Age | Commit message (Collapse) | Author |
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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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It was annoying to only have regular Enter confirming input there.
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For the new dependency graph we have to rebuild graph when
bones "topology" are changing.
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Previously the pose library used the WholeCharacter key set, which ignores
selection and add keys for almost all bones in the rig. This is a very
slow operation on complex rigs. With this patch, only selected bones are
keyed, defaulting to keying all bones when none are selected.
Note that this fixes the FIXME previously mentioned in the source.
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Quick fix for now, need to unlock studio here as well.
Proper fix would be to modify API a bit and pass flags which will
prevent expand called on bmain perhaps. But this we should discuss
a bit,
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Was using wrong argument name in doxygen comment. Also reduced scope of vars.
Sorry for the noise :/
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We were calling BLI_remlink and then BLI_insertlinkbefore/after quite often. BLI_listbase_link_move simplifies code a bit and makes it easier to follow. It also returns if link position has changed which can be used to avoid unnecessary updates.
Added it to a number of list reorder operators for now and made use of return value. Behavior shouldn't be changed.
Also some minor cleanup.
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A no-op happens when trying to move the top pose further up, or the
bottom pose further down.
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These may be exposed in UI (keymap editor & redo panel), so better avoid using identifiers like "UP" "DOWN". They are redundant anyway (already displayed).
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This will break the pose library preview add-on, since that add-on uses
file indices rather than pose names.
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Uses similar way of storing temp data as object copy paste, just
uses different read entrypoint which does not modify current bmain.
This gives ability to easily copy-paste poses from one blender to
another one.
Hopefully doesn't introduce user-measurable differences.
Request from Peer here in the studio.
Reviewers: mont29
Reviewed By: mont29
Subscribers: hjalti, fsiddi
Differential Revision: https://developer.blender.org/D2229
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The code was expecting vector to be normalized, however after
applying inverted object matrix it was possible to have scale
applied to it.
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Current code changes the selection then then runs ED_armature_sync_selection
to copy to the bones rootsel flag from the parents tipsel.
Use this logic for entering edit-mode too.
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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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- the name of the enumerator `SNAP_NOT_OBEDIT` was changed to `SNAP_NOT_ACTIVE`.
- the parameter `snap_to_flag` was moved to outside `SnapObjectParams`.
- the member `use_object_edit` was renamed to `use_object_edit_cage`.
- added the arg `params` in `ED_transform_snap_object_project_ray`.
- simplifications in the loop of the function `snapObjectsRay`.
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bone deleted
In addition to the original bug report, I've gone through cleaning up a range of
related bugs which only became clear when hunting around the code...
* Custom Handle References weren't getting cleared when the bones they used got
deleted. But, neither was the custom bone shape location/transform reference.
* Various places where posebone settings are copied around were also missing code
to handle the new Bendy Bone properties.
(WHY DO WE HAVE SO MANY VARIATIONS OF COPYING POSE DATA!?!?)
* If duplicating a Bendy Bone with custom references, and the custom references
are also selected/duplicated, the new Bendy Bones will use the corresponding
duplicated bones
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This commit/patch/branch brings a bunch of powerful new options for B-Bones and
for working with B-Bones, making it easier for animators to create their own
rigs, using fewer bones (which also means hopefully lighter + faster rigs ;)
This functionality was first demoed by Daniel at BConf15
Some highlights from this patch include:
* You can now directly control the shape of B-Bones using a series of properties
instead of being restricted to trying to indirectly control them through the
neighbouring bones. See the "Bendy Bones" panel...
* B-Bones can be shaped in EditMode to define a "curved rest pose" for the bone.
This is useful for things like eyebrows and mouths/eyelids
* You can now make B-Bones use custom bones as their reference bone handles,
instead of only using the parent/child bones. To do so, enable the
"Use Custom Reference Handles" toggle. If none are specified, then the BBone will
only use the Bendy Bone properties.
* Constraints Head/Tail option can now slide along the B-Bone shape, instead of
just linearly interpolating between the endpoints of the bone.
For more details, see:
* http://aligorith.blogspot.co.nz/2016/05/bendy-bones-dev-update.html
* http://aligorith.blogspot.co.nz/2016/05/an-in-depth-look-at-how-b-bones-work.html
-- Credits --
Original Idea: Daniel M Lara (pepeland)
Original Patch/Research: Jose Molina
Additional Development + Polish: Joshua Leung (aligorith)
Testing/Feedback: Daniel M Lara (pepeland), Juan Pablo Bouza (jpbouza)
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In case not all bones are selected, not all possible mirrors are set in editbone->temp.ebone,
so we need to search them...
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Some languages like Chinese or Japanese take three or four bytes per char...
Also fixed some missing translation markers for UI header messages.
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Take advantage of the efficiency provided by the snap_context.
Also fixes errors:
- volume snap fails based on view angle (T48394).
- multiple instances of dupli-objects break volume calculation.
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Use scene snap mode.
Also allow passing NULL ray-depth which falls back to BVH_RAYCAST_DIST_MAX.
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Values set but not used
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Separate the creation of trees from EditMesh from the creation of trees from DerivedMesh.
This was meant to simplify the API, but didn't work out so well.
`bvhtree_from_mesh_*` actually is working as `bvhtree_from_derivedmesh_*`.
This is inconsistent with the trees created from EditMesh. Since for create them does not use the DerivedMesh.
In such cases the dm is being used only to cache the tree in the struct DerivedMesh. What is immediately released once
bvhtree is being used in functions that change(tag) the DM cleaning the cache.
- Use a filter function so users of SnapObjectContext can define how edit-mesh elements are handled.
- Remove em_evil.
- bvhtree of EditMesh is now really cached in the snap functions.
- Code becomes organized and easier to maintain.
This is an important patch for future improvements in snapping functions.
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This introduces a snap-context that can be re-used for casting rays into the scene
(by operators such as walk-mode, ruler and transform code).
This can be used to cache data between calls too.
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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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Reviewed By: brecht
Differential Revision: https://developer.blender.org/D1750
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Each LINES draw call is now responsible for its own line width. No need
to set it back to its 1.0 default after every draw.
This eliminates half our calls to glLineWidth , similar to last week’s
work on glPointSize.
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during a Blender session
As reported on the Blender Institute Podcast 009. See my comment on the cloud blog
for further details.
When used a second (or third, etc.) time, the breakdowner's (Shift-E) percentage value
would initially be the last-used value (e.g. 33% or 75%), before suddenly jumping
to another value as soon as the mouse moves. The cause of this behaviour was that it
was initially reusing the value from the previous time the operator was run, but then
as soon as the mouse moved, it would snap to the percentage implied by the mouse position.
(Note: The mapping from mouse position to percentage is "absolute" - i.e. the percentage
is based on how far across the 3D view the mouse is, instead of being some kind of
relative offset thing).
To make things a bit less jumpy, I've changed the behaviour so that the mouse position
always gets used immediately, instead of having it jump suddenly only when making
some mouse movement.
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I put all usage of GL_POINTS under the microscope. Fixed problems &
optimized a couple of spots.
- reduce calls to glPointSize by about 50%
- draw selected & unselected vertices together for UV editor & EditMesh
- draw initial gpencil stroke point the proper size
- a few other smaller fixes
New policy: each GL_POINTS draw call needs to set its desired point
size. This eliminates half our calls to glPointSize (setting it back to
its 1.0 default after every draw).
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We cannot use FLT_MAX as initi distance for raycast...
Renamed TRANSFORM_DIST_MAX_RAY to BVH_RAYCAST_DIST_MAX, moved it into BLI_kdopbvh,
and use in RNA raycast callbacks (and all other places using that API).
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location.
It also fixes another issue (crash) related to symmetric editing.
Quite involved, we (try to!) fix complete broken logic of parts of particle code, which would use poly index
as tessface one (or vice-versa). Issue most probably goes back to BMesh integration time...
This patch mostly fixes particle editing mode:
- Adding/removing particles when using generative modifiers (like subsurf) should now work.
- Adding/removing particles with a non-tessellated mesh (i.e. one having ngons) should also mostly work.
- X-axis-mirror-editing particles over ngons does not really work, not sure why currently.
- All this in both 'modes' (with or without using modifier stack for particles).
Tech side:
- Store a deformed-only DM in particle modifier data.
- Rename existing DM to make it clear it's a final one.
- Use deformed-only DM's tessface2poly mapping to 'solve' poly/tessface mismatches.
- Make (part of) mirror-editing code able to use a DM instead of raw mesh, so that we can mirror based on final DM
when editing particles using modifier stack (mandatory, since there is no way currently to find orig tessface
from an final DM tessface index).
Note that this patch is not really nice and clean (current particles are beyond hope on this side anyway),
it's more like some urgency bandage. Whole crap needs complete rewrite anyway,
BMesh's polygons make it really hard to work with current system (and looptri would not help much here).
Also, did not test everything possibly affected by those changes, so it needs some users' testing & validation too.
Reviewers: psy-fi
Subscribers: dfelinto, eyecandy
Maniphest Tasks: T47038
Differential Revision: https://developer.blender.org/D1685
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While SCons building system was serving us really good for ages it's no longer
having much attention by the developers and started to become quite a difficult
task to maintain.
What's even worse -- there started to be quite serious divergence between SCons
and CMake which was only accumulating over the releases now. The fact that none
of the active developers are really using SCons and that our main studio is also
using CMake spotting bugs in the SCons builds became quite a difficult task and
we aren't always spotting them in time.
Meanwhile CMake became really mature building system which is available on every
platform we support and arguably it's also easier and more robust to use.
This commit includes:
- Removal of actual SCons building system
- Removal of SCons git submodule
- Removal of documentation which is stored in the sources and covers SCons
- Tweaks to the buildbot master to stop using SCons submodule
(this change requires deploying to the server)
- Tweaks to the install dependencies script to skip installing or mentioning
SCons building system
- Tweaks to various helper scripts to avoid mention of SCons folders/files
as well
Reviewers: mont29, dingto, dfelinto, lukastoenne, lukasstockner97, brecht, Severin, merwin, aligorith, psy-fi, campbellbarton, juicyfruit
Reviewed By: campbellbarton, juicyfruit
Differential Revision: https://developer.blender.org/D1680
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Part of patch D1670 by @LazyDodo
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Binding code was re-building its own DM for the cage, now it uses given one instead.
I cannot see really any good reason not to use 'visual' modified cage for binding process,
using base mesh instead was breaking any 'advanced' binding as described in the report.
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Differential Revision: https://developer.blender.org/D1662
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This was getting very hard to follow,
- mixing input/output args.
- mixing arg order between functions.
- arg names (mode, snap_mode) rename to (snap_to, snap_select)
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D1651 (own patch)
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