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 :) |
December 3, 2016, 01:23 (GMT) |
layer.objects.active |
December 3, 2016, 01:23 (GMT) |
layer.objects |
December 3, 2016, 01:23 (GMT) |
Shuffle code around to re-order functions |
December 2, 2016, 23:33 (GMT) |
DNA documentation |
December 2, 2016, 22:57 (GMT) |
BKE_collection_remove: (also first of five of the syncing functions) |
December 2, 2016, 21:57 (GMT) |
RNA layer collections |
December 2, 2016, 21:16 (GMT) |
Fixup for new layers |
December 2, 2016, 17:31 (GMT) |
Rename CollectionBase > LayerCollection |
December 2, 2016, 16:50 (GMT) |
More RNA: objects, objects_filter (for SceneCollection), .new, remove |
December 2, 2016, 15:29 (GMT) |
RNA (start), and some refactor (scene.main_collection) Instead of storing a libstbase in scene, we simply store a collection, the api (RNA) is much more clear now |
December 2, 2016, 11:43 (GMT) |
Rename Collection > SceneCollection We may want to re-use part of this struct (or concept) for groups and armatures. But filter is something specific to SceneCollections, so may as well keep it in a separate struct, and re-evaluate that once/if we get to it. |
December 2, 2016, 10:33 (GMT) |
DNA fixups |
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