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See T95442
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See T95442
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From https://github.com/alessandro-zomparelli/tissue/releases/tag/v0-3-52
with https://github.com/alessandro-zomparelli/tissue/pull/131 applied.
Fixes T80702
Fixes T73136
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From https://github.com/alessandro-zomparelli/tissue/releases/tag/v0-3-52
with https://github.com/alessandro-zomparelli/tissue/pull/131 applied.
Fixes T80702
Fixes T73136
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See T95442
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See T95442
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Fixes T94443
Updates all PDT python modules to use SPDX license identifiers.
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This commit aims at fixing the (very) redundant action names when importing animation data from Fbx files.
By default importing actions from an animated Fbx skeleton file leads to this:
**skeleton_name|skeleton_name|action_name|skeleton_name|action_name**
It works this way: **id_data.name|stack_name|layer_name**
These containers are generally made of the exact same strings multiple time.
This is a proposal to avoid such redundancy by stripping the "layer_name" in case it's identical to the "stack_name"
I'm not sure yet if one of them could be always skipped, I haven't experienced cases when they are different.
With this patch actions are named:
**skeleton_name|skeleton_name|action_name**
It could still be improved, since the "id_data.name" is generally the armature name, already contained in the "stack_name". But sometimes it's not (for Shape Keys for example: Key|skeleton_name|action_name)
Maybe more checks could be added to avoid redundancy even more. Just to open the discussion about it...
Reviewed By: mont29
Differential Revision: https://developer.blender.org/D14130
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Intended for use with motion capture objects. Currently only supported
by the SteamVR runtime (1.21) and requires the "HTC Vive Tracker"
extension to be enabled via the "Extensions" panel.
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Load the first non-blank, non-comment line so files with licenses
are supported.
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From xr-controller-support branch.
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Latest builds of Blender require WindowManager.invoke_props_dialog() to
use int explicitly in width= argument. Otherwise a TypeError will be
thrown.
Ref D14031
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File with curve object can not be imported after python 3.10
Cast count value explicitly to int for fixing the import problem
Reviewed By: mont29
Maniphest Tasks: T95444
Differential Revision: https://developer.blender.org/D14156
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Differential Revision: https://developer.blender.org/D14134
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https://developer.blender.org/D13102
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https://developer.blender.org/D13421
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Although the HTC Vive Focus 3 controller extension is currently not
supported by any OpenXR runtimes (save for the dedicated Focus 3
runtime in developer early-access), the bindings are still useful to
have for the future.
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XR actions API was changed in rB6a8709ba136e.
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Ref D13841
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Follow up to previous commit adding it to import side of things.
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Credits go to a coworker (he wanted to be referred to as "prutser") who was importing some camera animations, just wanted it to work, but not create a Blender account ;(.
After this patch FocusDistance is applied to the Blender camera.
Reviewed By: mont29
Differential Revision: https://developer.blender.org/D6666
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Also shorten text which didn't fit in the UI.
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Allow an object to be rotated so one face/selection can lie flat -
parallel to the - XY plane. This is useful for 3d printing setup. The
button is added in the 3d Print tools addon, in the transform section.
Reviewed By: campbellbarton
Ref D13094
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Brush pack download adress was set on http instead of https
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Patch D10035
Addon: Bolt Factory: Corrected resource leak when adding in EDIT mode
Adding a bolt while in edit mode would *replace* the current object's mesh data block with a new one, and then fail to remove the original mesh data block.
Now the original mesh is updated in-place, preserving its name and avoiding orphan data blocks.
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Some files needed to be changed manually.
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Changed brush pack donwload to a blender official url. Comply with add-on key requirements (T95442)
Also disable registers in background mode to avoid keymap error.
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Patch D10037
Prior to this patch the effect of applying the "Shade Smooth" object operator and the value of "Vertex > Auto Smooth" were lost when changing an existing bolt (via context-menu's "Change Bolt").
This patch preserves both.
A simple heuristic is used to detect if "Shade Smooth" has been used: the value of use_smooth of the first polygon in the mesh (prior to activating "Change Bolt"). Experiment has shown that "Shade Smooth" / "Shade Flat" are equivalent to setting use_smooth to True/False (respectively) on every polygon in the mesh.
(No heuristic is needed for Auto Smooth, as it is a top-level property of mesh data blocks)
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