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December 4, 2014, 15:51 (GMT)
Fix issues when data name have slash inside.

Adding `BLO_library_path_explode` simplies things. We might end getting rid of
`BLO_is_a_library` (or rather, merge back both things) later, though.
December 4, 2014, 14:23 (GMT)
Fix stupid mistake preventing 'traditional' append/link
December 4, 2014, 14:03 (GMT)
Cleanup: more.
December 4, 2014, 13:53 (GMT)
Cleanup, remove tons of debug prints
Revision c79da83 by Lukas Toenne
December 4, 2014, 13:49 (GMT)
Show selection state of hair vertices with the usual theme colors.
December 4, 2014, 13:48 (GMT)
Add icons to datatypes (IDs) in browser, when appending/linking.

Not yet previews, but still better than anonymous icon!
December 4, 2014, 13:30 (GMT)
Depsgraph: debug_rebuild() will now actually rebuild the depsgraph
December 4, 2014, 13:20 (GMT)
Tidy up code for attaching drivers/params to transforms

* Previous object-level hack for transform drivers is now done only
if the driver isn't affecting a posechannel instead
* Remove debug prints
December 4, 2014, 13:20 (GMT)
Drivers interleaved with bones seem to work now

More testing is needed, but for now, it seems that this finally works.
Other cases will need to be manually added later, but for a proof of
concept, this is working well already.

TODO: The drivers -> object transform link is superflous in this case...
Revision d6a72c0 by Lukas Toenne
December 4, 2014, 13:02 (GMT)
Added back different selection modes (strands, verts, tips) for hair
editing.
Revision 95a413a by Lukas Toenne
December 4, 2014, 13:01 (GMT)
Fix for OpenlGL state restoration after strand drawing, disable color
material option.
December 4, 2014, 12:52 (GMT)
Depsgraph: Update armatures when leaving edit mode

The idea is to have proper operation nodes after editing the armature.

This isn't so trivial as it sounds to be, because:

- Dependency graph is being built from the pose channels, which means
adding/deleting bones are not visible to the depsgraph because those
operations doesn't rebuild pose.

- Updating pose after every topology change is rather costy and better
to be avoid.

Currently experimenting with rebuilding dependency graph when leaving
edit mode. This way i can work on partial graph rebuild which would
be really handy for such relations edits.

For now this partial update is rather a place holder and it invokes
full dependency graph rebuild. Actual partial rebuild brains would
be implemented as one of the next steps.

However all this work unleashed rather fundamental questions:

- it is already known that dependency graph uses pose channels for
building.

- Pose channels are being passed to the callback functions as arguments.

- One of operation nodes rebuilds the pose when it's missing or when
it's tagged for update.

- Hrm, ok. Now, what if the pose is tagged for update and some topology
changed? This could change some pose channel pointers leading to the
bad memory access in the callback.

How do we solve this?

- A bit easier question: What should operations do if armature is
edit mode?

Simplest answer would be to copy matricies from bones, skipping
pose rebuild, eval init, pose callbacks and eval flush callbacks.
December 4, 2014, 11:48 (GMT)
Merge branch 'master' into gooseberry
December 4, 2014, 11:15 (GMT)
Depsgraph: Add check for whether graph was properly tagged for rebuild

Currently it's more like a preliminary check to catch obvious errors based on
comparing number of operations in current depsgraph and correct one. Ideally
relations and nodes themselves should be checked deeper,but that's NP-complex
problem which probably doesn't worth solving for now.

This check is commented out by default, uncomment it in BKE_scene_update_tagged
if needed.
December 4, 2014, 10:19 (GMT)
Merge branch 'master' into asset-experiments
December 4, 2014, 10:11 (GMT)
Merge branch 'master' into asset-experiments
December 4, 2014, 10:04 (GMT)
Update layout for motion tracker: T41660

As suggested by Sebastian König
December 4, 2014, 10:04 (GMT)
Fix T42032: Freestyle panel order

resolve for cycles & blender-internal
December 4, 2014, 10:03 (GMT)
tweaks for writing startup.blend

- always calloc
- don't write id-properties

this is to make sure addon settings aren't written by accident, any new data starts out zero'd (no junk bytes)
December 4, 2014, 03:41 (GMT)
Fix for typo
By: Miika HämäläinenLast update: Nov-07-2014 14:18MiikaHweb | 2003-2021