Blender Git Statistics -> Branches -> temp-workspace-changes
"Temp-workspace-changes" branch
Total commits : 17
Total committers : 2
First Commit : September 14, 2017
Latest Commit : September 14, 2017
Commits by Date
Date | Number of Commits | |
---|---|---|
September 14, 2017 | 17 |
Committers
Author | Number of Commits |
---|---|
Dalai Felinto | 10 |
Dalai Felinto | 7 |
Popular Files
Filename | Total Edits |
---|---|
draw_manager.c | 237 |
drawobject.c | 122 |
object_mode.c | 111 |
view3d_draw.c | 104 |
eevee_private.h | 96 |
gpu_shader.c | 91 |
rna_scene.c | 89 |
DRW_render.h | 87 |
draw_cache_impl_mesh.c | 84 |
eevee_engine.c | 83 |
Latest commits
Revision 7509e5b by Dalai Felinto (temp-workspace-changes) September 14, 2017, 09:59 (GMT) |
Fix lack of update in edit mode with Cycles |
Revision 8cafa42 by Dalai Felinto (temp-workspace-changes) September 14, 2017, 09:59 (GMT) |
Use engine from context/render in more places |
Revision cb259dc by Dalai Felinto (temp-workspace-changes) September 14, 2017, 09:59 (GMT) |
Fix engine context in Cycles |
Revision 02bc44c by Dalai Felinto (temp-workspace-changes) September 14, 2017, 09:59 (GMT) |
Store engine_name in render struct and use it for render preview |
Revision fff4ab5 by Dalai Felinto (temp-workspace-changes) September 14, 2017, 09:59 (GMT) |
Workspace/Engine: Create BKE_render_* calls equivalent to BKE_scene_* |
Revision 7215830 by Dalai Felinto (temp-workspace-changes) September 14, 2017, 09:59 (GMT) |
Fix UI compatibility to use context.engine |
Revision efec3b0 by Dalai Felinto (temp-workspace-changes) September 14, 2017, 09:57 (GMT) |
Use workspace engine for draw manager "render preview" Note: When saving .blend files, thumbnails are saved too. In this particular case we are not doing a "scene render", but we also don't have any UI (so no workspace). So we need to consider workspace to be NULL in the render_engine_get() function. |
Revision 03be206 by Dalai Felinto (temp-workspace-changes) September 14, 2017, 09:42 (GMT) |
Use workspace -> engine in the viewport Not yet for OpenGL render. |
September 14, 2017, 09:42 (GMT) |
Collection Panel: Get mode from workspace Those overrides will change, and this panel may not exist in the future. But meanwhile let's make things work as tey were supposed to. |
September 14, 2017, 09:42 (GMT) |
Context: Expose "engine" for Python and add BKE_render_engine_get() |
Revision 5bc640a by Dalai Felinto (temp-workspace-changes) September 14, 2017, 09:42 (GMT) |
Expose scene > engine in the UI (render panel) |
Revision 1cf325a by Dalai Felinto (temp-workspace-changes) September 14, 2017, 09:42 (GMT) |
Use workspace -> engine in the opengl render |
September 14, 2017, 09:42 (GMT) |
Pass workspace for space listeners Space Image needs this to get active layer to get active object. |
September 14, 2017, 09:42 (GMT) |
Workspace: "use_scene_settings" flag This option determine whether we get the engine, layer and render settings from the workspace or from the scene. It is useful to allow for quick preview of the final render (F12) while in a workspace, |
September 14, 2017, 09:42 (GMT) |
Properties Editor: Add Workspace and organize context path We now have the properties of: Scene, Scene > Layer, Scene > World, Workspace [Scene | Workspace] > Render Layer > Object [Scene | Workspace] > Render Layer > Object > Data (...) We use Scene or Workspace depending on workspace.use_scene_settings. Also, we no longer expose the object in the collection context. Since this should go away (and at the very least we should get the mode from the workspace). |
September 14, 2017, 09:42 (GMT) |
Workspace: Add (render) engines We still need to change the viewport so it uses this instead of scene.rd.engine. |
September 14, 2017, 09:42 (GMT) |
Workspace: SETLOOPER should get render layer from workspace Right now we are still passing NULL instead of the workspace in most of those cases. That shouldn't matter much since this will simply bring back the previous behaviour. Also, most of those calls (gpu_material.c, view3d_draw_legacy.c, render_internal.c) are from deprecated areas of Blender anyways. The areas that will need to be addressed are: * physics (collision.c) * particles (pointcache.c) * sound (sound.c) And of course: * game engine (BL_BlenderDataCoversion.cpp) It's not clear to me, however, why some of those areas are using the SET_LOOPER in the first place. SET_LOOPER acts on top of bases so we want to iterate over the SceneLayer objects, not all of scene ones. However in some cases it seems that the original design was expecting to loop over all the objects (+ the set objects). |
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