Danrae Pray (spockTheGray)
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User Since
May 3 2017, 4:19 AM (37 w, 1 d)

Recent Activity

Fri, Dec 22

Danrae Pray (spockTheGray) added a comment to D2924: T53158: VSE Scene Strip Render Engine Settings.

Made updates based on feedback.

Fri, Dec 22, 5:36 AM · BF Blender: 2.8
Danrae Pray (spockTheGray) updated the diff for D2924: T53158: VSE Scene Strip Render Engine Settings.

Updated D2924:

Fri, Dec 22, 5:32 AM · BF Blender: 2.8

Wed, Dec 20

Danrae Pray (spockTheGray) updated the diff for D2924: T53158: VSE Scene Strip Render Engine Settings.

Update D2924 for T53158:

Wed, Dec 20, 4:05 AM · BF Blender: 2.8

Dec 19 2017

Danrae Pray (spockTheGray) updated the diff for D2969: Fix T53442: Outliner refreshes fine after adding new collection now..
  • Fix T53442: fixed treestore flag from previous commit - cleanup wasn't required
Dec 19 2017, 2:59 PM · BF Blender: 2.8
Danrae Pray (spockTheGray) updated subscribers of T53442: Outliner: Drawing doesn't refresh after adding a new collection.

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 19 2017, 2:54 AM · BF Blender: 2.8
Danrae Pray (spockTheGray) updated the summary of D2969: Fix T53442: Outliner refreshes fine after adding new collection now..
Dec 19 2017, 2:51 AM · BF Blender: 2.8
Danrae Pray (spockTheGray) added a revision to T53442: Outliner: Drawing doesn't refresh after adding a new collection: D2969: Fix T53442: Outliner refreshes fine after adding new collection now..
Dec 19 2017, 2:51 AM · BF Blender: 2.8
Danrae Pray (spockTheGray) created D2969: Fix T53442: Outliner refreshes fine after adding new collection now..
Dec 19 2017, 2:50 AM · BF Blender: 2.8

Dec 12 2017

Danrae Pray (spockTheGray) updated the summary of D2924: T53158: VSE Scene Strip Render Engine Settings.
Dec 12 2017, 4:47 AM · BF Blender: 2.8
Danrae Pray (spockTheGray) added a comment to D2924: T53158: VSE Scene Strip Render Engine Settings.

@Campbell Barton (campbellbarton) made fixes per our conversation in IRC - thanks again :)

Dec 12 2017, 4:30 AM · BF Blender: 2.8
Danrae Pray (spockTheGray) updated the diff for D2924: T53158: VSE Scene Strip Render Engine Settings.

Updating D2924: T53158: VSE Scene Strip Render Engine Settings

Dec 12 2017, 4:25 AM · BF Blender: 2.8

Dec 11 2017

Danrae Pray (spockTheGray) claimed T53442: Outliner: Drawing doesn't refresh after adding a new collection.
Dec 11 2017, 3:43 PM · BF Blender: 2.8
Danrae Pray (spockTheGray) reassigned T53442: Outliner: Drawing doesn't refresh after adding a new collection from Danrae Pray (spockTheGray) to Campbell Barton (campbellbarton).
Dec 11 2017, 3:19 PM · BF Blender: 2.8

Dec 10 2017

Danrae Pray (spockTheGray) added inline comments to D2924: T53158: VSE Scene Strip Render Engine Settings.
Dec 10 2017, 3:11 AM · BF Blender: 2.8
Danrae Pray (spockTheGray) updated the summary of D2924: T53158: VSE Scene Strip Render Engine Settings.
Dec 10 2017, 3:11 AM · BF Blender: 2.8
Danrae Pray (spockTheGray) updated the diff for D2924: T53158: VSE Scene Strip Render Engine Settings.

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 10 2017, 3:07 AM · BF Blender: 2.8

Dec 7 2017

Danrae Pray (spockTheGray) added inline comments to D2942: T51461: We now select the LayerCollection at index 0 for the active ViewLayer after a collection deletion operation..
Dec 7 2017, 4:42 AM · BF Blender: 2.8
Danrae Pray (spockTheGray) updated the diff for D2942: T51461: We now select the LayerCollection at index 0 for the active ViewLayer after a collection deletion operation..
  • Removed code duplication (layer_collection_from_index()) and fixed code style issues.
Dec 7 2017, 4:37 AM · BF Blender: 2.8
Danrae Pray (spockTheGray) added a comment to D2924: T53158: VSE Scene Strip Render Engine Settings.

@Campbell Barton (campbellbarton) thx for feedback - added inline replies. RE @Sergey Sharybin (sergey) 's comment - should I continue work on this or hold off for now?

Dec 7 2017, 3:56 AM · BF Blender: 2.8

Dec 6 2017

Danrae Pray (spockTheGray) claimed T53442: Outliner: Drawing doesn't refresh after adding a new collection.

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 6 2017, 6:18 AM · BF Blender: 2.8
Danrae Pray (spockTheGray) claimed T51461: Outliner: Problems removing multiple collections in sequence.

@Julian Eisel (Severin) @Dalai Felinto (dfelinto) - just dropped a patch for this - it just handles outliner selection the same way the active item is chosen after deletion.

Dec 6 2017, 6:10 AM · BF Blender: 2.8
Danrae Pray (spockTheGray) updated the summary of D2942: T51461: We now select the LayerCollection at index 0 for the active ViewLayer after a collection deletion operation..
Dec 6 2017, 6:04 AM · BF Blender: 2.8
Danrae Pray (spockTheGray) created D2942: T51461: We now select the LayerCollection at index 0 for the active ViewLayer after a collection deletion operation..
Dec 6 2017, 6:02 AM · BF Blender: 2.8

Dec 4 2017

Danrae Pray (spockTheGray) added a comment to D2940: Fix for T53415:.

For the records, you could have done: arc diff origin/blender2.8 --update D2936

Dec 4 2017, 5:05 PM · BF Blender: 2.8

Dec 3 2017

Danrae Pray (spockTheGray) added a comment to D2936: Fix for T53415.

@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 3 2017, 8:59 PM · BF Blender: 2.8
Danrae Pray (spockTheGray) added a reviewer for D2940: Fix for T53415:: Dalai Felinto (dfelinto).
Dec 3 2017, 8:51 PM · BF Blender: 2.8
Danrae Pray (spockTheGray) created D2940: Fix for T53415:.
Dec 3 2017, 8:48 PM · BF Blender: 2.8

Dec 1 2017

Danrae Pray (spockTheGray) placed T51461: Outliner: Problems removing multiple collections in sequence up for grabs.

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/

Dec 1 2017, 4:34 AM · BF Blender: 2.8
Danrae Pray (spockTheGray) added a comment to T53415: Outliner: Crash when deleting collections.

Dropped a diff here to fix the crash - just let me know if it needs more work. Cheers o/

Dec 1 2017, 4:31 AM · BF Blender: 2.8
Danrae Pray (spockTheGray) created D2936: Fix for T53415.
Dec 1 2017, 4:28 AM · BF Blender: 2.8

Nov 29 2017

Danrae Pray (spockTheGray) added a comment to T53415: Outliner: Crash when deleting collections.

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?

Nov 29 2017, 4:08 AM · BF Blender: 2.8
Danrae Pray (spockTheGray) renamed T53415: Outliner: Crash when deleting collections from OUTLINER: Crash when deleting collections to Outliner: Crash when deleting collections.
Nov 29 2017, 4:06 AM · BF Blender: 2.8
Danrae Pray (spockTheGray) added a comment to T53415: Outliner: Crash when deleting collections.

@Julian Eisel (Severin) @Dalai Felinto (dfelinto) hey guys :) tagged you both in this one b.c. it's at a bug at a minimum, but not sure if there is some design work needed here too.

Nov 29 2017, 4:01 AM · BF Blender: 2.8
Danrae Pray (spockTheGray) renamed T53415: Outliner: Crash when deleting collections from Crash when deleting collections to OUTLINER: Crash when deleting collections.
Nov 29 2017, 3:28 AM · BF Blender: 2.8
Danrae Pray (spockTheGray) created T53415: Outliner: Crash when deleting collections.
Nov 29 2017, 3:27 AM · BF Blender: 2.8
Danrae Pray (spockTheGray) added a comment to T51461: Outliner: Problems removing multiple collections in sequence.

@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 29 2017, 2:47 AM · BF Blender: 2.8

Nov 28 2017

Danrae Pray (spockTheGray) added a comment to T51461: Outliner: Problems removing multiple collections in sequence.

@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 :)

Nov 28 2017, 7:58 PM · BF Blender: 2.8
Danrae Pray (spockTheGray) added a comment to T50313: Collections Editor Design.

@Danrae Pray (spockTheGray) what happens is that at the moment the startup.blend wasn't updated. So you are seeing the old 2.79 default file converted to 2.80, following the same "rules" as any other 2.79 file you may had. This is why we can't link master collection to the "View Layer", since it may require only a few collections to be there, not all of them.

Nov 28 2017, 7:34 PM · BF Blender: 2.8, User Interface
Danrae Pray (spockTheGray) added a comment to T51461: Outliner: Problems removing multiple collections in sequence.

Sorry - that should say "...the top-most *selected item in the outliner list."

Nov 28 2017, 4:09 AM · BF Blender: 2.8
Danrae Pray (spockTheGray) added a comment to T51461: Outliner: Problems removing multiple collections in sequence.

@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...

Nov 28 2017, 4:04 AM · BF Blender: 2.8
Danrae Pray (spockTheGray) added a comment to T50313: Collections Editor Design.

...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...

Nov 28 2017, 3:03 AM · BF Blender: 2.8, User Interface
Danrae Pray (spockTheGray) added a comment to T50313: Collections Editor Design.

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 28 2017, 2:22 AM · BF Blender: 2.8, User Interface

Nov 24 2017

Danrae Pray (spockTheGray) placed T53340: Outliner: Collections are collapsed when opening file up for grabs.
Nov 24 2017, 8:25 PM · BF Blender: 2.8
Danrae Pray (spockTheGray) claimed T51461: Outliner: Problems removing multiple collections in sequence.
Nov 24 2017, 4:49 PM · BF Blender: 2.8

Nov 21 2017

Danrae Pray (spockTheGray) claimed T53340: Outliner: Collections are collapsed when opening file.
Nov 21 2017, 4:28 PM · BF Blender: 2.8

Nov 20 2017

Danrae Pray (spockTheGray) added a comment to T51377: Support F12 for draw manager engines.

@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?

Nov 20 2017, 4:00 PM · BF Blender: 2.8, OpenGL / Gfx
Danrae Pray (spockTheGray) added a comment to T53158: Video Sequencer Preview should have own engine (and other settings?).

@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?

Nov 20 2017, 3:22 PM · Video Sequencer, BF Blender: 2.8
Danrae Pray (spockTheGray) updated the summary of D2924: T53158: VSE Scene Strip Render Engine Settings.
Nov 20 2017, 3:08 PM · BF Blender: 2.8
Danrae Pray (spockTheGray) updated the summary of D2924: T53158: VSE Scene Strip Render Engine Settings.
Nov 20 2017, 3:07 PM · BF Blender: 2.8
Danrae Pray (spockTheGray) added a comment to D2923: T52586: User can no longer add current scene as scene strip.

@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.

Nov 20 2017, 2:41 PM · BF Blender: 2.8
Danrae Pray (spockTheGray) updated the diff for D2923: T52586: User can no longer add current scene as scene strip.

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.

Nov 20 2017, 2:37 PM · BF Blender: 2.8
Danrae Pray (spockTheGray) added a comment to D2923: T52586: User can no longer add current scene as scene strip.

Ah ok - yeah, that's a better idea. I'll take a look at BLI_kdtree.c then. thanks!

Nov 20 2017, 3:47 AM · BF Blender: 2.8
Danrae Pray (spockTheGray) added a comment to T53158: Video Sequencer Preview should have own engine (and other settings?).

Hi @Dalai Felinto (dfelinto) - I dropped patches for this and T52586. Let me know if you see anything I need to change!

Nov 20 2017, 3:43 AM · Video Sequencer, BF Blender: 2.8
Campbell Barton (campbellbarton) awarded D2923: T52586: User can no longer add current scene as scene strip a Like token.
Nov 20 2017, 3:41 AM · BF Blender: 2.8
Danrae Pray (spockTheGray) created D2924: T53158: VSE Scene Strip Render Engine Settings.
Nov 20 2017, 3:39 AM · BF Blender: 2.8
Danrae Pray (spockTheGray) created D2923: T52586: User can no longer add current scene as scene strip.
Nov 20 2017, 3:30 AM · BF Blender: 2.8

Nov 9 2017

Danrae Pray (spockTheGray) claimed T52586: Disable scenes using themselves as sequence strips 2.8 Proposal.
Nov 9 2017, 2:03 AM · BF Blender: 2.8

Nov 8 2017

Danrae Pray (spockTheGray) added a comment to D2133: Viewport HMD integration using OpenHMD.

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:

I thought just mentioning this revision's number (D2133) in the title would automatically link it - but it didn't, so I tried putting D2133 in the body after to no avail lol...

Anywho - it's out there - https://developer.blender.org/D2902

Let me know if you think I need to change anything!

Cheers,
Danrae

Great!

I will look at it later this week and merge it in the branch, or give feedback if needed.
You are just in time as well since I was merging in master and planned to move to 2.8 for future development, which would be the next step to keep the hmd branch up to date.

Small update from my side with a small todo list:

  • Next patch will be VSYNC control in blender, being able to toggle vsync on and off, and automatically VSYNC'ing to HMD screens (resolves tearing issues etc) This will also allow you to force VSYNC on a particular 3D context.
  • Fix up the pointer to use the same converging settings as the 2D widgets, should be the last patch we need to do for basic 2D work
  • Prepare multi-interface for OpenHMD to allow multiple devices to be used in the viewport, we need this for Controllers and support for setups like the NOLO
  • Re-Research libusb dependency regarding positional tracking setups with camera's (such as Oculus DK2/CV1, PSVR, Microsoft MR)

    OpenHMD 0.3.0 will be released soon and will be the current stable version for the Blender HMD release, if additional drivers are added to master, we will manually merge if requested
Nov 8 2017, 3:31 AM · User Interface

Nov 3 2017

Danrae Pray (spockTheGray) added a comment to T53158: Video Sequencer Preview should have own engine (and other settings?).

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 3 2017, 3:21 PM · Video Sequencer, BF Blender: 2.8

Nov 1 2017

Danrae Pray (spockTheGray) claimed T53158: Video Sequencer Preview should have own engine (and other settings?).

Hi guys, just assigning this to me so other ppl know and we don't duplicate effort :)

Nov 1 2017, 2:23 PM · Video Sequencer, BF Blender: 2.8

Oct 28 2017

Danrae Pray (spockTheGray) added a comment to D2133: Viewport HMD integration using OpenHMD.

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 28 2017, 4:44 AM · User Interface
Danrae Pray (spockTheGray) updated the summary of D2902: D2133: HMD_viewport oversampling / undersampling feature implemented..
Oct 28 2017, 4:38 AM
Danrae Pray (spockTheGray) created D2902: D2133: HMD_viewport oversampling / undersampling feature implemented..
Oct 28 2017, 4:37 AM

Oct 22 2017

Danrae Pray (spockTheGray) added a comment to D2133: Viewport HMD integration using OpenHMD.

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...

Oct 22 2017, 7:09 PM · User Interface

Aug 19 2017

Danrae Pray (spockTheGray) updated the diff for D2701: Fix for T51289.

Updated the diff so it also adjusts the particle system start value if the end is changed to a value lower than start...

Aug 19 2017, 8:03 PM · BF Blender

Jul 31 2017

Danrae Pray (spockTheGray) added a comment to D2133: Viewport HMD integration using OpenHMD.

Joey,

First, support for the idea. I was looking for this a while back, I just found out this exists. I just bought a couple of junk HMD modelling tools, really pretty awful. Wish I had Blender in my Oculus. Granted, it's still early for a good quality experience, but IMO this sort of functionality is the real utility of HMDs.

Second, I feel your pain, thanks for the work. Unfortunately C isn't one of my strengths. C#, Web here. If I can help anyway, let me know. I see one reviewer is a little harsh in the phrasing. Please don't take it hard, some engineers just lack tact during review; on the bright side his comments look like good effort was expended and good info was collected as a result.

Lastly, I was sadly unable to get the 4-18 11:18 build functioning properly on Windows, NVidia. Here's my experience:

  • I tried starting without changes first. After "Start Session", the HMD window opens fullscreen on my main display, and (non-positional) head tracking is reflected there.
  • When I don the headset, the Oculus application manager starts in the HMD. I figured that can't be good, so I looked around. Hints were hard to find, but eventually dug through the comments here, and so tried stopping the OVR Service and running DirectDisplayConfig. I hear device enable/disable chimes in Windows, but after trying various sequences, wasn't able to get the viewport directly into the HMD, or get the HMD into an "extended" state where I can drag Windows to it.

    I'd love help diagnosing this so I can try it out.

Hey, thanks for the report!

So currently on Windows you have to run Blender with Administrator Permissions to automatically disable the OVRService (which is a windows service which is always on....), this will change soon with a patch that is in review at the moment (which will automatically ask for elevation when disabling the service).
Extended mode is a bit tough, when the OVR driver is installed, you have to run 'DirectDisplayConfig.exe off' to disable direct mode.
If the OVR service is not installed, it will work out of the box.
The Screen will turn on in extended when creating the HMD window.

We are in the process of getting direct mode access on Windows through Nvidia, but the NDA process is a bit tough so that can take a while.
We do have Extended mode support on Linux now, though that has to be implemented still.

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.

Where are you currently at with this and where could you use some help?

So though i have spoken to you on IRC, its nice to give a reaction here as well.
Something that might be nice to investigate is oversampling.
Currently we are using native resolution, but it is always nice to have the option to oversample the viewport to increase the clarity of the image.
Since you are quite new to Blender, this is a small and manageable feature that would be a good exercise, bit of GL involved.

Awesome man - I'm out on a long vacation w/ mi familia until next week, but I'll start looking at it when I get back.

Jul 31 2017, 6:05 AM · User Interface

Jul 6 2017

Danrae Pray (spockTheGray) added a comment to D2133: Viewport HMD integration using OpenHMD.

Joey,

First, support for the idea. I was looking for this a while back, I just found out this exists. I just bought a couple of junk HMD modelling tools, really pretty awful. Wish I had Blender in my Oculus. Granted, it's still early for a good quality experience, but IMO this sort of functionality is the real utility of HMDs.

Second, I feel your pain, thanks for the work. Unfortunately C isn't one of my strengths. C#, Web here. If I can help anyway, let me know. I see one reviewer is a little harsh in the phrasing. Please don't take it hard, some engineers just lack tact during review; on the bright side his comments look like good effort was expended and good info was collected as a result.

Lastly, I was sadly unable to get the 4-18 11:18 build functioning properly on Windows, NVidia. Here's my experience:

  • I tried starting without changes first. After "Start Session", the HMD window opens fullscreen on my main display, and (non-positional) head tracking is reflected there.
  • When I don the headset, the Oculus application manager starts in the HMD. I figured that can't be good, so I looked around. Hints were hard to find, but eventually dug through the comments here, and so tried stopping the OVR Service and running DirectDisplayConfig. I hear device enable/disable chimes in Windows, but after trying various sequences, wasn't able to get the viewport directly into the HMD, or get the HMD into an "extended" state where I can drag Windows to it.

    I'd love help diagnosing this so I can try it out.

Hey, thanks for the report!

So currently on Windows you have to run Blender with Administrator Permissions to automatically disable the OVRService (which is a windows service which is always on....), this will change soon with a patch that is in review at the moment (which will automatically ask for elevation when disabling the service).
Extended mode is a bit tough, when the OVR driver is installed, you have to run 'DirectDisplayConfig.exe off' to disable direct mode.
If the OVR service is not installed, it will work out of the box.
The Screen will turn on in extended when creating the HMD window.

We are in the process of getting direct mode access on Windows through Nvidia, but the NDA process is a bit tough so that can take a while.
We do have Extended mode support on Linux now, though that has to be implemented still.

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.

Where are you currently at with this and where could you use some help?

So though i have spoken to you on IRC, its nice to give a reaction here as well.
Something that might be nice to investigate is oversampling.
Currently we are using native resolution, but it is always nice to have the option to oversample the viewport to increase the clarity of the image.
Since you are quite new to Blender, this is a small and manageable feature that would be a good exercise, bit of GL involved.

Jul 6 2017, 6:51 AM · User Interface

Jun 9 2017

D2133: Viewport HMD integration using OpenHMD now requires changes to proceed.

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 9 2017, 2:01 AM · User Interface

Jun 4 2017

Danrae Pray (spockTheGray) created D2701: Fix for T51289.
Jun 4 2017, 7:49 PM · BF Blender
Danrae Pray (spockTheGray) added a revision to T51289: Particle System UI issue/annoyance: setting Start later than End should increase End if necessary, rather than capping it: D2701: Fix for T51289.
Jun 4 2017, 7:49 PM · Quick Hacks, User Interface, BF Blender

May 30 2017

Danrae Pray (spockTheGray) added a comment to T51021: Viewport Design.

@Aaron Carlisle (Blendify) sounds good - thanks!

May 30 2017, 1:48 AM · User Interface, BF Blender: 2.8

May 29 2017

Danrae Pray (spockTheGray) added a comment to T51021: Viewport Design.

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?

May 29 2017, 8:16 PM · User Interface, BF Blender: 2.8
Danrae Pray (spockTheGray) claimed T51289: Particle System UI issue/annoyance: setting Start later than End should increase End if necessary, rather than capping it.

New dev here - going to hack away at this :)

May 29 2017, 8:14 PM · Quick Hacks, User Interface, BF Blender
Danrae Pray (spockTheGray) added a comment to T51021: Viewport Design.

Hi all,

May 29 2017, 6:16 PM · User Interface, BF Blender: 2.8

May 5 2017

Danrae Pray (spockTheGray) added a comment to T36438: Adding Metaball when unit scale is smaller than 0.01 seemingly hangs Blender.

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 5 2017, 1:50 AM · Mesh Modeling, BF Blender

May 3 2017

Danrae Pray (spockTheGray) added a comment to T36438: Adding Metaball when unit scale is smaller than 0.01 seemingly hangs Blender.

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.

May 3 2017, 4:25 AM · Mesh Modeling, BF Blender