Blender Git Loki

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March 13, 2014, 16:52 (GMT)
Fix for texture slot graph: MTex in materials can be NULL for
unassigned slots.
March 13, 2014, 16:48 (GMT)
Added dummy implementations for the remaining function stubs.
March 13, 2014, 16:42 (GMT)
Fix for linker error, bf_rna depends on bf_depsgraph.
March 13, 2014, 16:26 (GMT)
Expose the depsgraph in the scene RNA (for testing at least).
March 13, 2014, 16:24 (GMT)
Missing types in depsgraph_intern.h.

Have to include the depsgraph_types.h here for the enums.
March 13, 2014, 13:59 (GMT)
Simple scene integration for the depsgraph by storing a Depsgraph
pointer in the Scene struct (like the old DAG).

This may eventually be replaced, but is the easiest way to test the new
implementation for now and should be simple to remove later on.
March 13, 2014, 13:36 (GMT)
Skeleton RNA for the depsgraph.

Almost all RNA for the depsgraph will be read-only. This is intended as
a way for external tools (debugging) to read the dependency graph,
without actually modifying it.
March 12, 2014, 21:04 (GMT)
User request: Selecting a slot in the layer panel in projective texture
painting will set that texture in the image editor.
March 12, 2014, 20:31 (GMT)
Better fix for sampling adding new palette colors. Projective texture
sampling was still buggy.
March 12, 2014, 18:39 (GMT)
Proxy node type was using wrong type identifier.
March 12, 2014, 18:27 (GMT)
Initialize and free the depsgraph node typeinfo on Blender start/exit.
March 12, 2014, 18:26 (GMT)
Stub implementations to avoid compiler error.
March 12, 2014, 17:57 (GMT)
March 12, 2014, 17:14 (GMT)
Merge branch 'master' into soc-2013-paint
March 12, 2014, 17:05 (GMT)
Missing struct tag for undefined ID struct.
March 12, 2014, 16:57 (GMT)
Fixed include guard defines to use the new DEG prefix.
March 12, 2014, 16:39 (GMT)
Change to naming - not layers, slots! Will be good not to confuse those
because real per-slot layers will be implemented later.
March 12, 2014, 16:39 (GMT)
Renamed the BKE_ headers inside depsgraph to DEG_ prefix.

This code is node actually included in blenkernel. Using unique prefixes
also helps porting code to the new depsgraph without include name
clashes.
March 12, 2014, 16:30 (GMT)
Moved internal headers into the intern/ subdirectory.

The depsgraph folder itself with the main API headers can then be made
available to other Blender parts while the internal headers are hidden.
March 12, 2014, 16:17 (GMT)
* Correct icon for strength space attenuation.
* Finish data ensurance code for texture paint. On entering projective texture
paint mode, a uv layer, material and diffuse slot will be generated to paint
on if they are missing.

I am not totally happy with how the paint images are cached on the material.
It may be better to store in a per object paint session or toolsetting imapaint
struct. Still this works.
Tehnyt: Miika HämäläinenViimeksi päivitetty: 07.11.2014 14:18MiikaH:n Sivut a.k.a. MiikaHweb | 2003-2021