Age | Commit message (Collapse) | Author |
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Issue was happening when linking armature object and making proxy and was
caused by not copying visualization settings in BKE_pose_copy_data.
This lead to deadlocks in motion path drawing code.
After discussion with Campbell decided it is crucial fix since it fixes
bug appearing in really common scenario of using armatures.
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passed is not found in the list.
- BKE_pose_copy_data() check for target pointer is no longer valid and infact comparing against un-initialized memory in some cases.
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also remove some redundant conversions int -> short -> int
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Action
Custom color set colors were not getting copied over when creating new action
groups. Instead, a "default set" was initialised for use instead.
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Colors used by Bone Groups are now copied/assigned to Action Groups too when
they're created now. This completes the work started in r.46960 to restore this
functionality from 2.48.
Currently, there is no control over when/whether these colors are copied over
(although it is possible to disable the display of these colors for relevant
animation editors if desired). Originally I was going to make this a more
generic Keying Sets feature, though that turned out to be a bit too complex to
manage.
Other notes:
* Split out the code for copying colors to a common library function
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Added four new functions as shortcuts to creating GHashes that use the
standard ptr/str/int/pair hash and compare functions.
GHash *BLI_ghash_ptr_new(const char *info);
GHash *BLI_ghash_str_new(const char *info);
GHash *BLI_ghash_int_new(const char *info);
GHash *BLI_ghash_pair_new(const char *info);
Replaced almost all occurrences of BLI_ghash_new() with one of the
above functions.
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also use ..._find_name(..., name) rather then ..._find_named(..., name) --- both were used.
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also stop numpy from being found in /usr/include with cmake.
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parsers that done expand macros.
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else if's
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was an error with make-local refactor & path updating.
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- remove unneeded type check from convert grease pencil operator.
- correct some error prints & use __func__.
- make copy_libblock take an ID* argument rather than void*.
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so path manipulation functions dont run multiple times on the same path in the case of sequence strips where the one directory is used as the base for many images.
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changes.
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pass main rather than use G.main when naming from -> to relative paths.
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Added a visitor function to simplify processing of file paths that are attached to IDs. This is used for images, and could be used for other ID types in future.
Code reviewed by ideasman_42.
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also fix for case where verts were treated as found but were infact not because none were selected.
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http://markmail.org/message/fp7ozcywxum3ar7n
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since it doesnt ensure \0 termination.
also dont call CTX_data_scene() twice when checking for function arguments.
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also fixed own errors in recent static check commit.
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- change short -> char for flags that support it.
- add pose 'temp' pointer to use for outliner drawing (was using 'prev' and restoring which seems dodjy)
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Causing a flurry of refresh file prompts post-commit,
Confusing local diffs and causing merge conflicts,
Stating the obvious; redundant and useless...
We shall not miss thou, blasted expand $keywords$
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This fixes bug #26764 and several others like it, where modifier
properties (and others, but most visibly modifiers) would not do
anything when animated or driven, as modifier properties require the
RNA update calls to tag the modifiers to get recalculated.
While just adding a call to RNA_property_update() could have gotten
this working (as per the Campbell's patch attached in the report, and
also my own attempt #25881). However, on production rigs, the
performance cost of this is untenatable (on my own tests, without
these updates, I was getting ~5fps on such a rig, but only 0.9fps or
possibly even worse with the updates added).
Hence, this commit adds a property-update caching system to the RNA
level, which aims to reduce to the number of times that the update
functions end up needing to get called.
While this is much faster than without the caching, I also added an
optimisation for pose bones (which are numerous in production rigs) so
that their property updates are skipped, since they are useless to the
animsys (they only tag the depsgraph for updating). This gets things
moving at a more acceptable framerate.
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* Use the same method as from unlinking actions to do this.
* Split off the make single-user code used for the ID-browser into a
function in blenkernel which can be used elsewhere. Getting materials
to also work using this method proved to be a bit too tricky (due to
the whole messy ob vs obdata situation), so I haven't done that.
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Due to overwhelming support from animators, Actions are no longer
created with fake users by default. If you're mainly creating action
libraries (the primary use case and argument for having this, mostly
used for creating a set of motions for games or perhaps to use in
NLA), you're really in the minority here.
For the most part, fake users just lead to heaps of "dangling" actions
in files which newbies (and even experienced users) may often be
unaware of. Since Fake Users are really more of an "opt-in" system
everywhere else (i.e. when creating Material Libraries), the same
should applied for Actions and creating Action Libraries.
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- removing bone groups didnt set the next one active.
- removing poselib was using int for enum rna property.
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char comparisons.
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- making local object data - Curve/Mesh/MBall lost references to linked materials.
- joining a linked mesh object into a local one lost the link.
As well as these reported bugs, checked all local functions for consistency/correctness and found other cases which would also fail.
- making local metaball didn't ensure unique ID name.
- make_local_armature() was missing check for object users - main body of code would never run.
- local particles didn't set the dupli-group or textures to extern.
checked all local functions for consistency/correctness.
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Not really a "bug", but it was on my todo anyways. Based on patch
[#26508] by Campbell, with a few modifications including extending
this to the Action/DopeSheet editor too.
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- Custom properties are now affected by the Pose Sliding tools too.
This is now more important to support, given that modern rigs use
these a lot for facial expressions/posing. By and large, this should
work fine, though discrete integer values may experience a bit of
trouble
- Fixed potential bugs with the code which detects which F-Curves are
relevant to a PoseBone's transforms (+ custom props). This was prone
to being tricked by certain setups if the names of the bones contained
some of the keywords these were searching for.
- Shuffled some code around: moved bulk of logic out of vec3 case into
new function for single-value, since it was really doing per axis
already
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using a different method.
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