Age | Commit message (Collapse) | Author |
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Fixes call to `create_derived_objects()` in x3d export.
rBa82c9e1e405c84b9 introduced a change in the signature and return value of
the `create_derived_objects()` utility. This change lead to failure of the x3d
export addon.
Reviewed By: mont29
Differential Revision: https://developer.blender.org/D13667
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Fix a keymap collision between the pose library and the file manager.
Only allow `applying a pose by doubleclicking it in the asset browser, and
not in the file browser. This prevents a crash; appending an Action
would temp-load it in order to apply it as a pose, which of course
conflicts with the "Append" functionality.
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The input bindings for "grab" navigation on the Valve Index controllers
could previously trigger the action even when the user did not intend
to do so (i.e. their hand was not actively gripping the sensor). This
was resolved by changing the bindings from "/input/squeeze/value" to
"/input/squeeze/force" and increasing the input threshold from 0.3 to
0.5.
Thanks to sybren for testing.
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The visibility settings were moved from Object.cycles_visibility.setting
to Object.setting in August. However, some addons like bool tool were
not updated to account for this.
Differential Revision: https://developer.blender.org/D13375
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These were moved to the object level in rBca64bd0aacda.
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This makes some changes to the spreadsheet theme for some of
the community themes, mostly making the properties region more
readable.
Differential Revision: https://developer.blender.org/D13089
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Add-ons should not connect to external services outside of blender.org
See new key requirements: https://wiki.blender.org/wiki/Process/Addons
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See 9e5aae4215d0.
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https://wiki.blender.org/wiki/Process/Addons
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Code tried to set the action to None, but in this case, the action is
read-only.
If we find such a case, now set tweakmode to False temporarily and
restore after actions have been processed.
Maniphest Tasks: T93209
Differential Revision: https://developer.blender.org/D13286
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BlenderKit addon will be here since now:
https://github.com/BlenderKit/blenderkit
And all release notes , docs and information will be on BlenderKit website:
www.blenderkit.com
The move happens since Blender Foundation ended the commercial addon offering for all commercial addons.
This means a bit less comfort for our users, but also many new possibilities!
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W for author's web page, X for delete asset from drive, R for fast rating menu
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lock icons update was delayed
scroll buttons were not updated when number of rows changed
model dimension show also cm and mm when appropriate
design year is drawn without comma
prevent ui_bgl draw text error
correct pluralisation of ratings in tooltips.
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The `POSELIB_OT_apply_pose_asset_for_keymap` and
`POSELIB_OT_blend_pose_asset_for_keymap` operators are a bit special, as
they are for use in the keymap only. Marking them as `INTERNAL` removes
them from the F3 menu (which will already contain the regular
apply/blend operators anyway).
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The for-keymap version of the apply/blend operators take the Window
Manager's `poselib_flipped` property, and passes it to the regular
apply/blend operator. This makes it possible to bind a key to the
operator and still have it respect the global "Flip Pose" checkbox.
This behaviour was already in, this commit just adds a comment that
explains this.
No functional changes.
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Shorten "Apply Pose Asset" to just "Apply", and change "Blend Pose
Asset" to "Interactive Blend" to emphasise it's a modal operator.
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Remove an unused `context` parameter from
`pose_library.pose_creation.create_pose_asset()`. Normally this wouldn't
make it into the release branch, but this particular function could be
the basis for custom pose library creation code, and thus it's good if
it has a nicer API in the release.
No functional changes.
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If the file contains a parent chain that interleaves nodes with
is_armature true and false, the parent armature may wrongly pick
up meshes owned by the child, causing an exception later. No idea
if such FBX files are valid or malformed, but this is a simple fix.
Differential Revision: https://developer.blender.org/D13224
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It's not possible anymore to call an operator from drawing code in most
cases (since it may be called during some init phase where this is
forbidden).
Looks like here the only viable solution is to use a timer for now. :(
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This small update makes the grid more visible in the node editor.
Differential Revision: https://developer.blender.org/D13150
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improve reports
delete forgotten prints
fix updates in asset bar
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also make notifications check them only for users that make a search in the session, and only check once in 2 hours
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(cherry picked from commit f75db2864ad56cc97464d117583b06f1f8418c24)
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(cherry picked from commit 570a715847f969a5297b50d12a7671226d21073d)
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Reports are back and split in reports.py
Quality is drawn in tooltip
comments and notification improvements and fixes
Tips were updated
(cherry picked from commit 3222ff126c2193d7f9c8f0279d6459acd955f4c2)
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Use `CHECKMARK` instead since it's supposed to indicate the active view.
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When importing an SVG file that uses skewX and skewY, they are swapped.
This patch swaps the skewX and skewY functions and hence the problem is resolved.
Differential Revision: https://developer.blender.org/D13036
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The properties `cycles.visibility` have changed.
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The new operator introduced in rBdcdbaf89bd11 needs to be used here now.
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Differential Revision: https://developer.blender.org/D13023
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The master control rotated to match the limb rest roll, because
for an unknown reason the roll was reset in edit pose.
Inner tweaks could rotate if roll of master tweaks wasn't matched.
To fix this, compute and apply the interpolated roll.
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After introduction of the Custom space it is possible to easily
use Limit Distance within rigs while accounting for rig scale.
This allows replacing the Stretch To + Limit Scale mechanism
used for the IK stretch switch in rigify.
Instead, use the freed bone to manually handle limb swing before
allowing the actual IK solver to handle limb contraction. This
improves stability in marginal cases of limbs nearly straight
in the rest pose, because previously the solver could destroy
the slight knee bend in the process of swinging the limb forward,
causing a flip.
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When porting the x3d importer to 2.80, material and texture
importing didn't get ported. The old importer was using
Blender Render like materials, the new implementation uses
the standard node system via `node_shader_utils`.
Additionally this also adds a crude, text based method for
material/texture caching for WRL file (previously only
supported for X3D), fixes a possible `StructRNA has been removed`
error caused by the cache and assigns proper names to the
materials, if available.
Reviewed By: mont29
Maniphest Tasks: T76656, T71232, T83428
Differential Revision: https://developer.blender.org/D12399
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Since rBaf26720b2131 active tabs use `Region Text Highlight`, instead of `Region Text`.
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Fix a bug where attempting to deselect nested collections fails
when there are no objects present in the parent collection.
Reported by 1D_Inc
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This updates the VR Scene Inspection add-on with functionality for
loading and using default controller actions, including controller
poses and haptics, and visualizing VR controllers both in-headset and
in the regular 3D viewport.
In other words, users can finally view their VR controllers and use
them to navigate their scene in VR.
Controller actions (enabled by default) are available as an option in
the "VR Session" panel. For controller bindings that require OpenXR
extensions (Reverb G2, Vive Cosmos, Huawei), there is a new
"Action Maps" panel where users can toggle these bindings. Bindings
that require extensions are disabled by default since not all OpenXR
runtimes may support them, which will lead to an error during action
creation at session start.
There is also an option in the "Action Maps" panel to use a
gamepad (Xbox Controller) instead of motion controllers for VR
actions/viewport navigation.
In addition to default actions, this update adds new options for VR
controller visualization. For in-headset (VR) visualization, controller
visibility as well as style (dark/light, ray/no ray) can be set via the
"View" panel. For visualization in the regular 3D viewport, there is a
new option in the "Viewport Feedback" panel to draw controllers as
gizmos, similar to the existing option for the VR camera (headset).
Finally, this update also changes the VR Landmark "Custom Camera" type
to "Custom Object", so users can specify any object (not just cameras)
as a base pose reference, and adds a base scale option for custom
object and custom pose-type landmarks.
Reviewed By: Severin
Differential Revision: https://developer.blender.org/D11271
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also hide it in the modes where it doesn't make sense.
This has to overwrite the draw function of VIEW3D_HT_tool_header, to get in the middle
This could potentially interfere with other addons, need to investigate.
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