March 12, 2014, 13:39 (GMT) |
When freeing depsgraph, free graph itself too |
March 12, 2014, 13:39 (GMT) |
OpNode constant define for pose-eval operation |
March 12, 2014, 13:39 (GMT) |
Logic for adding/removing bone component from pose component |
March 12, 2014, 13:39 (GMT) |
Fixed Bone Operation Node Logic + Added Pose Operation Node |
March 12, 2014, 13:39 (GMT) |
Logic for subgraph node type |
March 12, 2014, 13:39 (GMT) |
Skeleton for Bone Component Node |
March 12, 2014, 13:39 (GMT) |
Fleshing out/modifying logic for how bone nodes work For now, bones are only represented as operation nodes used to represent the evaluation steps for evaluating their transforms. This should help keep the total number of nodes down, and prevent us from having to have components within components for now (since there's not much more that can exist for each bone) |
March 12, 2014, 13:39 (GMT) |
Comment out subgraph copy_data() callback for now - nothing happens here |
March 12, 2014, 13:39 (GMT) |
Note for where eval contexts may be initialised... |
March 12, 2014, 13:39 (GMT) |
Added node-type for representing "isolated subgraphs" This will primarily be used for things like Groups and Instancing |
March 12, 2014, 13:39 (GMT) |
Stubbing in constraint logic from trunk - unported... |
March 12, 2014, 13:39 (GMT) |
Stubbing in more unported constraints logic |
March 12, 2014, 13:39 (GMT) |
Added skeleton for how an operation node will get executed |
March 12, 2014, 13:39 (GMT) |
Added skeleton outline for subgraph node |
March 12, 2014, 13:39 (GMT) |
Set PointerRNA on driver to point to the driver being evaluated |
March 12, 2014, 13:39 (GMT) |
Assorted porting fixes for the subs added |
March 12, 2014, 13:39 (GMT) |
Skeleton for evaluation entrypoints |
March 12, 2014, 13:39 (GMT) |
Added some more todo notes for how flushing should work |
March 12, 2014, 13:39 (GMT) |
Create new file to host all evaluation-related logic |
March 12, 2014, 13:39 (GMT) |
Rename API method for flushing updates - it doesn't have anything to do with scene... |
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