Blender Git Commits

Blender Git "master" branch commits.

Page: 1975 / 5574

October 21, 2017, 13:17 (GMT)
Manipulator: name remove func's 'unlink_delayed'

Name wasn't right since this only unlinks from manipulator maps.
October 21, 2017, 12:01 (GMT)
Manipulator: move 'Scale Cage' to its own tool

Was activated with the regular scale manipulator,
move to own tool since they are different ways to access scale.
October 21, 2017, 05:39 (GMT)
WM: Initial Tool System

The tool-system it's self is primitive and may be changed.

Adding to 2.8 to develop operators and manipulators as tools.

Currently this is exposed in the toolbar, collapsed by default.
Work-flow remains unchanged if you don't change the active tool.

Placing the 3D cursor is now a Click instead of a Press event,
this allows tweak events to be mapped to tools such as border select,
keeping click for 3D cursor placement when selection tools are set.
October 21, 2017, 01:43 (GMT)
Merge branch 'master' into blender2.8
October 21, 2017, 01:41 (GMT)
Cleanup: use relative imports in bl_ui
October 20, 2017, 20:16 (GMT)
Silence warning on subsurf modifier
October 20, 2017, 15:01 (GMT)
Depsgraph: Reduce number of depsgraph_legacy usages outside of depsgraph
October 20, 2017, 14:50 (GMT)
Depsgraph: Make depsgraph a part of evaluation context

This way evaluation routines will know which exact depsgraph evaluation
is happening for.

Mainly needed to get evaluation flags associated with ID nodes.
October 20, 2017, 14:15 (GMT)
Fix/workaround wrong dependency graph being constructed after creating a proxy
October 20, 2017, 12:41 (GMT)
Fix T53109: denoising variance debug passes not working after recent changes.
October 20, 2017, 12:41 (GMT)
Fix compositor node links getting lost on file load for custom render passes.
October 20, 2017, 10:28 (GMT)
Depsgraph: Introduce hash of dependency graphs in the scene level

The idea is following: we do need to have multiple dependency graphs to denote
different scene layers (depsgraph should only contain objects from a specific
scene layer), and we also want to support same scene layer to be evaluated to
a different state in different windows. In order to achieve that we do need to
have a list or hash (for faster lookup presumably) somewhere. To keep things
easier for now, it will be a scene which owns that hash. This seems to make
sense anyway, since dependency graph only points to data which is owned by
scene.

This commit only introduces some basic API and hash itself stored in DNA, there
is no changes in behavior. See this as a first step towards getting rid of
scene-global dependency graph.
October 20, 2017, 10:10 (GMT)
Depsgraph: Remove redundant call of depsgraph free
October 20, 2017, 09:30 (GMT)
Remove unused dependency graph flags from scene
October 20, 2017, 09:26 (GMT)
Remove some residue of old legacy dependency graph
Revision ae72a92 by Joshua Leung
October 20, 2017, 04:05 (GMT)
Fix T46163: NLA properties with drivers aren't displayed as having drivers

While such drivers will generally get evaluated too late to be of much
use during animations, it can still be useful to allow using drivers to
control a whole bunch of NLA strip properties (i.e. syncing NLA strip
timings via a single property/control).

Keyframe insertion however is still not allowed on these properties
(and an error message will now be displayed when trying to do so,
instead of silently failing), as it is useless.
October 20, 2017, 03:14 (GMT)
Merge branch 'master' into blender2.8
October 20, 2017, 03:03 (GMT)
Cleanup: redundant casts
October 19, 2017, 22:40 (GMT)
Merge branch 'master' into blender2.8
October 19, 2017, 22:28 (GMT)
Cleanup: replace gpencil tri vars w/ array
By: Miika HämäläinenLast update: Nov-07-2014 14:18MiikaHweb | 2003-2021