Blender Git Loki

Blender Git "depsgraph_refactor" branch commits.

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December 17, 2014, 03:38 (GMT)
Warnings fix: Mark identifier() methods as const
December 17, 2014, 03:38 (GMT)
Graphviz debugging tool now uses the node identifiers
December 17, 2014, 03:38 (GMT)
Added methods to give useful identifiers for nodes

* All basic nodes now use an identifier string defined in DepsNode,
which gives the node type and the name of the node (if present)
* Operation nodes now report the operation opcode (human readable)
as well as the name (if present)
December 17, 2014, 03:38 (GMT)
Remove header guards from opcodes header
December 17, 2014, 03:38 (GMT)
Operations are now stored in the Component under a composite key (opcode + name)

The code is adapted from what is used for handling components for ID nodes
December 17, 2014, 03:38 (GMT)
Prepare find_operation() for handling opcodes too

Doesn't work yet, but is necessary to get the code compiling
December 17, 2014, 03:38 (GMT)
Finished porting over relationships (specifically OperationKeys) to use opcodes
December 17, 2014, 03:38 (GMT)
Removed old defines string defines for operation names
December 17, 2014, 03:38 (GMT)
Move opcodes enum to despgraph_types.h + modified OperationKey to use this
December 17, 2014, 03:38 (GMT)
Replace string-based defines in node building code with opcodes where possible

* Set up proper nodes (matching the opcodes) for bones
(TODO: constraints still need to be split apart, but that'll need some eval
changes first - for later)

* A few of the unused nodes are not currently hooked up with proper opcodes
(e.g. rigidbody).
December 17, 2014, 03:30 (GMT)
Compile fixes
December 17, 2014, 03:30 (GMT)
Added a few more (placeholder) opcodes to make it possible to port the existing depsgraph code
December 17, 2014, 03:30 (GMT)
Modified API's for adding operations to handle opcodes
December 17, 2014, 03:30 (GMT)
Added back defines of "opcodes" for opearation nodes

These are essentially identifiers we can use for quickly checking or searching
for particular types of operation nodes from a component, without resorting
to dynamically building identifier strings or other crazy stuff like that.

* Unlike in the past, these are stored on the OperationDepsNodes themselves.

* Not all operations need to have an identifier defined. Only those operations
which are very common or important must have one. All others can simply
reuse the generic "DEG_OPCODE_OPERATION" with a suitable string

* These are defined in a separate header, which is designed to be used like UI_icons.h
to create a set of printable string ID's for nicer debug printing
December 17, 2014, 03:30 (GMT)
Typo fixes, and extra comments/debug logging for tracking down armature building bugs
December 17, 2014, 03:30 (GMT)
Placeholder debug text for DepsNodes to figure out why add_relation is failing
December 15, 2014, 10:33 (GMT)
Merge branch 'master' into depsgraph_refactor
December 12, 2014, 10:57 (GMT)
Debsgraph: Fix crash when having texture slot without texture
December 12, 2014, 10:45 (GMT)
Depsgraph: Fallback to boost's function binding if C++11 is disabled

C++11 appears to be quite tricky to support in a clean fashion with all
the libraries we want blender to compile with. Making those libraries
friendly with C++11 could take a bit of time, and meanwhile instead of
having hacks all over the code we'll be able to just use boost.

This would help avoiding merging crappyness to the master branch, but
idea;;y we'll need to make all the libs being nice with C++11 and zap
boost from the sources.

Consider this as a safety backup plan commit.
December 12, 2014, 09:13 (GMT)
Depsgraph: Remove binding code from our headers

This seemed to be some sort of experiment to avoid using c++11 and boost
and was never removed, even though c++11 was made a requirement.
Tehnyt: Miika HämäläinenViimeksi päivitetty: 07.11.2014 14:18MiikaH:n Sivut a.k.a. MiikaHweb | 2003-2021