More fun with git-svn

As mentioned here frequently, I have been using git-svn and a public repository on Github for Blender development. That Github repository has a couple limitations though: the history only goes back to January 2011 (which was when I first created the git-svn clone), and the commit author information is incorrect. The latter problem is due to the difference between the way SVN and Git store author data; in SVN it’s a plain username (e.g. “nicholasbishop” is my Blender committer username.) Git on the other hand typically uses a full name and email address. By default git-svn imports the username and makes up the email address (here’s an example from JesterKing’s repository¬†on Gitorious.)

Fortunately, git-svn does provide a way to map from svn committers to git committers in the form of an authors file. Probably you could use clever git commands to edit the existing Gitorious clone and fix commit author data, but since I am lazy I just re-cloned Blender’s trunk last night with my own authors mapping file.

I renamed my github “blender-bishop” repository to just “blender” since this is now a proper clone. To download it, run “git [email protected]:nicholasbishop/blender.git”.

After cloning it, you can let git-svn take over with a few commands. (These are adapted from these excellent git notes on the Blender wiki.)

git svn init https://svn.blender.org/svnroot/bf-blender/trunk/blender
git config svn-remote.svn.fetch :refs/remotes/origin/trunk
git config svn.authorsfile /path/to/authorsfile
git svn rebase

After running those commands, you can still pull updates from the Github repository:

git pull --rebase
git svn rebase

I’ve only just finished making these changes, so there may yet be some bugs to work out. I also haven’t set up any automatic updating of the Github repository, so it will probably lag behind SVN trunk sometimes (although as noted above, you can update your local copy regardless.)

Update: Automatic updates are now enabled, but nothing has been committed to trunk tonight, so not verified that updates are working yet.

Sculpt masking merged to trunk

At long last, sculpt masking is in trunk!

Big thanks to everyone who helped out with uploading test builds and providing feedback on features and bugs. Thanks in particular to Brecht for doing code review, and to the Blender Development Fund for sponsoring the work.

Documentation is on the wiki. We’re getting pretty close now to feature-parity with SharpConstruct ;)

Edit: With masking safely in trunk, I’ve removed the masking branch from github and merged the updates to the skin-modifier branch. If you have previously saved files using the skin-modifier branch, the skin data (i.e. vertex size and root markings) will be lost. This is due to the skin data and paint mask data sharing a CustomData layer identifier until now.

Southern Coding

Have been a bit silent here the past week; I just moved back to South Carolina with all the business that entails.

Work continues on the skin modifier though. If you try out the latest updates in the github branch, you should find that it’s a bit closer to the goal of always generating a manifold mesh. It also has a new smoothing option for smoothing the vertices around branch nodes. This needs further thought still; I’d prefer to just get the output looking nicer in the first place.

Some news regarding sculpt masking from the Sunday #blendercoders meeting, Brecht says he plans to review the patch next week (unless someone else can volunteer to do it.)

Also spent some time today playing with the code style checking script (“make test_style”, or “source/tools/check_style_c.py <paths>”.) Fixed up some of the sculpt/paint code in trunk, as well as updates to the masking and skin modifier code. Will try not to waste too much time on pedantic code formatting though :)