Age | Commit message (Collapse) | Author |
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D1518 from @mba105 w/ edits
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bone needing to have any paths itself)
This commit introduces the following changes:
* Modified the poll callback on the "Update Paths" operator for bones
so that it only checks if there are bones that have motion paths
(instead of checking whether the active bone has paths).
This makes it easier to update paths without having to first select one
that has them - useful when the paths are all on hidden/hard-to-select bones.
* Add a readonly property, "has_motion_paths" to the animviz.motion_path
RNA struct, providing easier access to the internal flag used above.
This makes it possible for the UI to display the "Update" button without
having to check various bones for motion paths.
Notes:
* The flag being used in these changes already existed, and was only really
intended for internal use. However, since it was already used in many places
for determining if auto-update of all bone paths was needed (e.g. after certain
editing ops), it should be safe to use here too.
* The update_paths operator currently bakes all paths when activated, so there's
currently no loss of functionality with changing to not checking if the active
bone has any paths (e.g. we couldn't only update the active bone only either).
That is still listed as a todo in the code.
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Conflicts:
intern/cycles/device/device.cpp
source/blender/blenkernel/intern/library.c
source/blender/blenkernel/intern/material.c
source/blender/editors/object/object_add.c
source/blender/editors/object/object_relations.c
source/blender/editors/space_outliner/outliner_draw.c
source/blender/editors/space_outliner/outliner_edit.c
source/blender/editors/space_view3d/drawobject.c
source/blender/editors/util/ed_util.c
source/blender/windowmanager/intern/wm_files_link.c
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This makes code closer to id_override/assent-engine ones, which
introduce a new type of linked data, and hence reserve
ID_IS_LINKED_DATABLOCK to real linked datablocks.
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Practically all access to enum data is read-only.
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Note that some little parts of code have been dissabled because eval_ctx
was not available there. This should be resolved once DerivedMesh is
replaced.
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BKE_depsgraph.h
This removes BKE_depsgraph.h and depsgraph.c
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Just store bones that could not get renamed to desired flipped name on the
first try into a temp list, and try to rename them a second time.
This is rather simple solution, will induce 'over numbering' in case you
flip a bone to another unselected bone's name (since number will be
incremented in both rename attempts), but think this is acceptable minor
glitch, for a corner case situation that does not have any good
resolution anyway.
Also, set `strip_numbers` option of `BKE_deform_flip_side_name` to
false, otherwise chains of bones with same names would get their numbers
completely messed up after name flipping.
Based on work by @dfelinto in D2456 (https://developer.blender.org/D2456), thanks.
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Linked data should not be modified in such a way.
Reported by Nathan here in the studio, reviewed by Bastien, thanks!
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Idea is to replace hard-to-track (id->lib != NULL) 'is linked datablock' check everywhere in Blender
by a macro doing the same thing. This will allow to easily spot those checks in future, and more importantly,
to easily change it (see work done in asset-engine branch).
Note: did not touch to readfile.c, since there most of the time 'id->lib' check actually concerns the pointer,
and not a check whether ID is linked or not. Will have a closer look at it later.
Reviewers: campbellbarton, brecht, sergey
Differential Revision: https://developer.blender.org/D2082
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In response to user feedback, this commit brings back the ability to
limit motionpath clearing to only happening for those on selected
objects/bones.
By default, the "Clear" operator will clear from all objects/bones,
unless the Shift key is held.
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With the old behaviour, it was too easy to get old paths hanging around because you
forgot to go through and select a few bones that still had them.
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Definitions could shadow local vars.
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Currently this function only tags pose itself, totally matching previous
behavior. But this will be needed in the future once new dependency graph
is landed, because of it's granular nature which relies on the fact that
pose channels are all up to date when building the graph.
Should be no functional changes so far.
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Make the UI API more consistent and reduce confusion with some naming.
mainly:
- API function calls
- enum values
some internal static functions have been left for now
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It can't be undoe with Ctrl-Z, but Alt-H works just fine.
So instead of breaking someone's workflow let's just add
an info about how to bring bones back.
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Opted to keep includes if they are used indirectly (even if removing is possible).
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In fact, armature layers operators (set layers, and show all) were kind of messy and broken
in Edit mode (Select layers had two different operators for Pose and Edit modes, both
using the same funcs that could only work in Pose mode, Show All was supposed to be
used in both modes but again, its exec code could only work in Pose one).
Fixed that by:
* Using only one op for each task, for both modes (with adapted poll func).
* Replacing 'object from context' access by an helper that returns the right Armature
object in both Edit and Pose modes.
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BKE_pose_channel_in_IK_chain()
This was needed for depsgraph work, and it's cleaner for RNA to have fewer
dependencies on editors
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Some places like proxy rebuild didn't increent
custom shape user counter which lead to user
decrement errors later when freeing pose channels.
Try to keep custom object counter relevent, but
some corner cases might still be missing.
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CMakeLists.txt.
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This commit splits editarmature.c and poseobject.c into several files, such that
certain types of functionality are (mostly) self-contained within particular
files (instead of being mixed in with other functionality in a large file).
In particular, this was done so that:
1) Armature EditMode tools are now in the armature_*.c files only, and Pose Mode
tools in pose_*.c files only.
- In one or two cases, this hasn't been possible as the two modes rely on
much of the same shared infrastructure.
2) The "clear loc/rot/scale" operators and pose show/hide are no longer housed
in editarmature.c
3) Selection operators, Transform operators, structural (add/delete) operators,
and supporting utilities for the modes (enter/exit/roll-calculations) are not
all interleaved in an ad-hoc manner
Notes:
* I've tried to ensure that the history of the new files has been maintained by
doing
svn copy {editarmature.c/poseobject.c} {armature_*.c/pose_*.c}
Unfortunately, this means that the diffs are a bit messy.
* There should be no functional/logic changes here. Just code moving around and
cosmetic comment tweaks where needed.
* #includes have largely been untouched for now, but could be cleaned up later
* CMake changes untested, but should work in theory.
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