Also, to be clear, I said to deprecate them, not remove them. I agree
that, unfortunately, it would be very difficult to remove them and
their associated complexity without causing loading problems of older
files. Although if they are deprecated for long enough, hopefully we
can then remove them
and it
looks like there are some pretty major code changes in there
(admittedly, I only glanced through it).
Looking through it a bit more carefully, major is not the right
word. But there is a fair bit of added code (300+ lines), and it will
be code that later transform features will need to
I don't mind if it throws an error, just so long as it throws one.
On 05/03/2012 12:31, Joshua Leung wrote:
Legal but semantically confusing:
ID* a, b, c;--- only a is pointer, b and c are not.
IMO this is bad style, and I'm glad that makesdna actually ends up
enforcing it, albeit with a
Agree this is horrible and incredibly frustrating when running into
problems like this (especially with DNA).
I'll look into a fix.
On Mon, Mar 5, 2012 at 8:04 PM, Tom Edwards cont...@steamreview.org wrote:
I don't mind if it throws an error, just so long as it throws one.
On 05/03/2012 12:31,
No problem, Nathan, this is a proposition, and if it don’t make it to
trunk, well, I won’t be much happy, but it’s the game! ;)
As for code, apart from all the RNA/DNA boiling plate, there are two
areas impacted by that feature:
* Armature Pose bone evaluation itself, which is now gathered into
I don't know about code complexity, but about usability, the hinge option has
the disadvantage of being toggleable only. A setup based on constraints lets
you decrease or increase the influence of the effect, in the case that you need
to.
But well, you have to admit that having the hinge
The original hinge option was added by Ton as a simplifier for users;
the idea was to avoid using multiple bones and constraints when a
simple option could take care of it.
This fell down almost instantly, because animators asked for a 'global'
parent bone. had there been an option to limit the
You might want to check the patches to see if any of them fix those bugs :)
LetterRip
On Sun, Mar 4, 2012 at 9:16 PM, Arystanbek Dyussenov
arysta...@gmail.com wrote:
Hi,
I will be able to look into these patches after fixing this urgent bug (
the custom properties patch by dias works wonderfully.
i used it in cryblend.
and i didnt have the first problem out of it,and none of the
people who are using cryblend right now have complained about the
custom props not working.
i have switched to doing an addon but i thought you guys
Hi
BTW
https://collada.org/mediawiki/index.php/Open_Letter_March_2012
finally they started to approach the problems Blender devs discussed for
quite a time.
Regards
Sergey
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The reason support for saving non-linear Imbufs was added is because
float sequencer buffers were not linear (internally AFAIK they are
still not - this is needed for sequencer float blending which differs
with linear buffers),
However I tested this change and it works ok - sequencer must become
Not to start another OS debate. But...
I noticed that the performance of Cycles is very OS-dependent. With the old
rendering engine, the OS can influence the rendering time by ~10%. But with
Cycles, i am seeing a huge difference in performance between Windows and
Linux/Mac, where Linux/Mac is
I'm trying to refactor some code from the array of pointers solution
used by material/texture slots to ListBase, as a result of code review.
But I'm beginning to think that Blender doesn't support that.
The code in question is my Action Library patch from last October. It
allows AnimData to
OK, solved it in the RNA get function:
static PointerRNA rna_actlib_get(CollectionPropertyIterator *iter)
{
return rna_pointer_inherit_refine(iter-parent, RNA_Action,
((LinkData*)rna_iterator_listbase_get(iter))-data);
}
That's what needs to be offered by the API.
On 05/03/2012 10:48, Tom
To make it flexible and predictable/simple would probably
take re-engineering a bit- for instance, pulling transform out as
independent 'thing' that is stackable (or in the future nodable) along
with constraints,
Yeah, this is what I'm hoping for in the future (I think we've
discussed this
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