Revision 77f4152 by Antonio Vazquez (experimental_gp_weight, greasepencil-experimental, greasepencil-object, greasepencil-refactor, soc-2019-npr, temp-gpencil-eval, temp-greasepencil-object-stacksplit, temp-greasepencil-vfx) April 1, 2017, 09:13 (GMT) |
Move initialization code to new versioning file |
Revision c642a69 by Antonio Vazquez (experimental_gp_weight, greasepencil-experimental, greasepencil-object, greasepencil-refactor, soc-2019-npr, temp-gpencil-eval, temp-greasepencil-object-stacksplit, temp-greasepencil-vfx) April 1, 2017, 08:42 (GMT) |
Merge branch 'blender2.8' into gpencil_2.8 |
April 1, 2017, 01:09 (GMT) |
Cleanup: style |
March 31, 2017, 23:27 (GMT) |
Blender 2.8: Hook of layer collections evaluation in DEG This moves selectability/visibility flag flush from some hardcoded places in the code to depsgraph. This way it is possible to simply tag depsgraph to update those flags and rest it'll do on its own. Using depsgraph for such flush is an overkill: those flags are fully static and can not be animated, so it doesn't really make sense to hook only those to depsgraph. However, in the future we will have overrides on collections, which ideally would need to be animatable and drivable and easiest way to support this is to do this on depsgraph level, so it ensures proper order of evaluation for animation and drivers. And it seems logical to do both overrides and flags flush from depsgraph from this point of view. This commit also includes the evaluation of IDProperty for collections, which basically are just another form of override. So once we implement the other kind of overrides the flushing and collection evaluation won't change. Patch by Sergey Sharybin and Dalai Felinto |
March 31, 2017, 23:22 (GMT) |
Layers / Depsgraph: Unittesting for selection and visibility evaluation |
March 31, 2017, 23:01 (GMT) |
Fix crash in draw manager when no object active |
March 31, 2017, 22:57 (GMT) |
BGE: new bge.logic.Render() to perform render w/o logic step. This function works only if python has control: 1. add scene custom property, call it __main__ 2. give it string value as the name of a text block 3. code game loop in python in text block. Example: import bge bge.logic.setUseExternalClock(True) t = 0.0; scene = bge.logic.getCurrentScene() cam = scene.cameras["Camera"] cam.setViewport(120,120,370,370) while not bge.logic.NextFrame(): cam.useViewport = True # second render with viewport enable, clock time unchanged bge.logic.Render() # advance animation for next frame t += 0.02 bge.logic.setClockTime(t) cam.useViewport = False |
March 31, 2017, 22:04 (GMT) |
Bumping version to 2.80 This should have been done earlier. But now that we may see more activity in master due to bcon3 merges, it is even more important to stress out the separation between master and 2.8. Also I needed the version bump for idproperties doversion (they needed to happen in _after_linking, and we don't have access to DNA_struct_elem_find there). Last but not least, every time I posted a video or image from 2.80, I got someone confused about the version showing in the infobar. |
March 31, 2017, 21:56 (GMT) |
Cleanup: Some minor styling. |
March 31, 2017, 17:41 (GMT) |
Merge branch 'master' into datablock_idprops |
March 31, 2017, 17:40 (GMT) |
Add missing handling of sequencer's strips IDProperties. |
March 31, 2017, 15:37 (GMT) |
Layers: Fix scene copying after IDProperty changes (also unittest: split scene copy in 4 tests) |
March 31, 2017, 15:37 (GMT) |
Layers unittest: Fix tests breaking since Folded was removed |
March 31, 2017, 15:37 (GMT) |
Layers unittest: Breaking pep8, but getting tests to work again I will investigate this further later. The big problem is that the way I'm running tests if I have any error (e.g., ImportError) the pass still pass. |
March 31, 2017, 15:29 (GMT) |
Numeral small fixes from upstream 0.3rc |
March 31, 2017, 15:29 (GMT) |
Updated Vive lens correction values, is a decent approximation, needs extra sample points when looking down Fixed lens seperation |
March 31, 2017, 15:08 (GMT) |
Depsgraph: Correction for the previous local view commit Need to flush layers from components back to ID node. |
March 31, 2017, 15:08 (GMT) |
Fix threading conflicts in multitex_ext_safe() This function was modifying texture datablock, which makes the call unsafe for call from multiple threads. Now we pass the argument that we don't need nodes to the underlying functions. There will be still race condition in noise texture, but that should at least be free from crashes. Doesn't mean we shouldn't fix it tho. |
March 31, 2017, 15:08 (GMT) |
Cycles: Solve threading conflict in shader synchronization Update tag might access links (when checking for attributes) and the links might be in the middle of rebuild in simplification logic. |
March 31, 2017, 14:53 (GMT) |
Fix unreported bug in Blender Render: using unnormalized normal in normal map node in the same way as in baking |
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