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. |
Revision eca3250 by Antonis Ryakiotakis (gooseberry, gooseberry_farm, temp_constraint_volume, temp_hair_modifiers, temp_motionpaths, temp_widgets_c++_experiment, temp_widgets_files_refactor, temp_widgets_update_tagging, UI-experiments, wiggly-widgets) 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. |
Revision d9b7655 by Lukas Toenne (gooseberry, gooseberry_farm, hair_immediate_fixes, temp_constraint_volume, temp_hair_flow, temp_hair_modifiers, temp_motionpaths) 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 ... |
Revision f9cedb4 by Antonis Ryakiotakis (gooseberry, gooseberry_farm, temp_constraint_volume, temp_hair_modifiers, temp_motionpaths, temp_widgets_c++_experiment, temp_widgets_files_refactor, temp_widgets_update_tagging, UI-experiments, wiggly-widgets) 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 |
Revision b68a951 by Antonis Ryakiotakis (gooseberry, gooseberry_farm, temp_constraint_volume, temp_hair_modifiers, temp_motionpaths, temp_widgets_c++_experiment, temp_widgets_files_refactor, temp_widgets_update_tagging, UI-experiments, wiggly-widgets) 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 :) |
Revision bffe48f by Lukas Toenne (gooseberry, gooseberry_farm, hair_immediate_fixes, temp_constraint_volume, temp_hair_flow, temp_hair_modifiers, temp_motionpaths) 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 :/ ) |
Revision 16478df by Antonis Ryakiotakis (gooseberry, gooseberry_farm, temp_constraint_volume, temp_hair_modifiers, temp_motionpaths, temp_widgets_c++_experiment, temp_widgets_files_refactor, temp_widgets_update_tagging, UI-experiments, wiggly-widgets) December 19, 2014, 13:44 (GMT) |
Merge branch 'master' into wiggly-widgets |
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