rB154af70f2b5b7b: always 'pack in' ongoing versionning code when bumping version.","Bastien Montagne",true],["778afc8082680041ae52b4500eeb77113eebac39","df82e3bf7878370a865cf9cdc07dede4d8c5ae7b@gmail.com","Disable GLEW_MX in scons\n\nThis was already disabled in CMake and we need to keep build systems\nin 100% synchronized state.\n\nP.S. Would it be a real fix to drop SCons?","Sergey Sharybin",true],["95687f9751cae08b14d815656261c069aec41238","df82e3bf7878370a865cf9cdc07dede4d8c5ae7b@gmail.com","Fix T42349: Windows Render command line Cycles Crash\n\nThe issue was caused by GLEW MX enabled in SCons by default so\nbasically previous commit already fixed the crash. But we need\nto be safe here.\n\nFor now the fix is simple and not that clean, just check if\nthere's an OpenGL context available and if not we don't do any\nGLSL magic.\n\nThis is to be cleaned up after some discussion with the viewport\nproject guys.","Sergey Sharybin",true],["3248be1fbf7a7a0b669a7c374f38bc74200cae99","df82e3bf7878370a865cf9cdc07dede4d8c5ae7b@gmail.com","SCons: Expose missing command line arguments controlling GLEW","Sergey Sharybin",true],["c7222a234ddae3281d2bdc76a01a98bf19e9bb3d","df82e3bf7878370a865cf9cdc07dede4d8c5ae7b@gmail.com","Optimize vertex parent in cases there are only deform and SS modifiers\n\nIn cases when the subsurf modifier is the last in the stack and there\nare only deformation modifiers before it we can skip doing full orig\nvertex lookup.\n\nThis is rather common situation here in animatic.","Sergey Sharybin",true],["23b7f351aaf077cc4464429a3879fe13809b4a74","df82e3bf7878370a865cf9cdc07dede4d8c5ae7b@gmail.com","Optimize vertex parent for edit mode without modifiers\n\nNo need to run lookup on the origindex in this case at all.","Sergey Sharybin",true]],"size":41,"ref":"refs/heads/epic-navigation","head":"370ee988634471c209931505c0e2e4c32774321f"}