Blender Git Commits

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December 23, 2014, 05:04 (GMT)
Merge branch 'master' into texture_nodes_refactor

Conflicts:
source/blender/nodes/texture/nodes/node_texture_math.c
December 22, 2014, 15:01 (GMT)
Fix some 'minor' errors in fsmenuentry RNA name handling.

Still have a nice mem leak somewhere too... :/
December 22, 2014, 14:20 (GMT)
Add buttons to add/remove bookmarks, and to reset recent list.
December 22, 2014, 13:47 (GMT)
Filebrowser uilist bookmarks: add icons as expected.
December 22, 2014, 13:39 (GMT)
You can now edit bookmarks (and recent) names...
December 22, 2014, 11:50 (GMT)
Merge branch 'master' into viewport_experiments
December 22, 2014, 11:25 (GMT)
WIP UILists for filebrowser: add access to three remaining types.

This also change update of active bookmark indices to happen in file_refresh().

Still not fully working, of course.
December 22, 2014, 11:04 (GMT)
Little experiment: hook up a transform operator to a bone facemap. For
now moves the mesh only, doesn't set the bone as selected.
December 22, 2014, 10:54 (GMT)
Fix for invalid access to undefined hair data in edge-only cloth meshes.

Cloth data is used both for hair and actual cloth, which makes things
really difficult. The face number was used for distinguishing the two
types (no faces == hair mesh), but the extra hair data necessary for
hair sim is generated by particles and not available for edge-only cloth
meshes. This really needs to be sanitized ...
December 22, 2014, 10:28 (GMT)
Facemap widgets:

* Only draw on mouse over
* Fix crash with highlighted widgets.
December 22, 2014, 09:26 (GMT)
Merge branch 'master' into asset-experiments
December 21, 2014, 15:02 (GMT)
WIP: merge work on local branch about using UILists for bookmarks, be able to rename them, etc.

Doing it mostly because I need some update work done here so far to get py uilists/bookmarks working.

This exposes/moves part of bookmark code to ED_ area, so that it becomes available from e.g. RNA.
And adds RNA struct and such to represent a bookmark entry.

Also, Bookmark format is ammended to store optional custom names.

All this is still *very* crappy, should probably take some time soon to cleanup the whole branch!

See also T42777.
December 21, 2014, 14:20 (GMT)
Merge branch 'master' into asset-experiments
December 20, 2014, 15:47 (GMT)
Add group preview generation too.
December 20, 2014, 12:44 (GMT)
Merge branch 'master' into asset-experiments
December 19, 2014, 15:11 (GMT)
Modify facemaps mapping to bones.

Now simply add a flag to the armature modifier to use facemaps. Facemaps
on the mesh object with the same name as the armature bones will get
displayed as widgets.
December 19, 2014, 14:07 (GMT)
Depsgraph: Initial support for skipping invisible IDs update

General idea is quite simple here:

- Store layers in the IDDepsNode (same as we did in the old dependency graph).

This layer would correspond to ID layers themselves plus layers of nodes which
depends on it.

Here's where first tricky part begins: i'm not sure how we could flush layers
between nodes. Basically because it's totally unclear how do we perform full
DFS nowadays. Previously it was simple because of having root node and knowing
for sure nodes which doesn't have dependencies. Would need to think a bit how
to do it now.

- We keep track of currently visible layers.

Here's where tricky parts continues. basically the question is: where do we
store currently visible layers? Evaluation context comes in mind, but that'd
be wrong idea. basically because evaluation context is shared between scenes
and since it's possible to have two different scenes visible we can not store
single value.

So for now we store visible layers in the depsgraph itself. This way we're
decoupling visible layers between scenes. This is temporary solution for
until we'll have some more centralized storage. Should be easy to move stuff
around anyway, so wouldn't be so much fussed about this.

Another tricky part here is the render engines. Currently there's no visibility
check performed for render engine update.

So after all it seems we'll need to store visible layers somewhere and pass
what layers we're currently interested in to the depsgraph evaluation, making
it so we can easily use the same graph for viewport and render engine and
perform all the visibility checks we want.

- We don't schedule invisible IDs during evaluation.

We instead put them to the "to be updated when becoming visible list". Now,
this list is a bit of an overkill, would be better to have some sort of legacy
(ID->flag & ID_NEEDS_UPDATE) flag, but since we're currently not really sure
what the storage for such a flags would look like we'll keep a temp list for
now. Again, it'll be easy to change in the future, so wouldn't be fussed here
as well.

- When visibility changes depsgraph updates visible layers and re-schedules
updates of previously invisible objects.

TODOs:

- Implement layers visibility flush.
- Make sure set scenes works all nice.
- Move temp storage to somewhat final storage (well, implement that final
storage first :)
December 19, 2014, 13:56 (GMT)
Presets for hair dynamics.

This is necessary because the hair dynamics settings are not part of the
ParticleSettings datablock, but part of the convoluted cloth modifier
inside the particle system struct. In the future this will be recoded
properly, but in the meantime presets provide a simple an unobtrusive
way to have reusable dynamics settings for hair.
December 19, 2014, 13:54 (GMT)
Fix stupid error (CMake install does not clean removed files it seems :/ )
December 19, 2014, 13:44 (GMT)
Merge branch 'master' into wiggly-widgets
By: Miika HämäläinenLast update: Nov-07-2014 14:18MiikaHweb | 2003-2021