Blender Git Commit Log

All Blender Git commits.

Page: 2359 / 8462

July 12, 2019, 16:59 (GMT)
macOS: remove hardcoded paths for code signing python/dylib/so

Differential Revision: https://developer.blender.org/D5234
July 12, 2019, 15:01 (GMT)
[Fast import/export] Added proper material support
July 12, 2019, 15:01 (GMT)
[Fast import/export] Fixed index of normals
July 12, 2019, 14:37 (GMT)
Fix T66601: Redo Panels are empty the first time a workspace is active

We need to indicate a preferred size to avoid `RGN_FLAG_TOO_SMALL` the first time the region is created.

Differential revision: https://developer.blender.org/D5238
July 12, 2019, 14:20 (GMT)
Fix T66773: Active edit-bone isn't updating
July 12, 2019, 14:14 (GMT)
Cleanup: use `_orig` as a suffix
July 12, 2019, 13:59 (GMT)
USD: added USD export to the File > Export menu

This also required exposing the build option `bpy.app.build_options.usd`.
July 12, 2019, 13:20 (GMT)
USD: Avoid writing invisible particle emitter meshes
July 12, 2019, 13:19 (GMT)
USD: Offer choice for viewport or render settings

The exporter operator now takes a parameter to choose the depsgraph
evaluation mode (Viewport/Render). This makes it easier to switch between
exporting particle hair (Render) or mesh hair (Viewport).
July 12, 2019, 13:06 (GMT)
Merge branch 'master' into functions
July 12, 2019, 12:49 (GMT)
actually use threading...
July 12, 2019, 12:40 (GMT)
Safe and informative GHOST_Xr error handling

This wraps all functions that could fail into some proper (although
unfinished) error handling.

These were the requirements for the error handling strategy:
* If an error occurs, cleanly exit the VR session (or the context if the
error happend during its set up), causing no resource leaks or side
effects to the rest of Blender.
* Show a *useful* error message to the user.
* Don't impair readability of code too much with error handling.

After some back and forth I decided Ghost internal exceptions are the
best way to go about this. I get exceptions are a controversial feature,
IMHO that's because most people use them 'wrong' however. Here's the
rationale:
* Most alternatives require early exiting functions. This early exiting
has to be 'bubbled up' the call stack to the point that performs error
handling. So the code gets really impaired by error checking. Tried
this first and wasn't happy with it at all. Even if error handling is
wrapped into macros.
* All GHOST_Xr resources are managed via RAII. So stack unwinding will
cause them to be released cleanly whenever an exception is thrown.
* GHOST_Xr has a clear boundary (the Ghost C-API) with only a handful of
public functions. That is the only place we need to have try-catch
blocks at.
(Generally, try-catch blocks at kinda random places are a bad code
smell IMHO. Module boundaries are a valid place to put them.)
* Exceptions allow us to pass multiple bits of error information through
mulitple layers of the call stack. This information can also be made
specific with a useful error message.
As of now, they conain a user error message, the OpenXR error code (if
any), as well as the exact source code location the error was caught
at.

So if an error is caught inside GHOST_Xr code, an exception is thrown
with specific and hopefully useful information in it. In the Ghost C-API,
these exceptions are caught and passed on to a custom error handling
callback. This callback will be defined by the Blender window-manager
and output the error information via a usual user report popup (not done
yet). It can also ensure the entire session is shut down.

Note that the majority of errors OpenXR can return are for invalid API
usage. Assuming the API usage is valid though, most error messages
should never reach users and can be left a bit more vague. Maybe we can
add something like "This is probably a bug and should be reported" to
those.
July 12, 2019, 12:30 (GMT)
UI: increase contrast for active bone

Follow up for T66747 fix, active color didn't contrast enough.
July 12, 2019, 12:24 (GMT)
Fix T66747: Active bone not showing in edit-mode
July 12, 2019, 12:24 (GMT)
Merge remote-tracking branch 'origin/master' into sybren-usd
July 12, 2019, 12:18 (GMT)
Fix AttributeError in mesh properties panel when mesh is pinned

When a mesh datablock is pinned in the properties panel,
`context.object` is `None`. This in turn causes `obj.mode` to raise an
`AttributeError` exception as `None.mode` doesn't exist.

Since there is no (fast/simple) way to check whether the owning object
is in edit mode or not, the properties will be disabled. Not ideal, but
better than spewing an exception on every panel draw.

Reviewed By: campbellbarton, brecht

Differential Revision: https://developer.blender.org/D5237
July 12, 2019, 12:15 (GMT)
USD: Export UV maps of meshes

Each UV map is stored on the mesh in a separate primvar. Materials can
refer to these UV maps, but this is not yet exported by Blender.
July 12, 2019, 12:09 (GMT)
Fix T66689: Viewport isn't updating children hair particle on particle edit

Reviewers: fclem, brecht

Maniphest Tasks: T66689

Differential Revision: https://developer.blender.org/D5229
July 12, 2019, 12:08 (GMT)
remove temporary code
July 12, 2019, 12:05 (GMT)
use function to compute point input of point emitter
By: Miika HämäläinenLast update: Nov-07-2014 14:18MiikaHweb | 2003-2021