- User Since
- May 3 2017, 4:19 AM (114 w, 6 d)
May 29 2018
Just bowing out of this one for now as it's been quiet on this topic and I know the core dev team is busy w/ code quest stuff atm. Cheers!
Dec 22 2017
Made updates based on feedback.
Dec 20 2017
Dec 19 2017
- Fix T53442: fixed treestore flag from previous commit - cleanup wasn't required
Dec 12 2017
@Campbell Barton (campbellbarton) made fixes per our conversation in IRC - thanks again :)
Dec 11 2017
Dec 10 2017
VSE scene strip's render engine settings now stay synced with scene
render engine settings by default. User also now has the ability to
optionally override this by checking a box in the scene strips settings panel.
Dec 7 2017
- Removed code duplication (layer_collection_from_index()) and fixed code style issues.
Dec 6 2017
Noticed there is also a new outliner refresh issue when you just switch the active ViewLayer to another. I spent a bit of time digging into the outliner tree rebuild / drawing code, so I think I'd like to take a peek at this if it's not on the critical path :)
Dec 4 2017
Dec 3 2017
@Dalai Felinto (dfelinto) thanks for the feedback! Updated to use GSet API instead of ListBase (nice suggestion :). Also submitted patch using arc this time, but it created a new revision (D2940) presumably b.c. I didn't use arc for the original patch...
Dec 1 2017
Just putting this up for grabs for now b.c. it seems this needs more thought before anything can be implemented & I'm not sure how to proceed. cheers o/
Dropped a diff here to fix the crash - just let me know if it needs more work. Cheers o/
Nov 29 2017
The other thing that confuses me is that we can link the *same* collection multiple times in the same view-layer. This is another way this bug can be triggered, but again, does the user really benefit from linking in the same collection multiple times in a particular view-layer?
@Julian Eisel (Severin) oh man - major #fail on my part again here lol... so, another thing I didn't consider was how we should handle automatic selection / activation for nested collections... The problem (which I totally overlooked) is that we can have arbitrarily complex collection hierarchies w/ these new nested collections. It becomes really unclear what's best to do when you start thinking about selecting collections in a complex hierarchy where the collections selected for deletion aren't even in the same branches of the outliner tree :|
Nov 28 2017
@Julian Eisel (Severin) - sweet, thanks man! Yeah, I find it super helpful to take time out to discuss these usability-related design problems b.c. these small details can make a big difference in usability :)
Sorry - that should say "...the top-most *selected item in the outliner list."
@Julian Eisel (Severin) hey man :) thanks again for your help with this. I think I'm close to getting something working for the single-collection removal case, but am realizing it may be better (from the end-user's perspective) if we handle the multiple / single selection cases similarly... trying to respect the whole "principle of least astonishment" lol...
...it automatically nests them in this "Default Collection" and it seems too easy (in my opinion) to mistakenly assume the "Default Collection" is the "Master Collection" referred to elsewhere...
Omg guys - wish I would've seen @Dalai Felinto (dfelinto)'s first two comments here a long time ago... I didn't even see this design task until just now and lost a bunch of time figuring out what's stated plainly here through a tedious process of trial and error lol... oversight on my part :|
Nov 24 2017
Nov 21 2017
Nov 20 2017
@Dalai Felinto (dfelinto) does this mean that we simply want to do a single frame render in the largest available area region (like in 2.79) using whatever 2.8 engine is configured for the current scene or is there more to this?
@Dalai Felinto (dfelinto) to add to my (updated) comment above about adding docs to revision summaries instead of google doc - I just realized I can edit the phab task summaries directly (learning new things everyday lol), so if that's OK with you guys - maybe I can just add details / pics to the actual task summaries instead moving forward?
@Campbell Barton (campbellbarton) Oh gosh lol - not sure if I was supposed to mark the inline comments as 'Done' to notify you that I updated it or if you were supposed to mark those after you review changes (still learning how phab works haha)... anywho, thanks for the feedback - I updated w/ some changes.
Updated rna_id_itemf() so it takes an optional filter function / data as args, moved filter logic to custom func, and fixed custom RNA_*_itemf() name.
Ah ok - yeah, that's a better idea. I'll take a look at BLI_kdtree.c then. thanks!
Nov 9 2017
Nov 8 2017
Nov 3 2017
Hey guys - ok, so it looks like right now the only engine it uses is Eevee and the settings are all out of wack atm in 2.8 (which seems like what you were saying here)... want to confirm a couple things with you in terms of requirements:
Nov 1 2017
Hi guys, just assigning this to me so other ppl know and we don't duplicate effort :)
Oct 28 2017
Hey @Joey Ferwerda (TheOnlyJoey), I just dropped a patch for the HMD viewport oversampling / undersampling, buuuut... drumroll (major #fail coming) I accidentally created a completely separate revision for it D:
Oct 22 2017
Hey @Joey Ferwerda (TheOnlyJoey), sorry for the slow progress here (and blowing up your IRC this wkend lol) - end of August / September was crazy for me b.c. we had that hurricane hit Texas and then I had to move closer to work like a week after during all the aftermath... we were totally fine - had planned the move long before hurricane came, but ended up having to do it during all the craziness in Houston...
Aug 19 2017
Updated the diff so it also adjusts the particle system start value if the end is changed to a value lower than start...
Jul 31 2017
Jul 6 2017
Jun 9 2017
Hey @Joey Ferwerda (TheOnlyJoey) , so I took a peek at the openhmd driver source to get familiar w/ what you integrated and have this branch running in the VS debugger - ready to roll man.
Jun 4 2017
May 30 2017
@Aaron Carlisle (Blendify) sounds good - thanks!
May 29 2017
Thanks! I'll start rummaging through those quick hacks tasks... Do you know who would be good to talk to about 2.8 project stuff?
New dev here - going to hack away at this :)
May 5 2017
Just another update in case it helps - I tested and again and noticed that, after you add the second metaball, if you adjust the "radius" param in the left panel to something like say 0.05, it works super snappy. It's only if you "grab" the radius value w/ your mouse and slide left to reduce the value that I see this issue... and even turning off "continous grab" in the Input settings tab in User Prefs does not fix this.
May 3 2017
I am seeing this happening on a much larger scale in Blender 2.78c. I'm running 2.78c on a box w/ an i7 & gtx 1070.