December 12, 2016, 12:08 (GMT) |
unittest: test cleanup |
December 12, 2016, 11:56 (GMT) |
Layers: change the API so that we can run a function on every object of the scene use tag to make sure we call each object only once |
December 12, 2016, 11:12 (GMT) |
Scene copy (full or link) working for layers I'm using the flags in the objects instead of bases. |
December 12, 2016, 10:52 (GMT) |
scenelayer: unittest more granular, for debugging |
December 7, 2016, 17:19 (GMT) |
Unittest scene copy |
December 7, 2016, 14:37 (GMT) |
Unitest: doversion, write and read test for layers |
December 6, 2016, 18:17 (GMT) |
Fix new scenes should have a default renderlayer |
December 6, 2016, 18:13 (GMT) |
Fix all unfreed memory |
December 6, 2016, 15:37 (GMT) |
Final cleanup of read/write to have things in the right order (pure cosmetic) |
December 6, 2016, 15:20 (GMT) |
Fix write of nested LayerCollections (and DNA cleanup) |
December 6, 2016, 14:57 (GMT) |
Fix stupidest mistake (objects > filter_objects) |
December 6, 2016, 13:48 (GMT) |
Fixing writing objects |
December 6, 2016, 13:16 (GMT) |
Fix writing nested scene collections |
December 5, 2016, 20:52 (GMT) |
Use pointer for master collection This allows this pointer to be used, otherwise the pointer is not written |
December 5, 2016, 19:43 (GMT) |
Rename: collections > scene/layer_collections |
December 5, 2016, 19:20 (GMT) |
Read/Write, first take |
December 5, 2016, 13:58 (GMT) |
Fix objects not disappearing after unlinking collection |
December 3, 2016, 01:44 (GMT) |
RNA: layer.objects.selected Instead of exposing the base I think this may be nicer for the API. We still need a way to change select for a layer though (expose the ObjectBase perhaps? :/) |
December 3, 2016, 01:23 (GMT) |
layer.engine |
December 3, 2016, 01:23 (GMT) |
layer.active_collection This one is straight from the "layers" branch. I nailed it quite nicely there, so it was simply a matter of bringing it over :) |
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