Age | Commit message (Collapse) | Author |
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As far as I can tell, there is no technical reason why the B-Bone
segment thickness scaling can't be separated into two axes. The
only downside is the increase in complexity of the B-Bone settings,
but this is inevitable due to the increase in flexibility.
Updating the file is somewhat complicated though, because F-Curves
and drivers have to be duplicated and updated to the new names.
Reviewers: campbellbarton
Subscribers: icappiello, jpbouza
Differential Revision: https://developer.blender.org/D4716
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Apply clang format as proposed in T53211.
For details on usage and instructions for migrating branches
without conflicts, see:
https://wiki.blender.org/wiki/Tools/ClangFormat
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This commit does not add anything new from user perspective, but make it
possible to paste any kind of IDs, not only objects/collections.
Will be used by new copy/paste in the outliner in next commit.
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Convention was not to but after discussion on 918941483f7e we agree its
best to change the convention.
Names now mostly follow RNA.
Some exceptions:
- Use 'nodetrees' instead of 'nodegroups'
since the struct is called NodeTree.
- Use 'gpencils' instead of 'grease_pencil'
since 'gpencil' is a common abbreviation in the C code.
Other exceptions:
- Leave 'wm' as it's a list of one.
- Leave 'ipo' as is for versioning.
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While \file doesn't need an argument, it can't have another doxy
command after it.
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Move \ingroup onto same line to be more compact and
make it clear the file is in the group.
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BF-admins agree to remove header information that isn't useful,
to reduce noise.
- BEGIN/END license blocks
Developers should add non license comments as separate comment blocks.
No need for separator text.
- Contributors
This is often invalid, outdated or misleading
especially when splitting files.
It's more useful to git-blame to find out who has developed the code.
See P901 for script to perform these edits.
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Prevents clang-format wrapping text before comments.
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Helps separate variable names from descriptive text.
Was already used in some parts of the code,
double space and dashes were used elsewhere.
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There were at least three copies of those:
- OB_RECALC* family of flags, which are rudiment of an old
dependency graph system.
- PSYS_RECALC* which were used by old dependency graph system
as a separate set since the graph itself did not handle
particle systems.
- DEG_TAG_* which was used to tag IDs.
Now there is a single set, which defines what can be tagged
and queried for an update. It also has some aggregate flags
to make queries simpler.
Lets once and for all solve the madness of those flags, stick
to a single set, which will not overlap with anything or require
any extra conversion.
Technically, shouldn't be measurable user difference, but some
of the agregate flags for few dependency graph components did
change.
Fixes T58632: Particle don't update rotation settings
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The cause is that FOREACH_OBJECT_IN_MODE_BEGIN assumed that the active
object is in the correct mode, which is wrong in this case. It also
only considered objects of the same type as active, which had to be
replaced with an explicit type parameter.
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Bring back per-viewport localview. This is based on Blender 2.79.
We have a limit of 16 different local view viewports.
We are using both the numpad /, as well as the regular /.
Missing features:
* Hack to make sure lights are always visible.
* Make rendered mode with external engines to support this as well
(probably just need to support this in the RNA iterators).
* Support over 16 viewports by taking existing viewports out of local view.
The code can use a cleanup pass in the future to unify the test to see
if an object is visible (or we can use TESTBASE in more places).
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Makes it simpler to make some changes...
Also fix order of some includes (use alphabetical please).
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That kind of implicit includes should really only be done when totally,
absolutely necessary, and ideally only with rather simple 'second-level'
headers.
Otherwise not being explicit with includes always end up biting in
unexpected ways...
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Scale is multiplicative, and adding it up causes the bone to bloat.
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Notes:
* Really need to address RNA setters case, end up adding way too much
G.main here these days... :/
* Added Main pointer into bAnimContext, helps a lot in anim code ;)
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Conflicts:
source/blender/collada/ArmatureExporter.cpp
source/blender/collada/ArmatureExporter.h
source/blender/collada/DocumentExporter.cpp
source/blender/collada/DocumentExporter.h
source/blender/collada/SceneExporter.cpp
source/blender/collada/SceneExporter.h
source/blender/collada/collada.cpp
source/blender/collada/collada.h
source/blender/editors/armature/armature_edit.c
source/blender/editors/armature/editarmature_retarget.c
source/blender/editors/armature/pose_transform.c
source/blender/editors/include/ED_armature.h
source/blender/editors/include/ED_object.h
source/blender/editors/include/ED_screen.h
source/blender/editors/io/io_collada.c
source/blender/editors/object/object_transform.c
source/blender/editors/screen/screen_edit.c
source/blender/editors/screen/screen_ops.c
source/blender/windowmanager/intern/wm.c
source/blender/windowmanager/intern/wm_files.c
source/blender/windowmanager/intern/wm_window.c
source/blenderplayer/bad_level_call_stubs/stubs.c
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This way we allow animation system to make decisions based on which
context dependency graph is coming from, and whether it belongs to
an active edit window or not.
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This is a hacky fix so that animators can use this tool again with autokey enabled
(which they do all the time). The issue here is that the tool writes the new (0)
values to the original data, but insertkey now reads from evaluated data (so that
keying interpolated values works). However, the cleared values do not get re-evaluated
or flushed before insertkey gets to it (via auto keying), meaning that the wrong values
get keyed.
There may be better solutions for this, but for now, this is the simplest fix that
I can get working.
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This operator was only partially converted to multi-object editing,
as on one hand, it was using the new "objects in mode" iterator,
while on the other hand, it was also using the context iterator inside
that, making all selected bones across armatures get included.
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The depsgraph was always created within a fixed evaluation context. Passing
both risks the depsgraph and evaluation context not matching, and it
complicates the Python API where we'd have to expose both which is not so
easy to understand.
This also removes the global evaluation context in main, which assumed there
to be a single active scene and view layer.
Differential Revision: https://developer.blender.org/D3152
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- Wasn't clear which functions handle edit-bones.
- Mixed both ebone and edit_bone in names.
- Didn't use ED_armature_* prefix for public API.
See P655 to apply to branches.
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The "Apply Pose as Rest Pose" operator now affects Bendy Bone settings
too, making it possible to use interactive posing tools (e.g. Pose Sculpting
brushes) to get the desired shape for the rest-pose shape of Bendy Bones.
When such posing tools are available, this change makes it easier to get
the desired Bendy Bone shapes, as you are no longer restricted to using
buttons to get the desired effects.
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