Blender Git Statistics -> Branches -> temp-flexible-spacing

"Temp-flexible-spacing" branch

Total commits : 7 056
Total committers : 50
First Commit : April 12, 2016
Latest Commit : June 11, 2018


Commits by Month

DateNumber of Commits
June, 2018378
May, 20181236
April, 2018727
March, 2018283
February, 2018294
January, 2018315
December, 2017216
November, 2017329
October, 2017198
September, 2017150
August, 2017269
July, 2017348
June, 2017354
May, 2017446
April, 2017478
March, 2017292
February, 2017265
January, 201747
December, 201621
November, 201660
October, 2016177
September, 201653
August, 201660
July, 20164
June, 201623
May, 20164
April, 201629

Committers

AuthorNumber of Commits
Campbell Barton1 728
Clément Foucault1 260
Dalai Felinto887
Sergey Sharybin872
Mike Erwin479
Bastien Montagne382
Brecht Van Lommel251
Julian Eisel189
Germano Cavalcante178
Jeroen Bakker165
Sybren A. Stüvel137
Joshua Leung136
Luca Rood100
Lukas Toenne38
Sybren A. St?vel36
Antonio Vazquez26
Pablo Vazquez25
Mai Lavelle22
Gaia Clary20
Thomas Beck15
Philipp Oeser14
Inês Almeida13
Alexander Romanov10
Christian Hubert10
Joerg Mueller7
Nick Milios5
Tamito Kajiyama5
Antony Riakiotakis4
Benjamin Summerton4
Chaitanya4
LazyDodo4
Aaron Carlisle3
Kévin Dietrich3
Lukas Stockner3
Martijn Berger3
Aleksandr Zinovev2
Danrae Pray2
Luc Revardel2
Andrea Weikert1
Falk David1
Howard Trickey1
Ish Bosamiya1
Khanh Ha1
Philippe Schmid1
Stefan Werner1
Tobias Mertz1
Ton Roosendaal1
Tuomo Keskitalo1
Vuk Gardaševi?1
Willian Padovani Germano1

Popular Files

FilenameTotal Edits
draw_manager.c437
object_mode.c190
eevee_private.h189
DRW_render.h181
rna_scene.c165
eevee_engine.c160
versioning_280.c155
drawobject.c153
view3d_draw.c150
eevee_materials.c149

Latest commits Feed

June 11, 2018, 12:21 (GMT)
Use flexible spacing for timeline editor
June 11, 2018, 12:18 (GMT)
UI: Flexible spacing

This support layout.flexible_spacing() to be used by headers as a way to
dynamically separate the ui buttons.

Right now no UI file is changed, though we can use this right away in the
timeline, and shortly after in the viewport header (moving settings from
the topbar to it).
June 11, 2018, 09:33 (GMT)
Revert unintended changes to depsgraph

This partially reverts f8d7df6f162.
I committed this bit by mistake.
June 11, 2018, 09:06 (GMT)
Merge branch 'master' into blender2.8
June 11, 2018, 08:46 (GMT)
Merge branch 'master' into blender2.8
June 11, 2018, 08:37 (GMT)
3D View: move screen overlays to the top

- Frame & object name now top left.
- Axis now top right (when view navigation disabled).

This is needed so we can use the lower area for redo popup, see T55386.
June 11, 2018, 08:28 (GMT)
Merge branch 'master' into blender2.8
June 11, 2018, 08:03 (GMT)
Merge branch 'master' into blender2.8
June 11, 2018, 07:43 (GMT)
WIP: Add driver eyedropper operator button beside the "add input" button

This doesn't work currently. Needs more investigation why.
June 11, 2018, 07:43 (GMT)
Drivers UI: Introduce more whitespace, to make the sections clearer
June 11, 2018, 07:34 (GMT)
Merge branch 'master' into blender2.8
June 11, 2018, 07:27 (GMT)
Cleanup: Remove the "all" parameter from "ANIM_OT_driver_button_edit"

This won't ever be used for this operator, as the "edit" operator should
only ever be used for dealign with a single driver - the one under the
cursor.
June 11, 2018, 07:15 (GMT)
Overlays: Reserve space for a "Onion Skins" overlay

While we probably won't be getting a general purpose "Onion Skinning"
overlay anytime soon for meshes, etc. (at least not before the
depsgraph stabilises, and we also get geometry caching working),
for the Grease Pencil integration at least, it makes sense to move
GP objects to using a more general/future-proof solution, instead
of continuing to use a special/dedicated button in the header.

Currently the UI part of this is commented out. Also, the GP branch
doesn't need to move to this pre-merge. But, since 2.8 changes move
fast, it's better to reserve the space now to have it next to motionpaths,
than introduce it later.
June 11, 2018, 07:15 (GMT)
Drivers UI: Don't show the Copy/Paste driver dvars buttons in the popovers

The copy/paste driver variables buttons currently only work when used in the
Graph Editor as they rely on being able to have the "active F-Curve" context
info that's only present in the Graph Editor (in Drivers Editor mode).
Instead of having them constantly greyed out in the popover, it's easier
to just hide them for now. Besides, this is probably more of an "advanced"
feature that we don't need to expose in the simple UI.
June 11, 2018, 07:03 (GMT)
Cleanup: warnings
June 11, 2018, 06:55 (GMT)
Drivers UI Fix: Use uiLayoutSetContextFromBut() so that operators will work in the panel

This fixes the problem where the "Show in Drivers Editor" button would
not actually select and highlight the driver under the mouse.

(TODO: The channels still aren't getting selected properly in the
channels list, but at least the properties show correctly)
June 11, 2018, 05:44 (GMT)
Driver Workflow (T55145): Tweak to default expression used for new drivers created from UI

Previously, newly created drivers were set to "Scripted Expression"
mode and had their 'expression' field set to the pre-driver value of the
property, so that adding a driver didn't cause the property to immediately
lose its old value (and potentially causing havok in the scene).
However, this had the unintended consequence of making the driver setup
workflow more cumbersome, as you first had to replace that value with
the name of the driver variable before your driver would work.

This commit works around this issue by trying to combine the best of both
worlds (quite literally): Now, the driver expression for drivers created
using Ctrl-D will be "var + <old value>".

Thus, in the simplest case, the driver will do something as soon as you fill
out the driver variable settings (e.g. just filling out the Target Object field
will do it), meaning you get your drivers working faster. Of course, it may now
be necessary to edit out the old-value, and/or it might be a bit more confusing
what/why it's there for newbies. However, the improved ease of setup, and/or
a more tangible example of how an expression may be constructed outweigh the
downsides IMO.
June 11, 2018, 05:35 (GMT)
Drivers Workflow (T55145): Improvements to "Add Driver" workflow

This commit implements a new behaviour for the "Add Driver" functionality
(invoked from the RMB menu on a property, or by pressing Ctrl-D).

Instead of spawning a context menu asking you to pick the way
you want to create a driver, it will now just create a driver on the
property under the mouse and then show the "Edit Drivers" popover so
that you can immediately start editing the properties of this driver.
This way, the whole process is more visual and feels less blocking /
constrained, with less upfront decisions needed immediately.

Notes:
* The new behaviour is equivalent to choosing the "Manually Create (Single)"
and then doing a "Edit Driver" on the property
* Renamed the old "ANIM_OT_driver_button_add" operator to
"ANIM_OT_driver_button_add_menu". It will probably go away
in the near future, but it's better to keep it around for a
while longer still until the new workflow settles down.
June 10, 2018, 19:27 (GMT)
Sub-panels for Cycles Depth of Field
June 10, 2018, 19:06 (GMT)
Sub-panel for camera DoF for EEVEE

MiikaHweb - Blender Git Statistics v1.06
By: Miika HämäläinenLast update: Nov-07-2014 14:18 MiikaHweb | 2003-2018