November 7, 2020, 07:46 (GMT) |
XR: Store multiple paths in GHOST_XrActionBinding Facilitates action binding creation debugging by narrowing errors down to an interaction profile and action. |
Revision 67852ca by YimingWu (lanpr-under-gp, lineart-bvh, lineart-shadow, temp-lineart-contained, temp_lineart_contained) November 7, 2020, 07:07 (GMT) |
Merge remote-tracking branch 'origin/master' into lanpr-under-gp # Conflicts: # CMakeLists.txt # source/blender/blenloader/intern/readfile.c # source/blender/blenloader/intern/writefile.c |
November 7, 2020, 06:55 (GMT) |
Merge branch 'master' into soc-2020-io-performance |
November 7, 2020, 06:19 (GMT) |
XR: Check for valid stage reference space bounds Even if the stage reference space is supported by the XR runtime, the bounds may be invalid (0, 0) if the user did not define a tracking space via the runtime's UI. In this case, fall back to the local tracking space. |
November 7, 2020, 00:24 (GMT) |
Fix possible null-pointer dereference in new Outliner tree building code |
November 7, 2020, 00:23 (GMT) |
Fixed handling of edge seam flags in dyntopo, for some reason did the code was not brought over from trimesh branch. |
November 7, 2020, 00:21 (GMT) |
Cleanup: Remove redundant parameter from new Outliner tree building code |
November 7, 2020, 00:09 (GMT) |
Merge branch 'master' into outliner-cpp-refactor |
November 7, 2020, 00:04 (GMT) |
Cleanup: Comments & style improvements for new Outliner C++ code * Add comments to explain the design ideas better. * Follow code style guide for class layout. * Avoid uninitialized value after construction (general good practice). |
November 6, 2020, 23:15 (GMT) |
UI Code Quality: Use C++ data-structures for Outliner object hierarchy building * Use `blender::Map` over `GHash` * Use `blender::Vector` over allocated `ListBase *` Benefits: * Significantly reduces the amount of heap allocations in large trees (e.g. from O(n) to O(log(n)), where n is number of objects). * Higher type safety (no `void *`, virtually no casts). * More optimized (e.g. small buffer optimization). * More practicable, const-correct APIs with well-defined exception behavior. Code generally becomes more readable (less lines of code, less boilerplate, more logic-focused APIs because of greater language flexibility). |
November 6, 2020, 22:15 (GMT) |
USD importer instancing. Added basic support for sharing instance prototype meshes. This allows sharing of mesh geometry for instanceable prims, but doesn't yet handle converting the point instancer prim. |
November 6, 2020, 21:55 (GMT) |
UI Code Quality: General refactor of Outliner View Layer display mode creation * Turn functions into member functions (makes API for a type more obvious & local, allows implicitly sharing data through member variables, enables order independend definition of functions, allows more natural language for function names because of the obvious context). * Move important variables to classes rather than passing around all the time (shorter, more task-focused code, localizes important data names). * Add helper class for adding object children sub-trees (smaller, more focused units are easier to reason about, have higher coherence, better testability, can manage own resources easily with RAII). * Use C++ iterators over C-macros (arguably more readable, less macros is generally preferred) * Add doxygen groups (visually emphasizes the coherence of code sections, provide place for higher level comments on sections). * Prefer references over pointers for passing by reference (makes clear that NULL is not a valid value and that the current scope is not the owner). |
November 6, 2020, 20:25 (GMT) |
Progress in using the new IDProperty UI data API |
November 6, 2020, 19:54 (GMT) |
UI Code Quality: Start refactoring Outliner tree creation (using C++) The Outliner tree creation was very messy and hard to follow. Hardcoded display type checks are scattered over many places. This introduces a new abstraction "tree-view" to help constructing and managing the tree for the different display types (View Layer, Scene, Blender file, etc.). Idea is to have an abstract base class to define an interface (`AbstractTreeView`), and then subclasses with the implementation of each display type (e.g. `TreeViewViewLayer`, `TreeViewBlenderFile`, etc). The tree-viewer is kept alive until tree-rebuild as runtime data of the space, so that further queries based on the display type can be executed (e.g. "does the view support selection syncing?", "does it support restriction toggle columns?", etc.). I may still change the names a bit, not sure yet if "tree-view" is the right term for this helper. |
November 6, 2020, 18:50 (GMT) |
Merge branch 'master' into refactor-idprop-ui-data |
November 6, 2020, 18:43 (GMT) |
Initial untested RNA UI data python API |
November 6, 2020, 17:47 (GMT) |
Merge branch 'master' into cycles_procedural_api |
November 6, 2020, 17:37 (GMT) |
prepare ground for updating bvh arrays instead of recreating them |
November 6, 2020, 17:35 (GMT) |
fix crashes with embree |
Revision e5c637f by Dalai Felinto (attribute-accessor, geometry-nodes, geometry-nodes-active-modifier-drawing, geometry-nodes-attribute-nodes, geometry-nodes-deduplicate-float-math, geometry-nodes-distribute-points, geometry-nodes-mix-attributes, geometry-nodes-point-separate-node, temp-geometry-nodes-distribute-points-cleanup, temp-modifiers-instancing) November 6, 2020, 17:22 (GMT) |
Merge remote-tracking branch 'origin/master' into geometry-nodes |
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