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February 5, 2017, 17:22 (GMT)
Initial commit to use uiTable API for collections editor

Does nothing but drawing a single column for collection name, but it
shows that the API works ;)
February 5, 2017, 16:47 (GMT)
Merge branch 'uiTable' into temp-layers-ui-table
February 5, 2017, 16:25 (GMT)
Cleanup: Add assert, remove unused variable
February 5, 2017, 16:24 (GMT)
fix, keep bake until convert to keyframe has been finished, and delete then

Deleting the bake after changing the rigidbody count still is necessary, else the shard order and the mesh appearance of fracture modifier objects will be messed up.
Furthermore, decreased the convert to keyframe default threshold from 0.05 to 0.005, reconverting by re-using
the operator again still is somewhat broken
February 5, 2017, 15:43 (GMT)
Initial implementation of a uiTable API

This adds an initial (and already working), generic API for defining, handling and drawing of table UIs.

It supports two types of tables:
* Vertical flow: Rows are all in a vertical stack.
* Horizontal flow: Rows are stacked vertically, until some threshold height is reached. The table is then split into another vertical stack that is drawn next to the former one. Such drawing could be used for the file browser in non-thumbnail mode.

A table is built out of - guess what - rows and columns. The API allows defining new collumns (identified by an id-name) and inserting new rows at any point. When drawing, we draw a cell for each column/row combination, using a custom cell-drawing callback.
The uiTable API will probably get some support for drawing buttons (uiBut) into custom layouts (uiLayout).

The API is written with big data sets in mind. In future we may get a spreadsheet view where data like all vertices of a mesh is displayed. That would result in thousands of rows, the uiTable API should be ready for this.
February 5, 2017, 14:30 (GMT)
Merge branch 'master' into id_override_static
February 5, 2017, 14:24 (GMT)
Merge branch 'master' into asset-engine
February 4, 2017, 05:57 (GMT)
Fix regression on plasticity caused by sewing springs

I must have been sleeping when I committed the fix for the sewing
springs regression, causing another silly regression on plasticity...
February 4, 2017, 03:08 (GMT)
Merge remote-tracking branch 'origin/master' into soc-2016-cycles_denoising
February 4, 2017, 03:08 (GMT)
Cycles Denoising: Move denoising kernels to a separate compilation unit

Previously, the denoising kernels were just included with the other kernels.
However, that is not ideal, since the kernels already take very long to compile. Also, it isn't needed since the rendering and denoising kernels share basically no code.

So, this commit adds intern/cycles/filter/, which contains the filtering kernels.
February 3, 2017, 21:59 (GMT)
Add collision response quality control
February 3, 2017, 17:18 (GMT)
Merge remote-tracking branch 'origin/clay-engine' into render-layers
February 3, 2017, 16:54 (GMT)
Blender release: We are officially 'b' now
February 3, 2017, 16:51 (GMT)
Build Clay engine by default
February 3, 2017, 16:47 (GMT)
[msvc] cmake fixes to support the recent for oiio/ffmpeg/numpy version changes.
February 3, 2017, 16:39 (GMT)
Another fixup for rB6cdb3845 (Added collection props getter/setter)

Values were getting clamped
February 3, 2017, 16:22 (GMT)
Merge remote-tracking branch 'origin/clay-engine' into render-layers
February 3, 2017, 15:16 (GMT)
UI: use the "USE" flag for collection settings

Note, this should be a proper uiTemplate, but a pure python approach seems to work fine for now
February 3, 2017, 15:16 (GMT)
RNA: macros to wrap collection settings use
February 3, 2017, 15:16 (GMT)
layer: getter/setter for USE flag
By: Miika HämäläinenLast update: Nov-07-2014 14:18MiikaHweb | 2003-2021