Age | Commit message (Collapse) | Author |
|
Apparently they weren't actually working, despite seemingly working
when tested earlier. Argh!
|
|
|
|
|
|
garbage layer set
Was using uninitialised memory
|
|
|
|
Must have had a conflict in commit rB82d59c6588d7 when merging branchs.
|
|
|
|
Bone selection overlay is only available in pose mode.
and when active overrules the selection buffer.
This is currently `tricked` by switching the draw engines, but this is
an exception. Not sure how to solve this in a better way.
After this is solved we can look at how to localize the dim effect to only the objects connected to the active armatures. Currently it dims the whole screen (including background).
@campbellbarton I added you as reviewer as it you have done a lot in the DRW_draw_select_loop
Reviewers: campbellbarton, fclem
Reviewed By: fclem
Subscribers: campbellbarton
Tags: #bf_blender_2.8, #code_quest
Maniphest Tasks: T54983
Differential Revision: https://developer.blender.org/D3241
|
|
|
|
Differential Revision: https://developer.blender.org/D3283
|
|
- BKE_mesh_get_looptri_num -> BKE_mesh_runtime_looptri_len
- BKE_mesh_runtime_recalc_looptri -> BKE_mesh_runtime_looptri_recalc
- BKE_mesh_get_looptri_array -> BKE_mesh_runtime_looptri_ensure
|
|
Currently set when setting the cursor location,
optionally used as an orientation type.
Intended for use by tools too.
See: D3208
|
|
This modifier still has issues that are not related to this port:
- While editing the deformation mesh, the deformed mesh doesn't update.
This update only happens after exiting edit mode, making editing
cumbersome.
- Binding doesn't work yet. It works fine when binding in master and
loading pre-bound in 2.8. This was also an issue before this port, and
will be investigated separately.
|
|
|
|
|
|
gets updated
see 8a2d2f1bb40 for similar
Reviewers: aligorith, sergey
Reviewed By: aligorith
Maniphest Tasks: T54812
Differential Revision: https://developer.blender.org/D3204
|
|
|
|
prevent corners errors in raycast.
Using FLT_EPSILON can fail with large coordinate values.
This commit also avoids storing bvhtrees with different settings in BVHCache.
|
|
|
|
|
|
gets updated
Note: This still needs some copy-on-write magic to get the bone pointers
to get remapped properly (e.g. evaluated pose still refers to original
arm->bones, and arm->act_bone isn't getting remapped).
|
|
|
|
|
|
|
|
Like the select/deselect operators, we only support doing this for the
active object for now. From the UI panels, it doesn't make sense to be
operating on bone groups which may not appear/line up with those in the panel
that we're currently dealing with.
This can be reviewed later, but for now, it's easier and makes more sense
this way.
|
|
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.
|
|
We only want these to operate on the "active" armature only at a time
(where the "active" one is whichever the groups from the UI came from).
The fix therefore is to make it not use the context functions
(which were changed to always take bones from all selected armatures
instead).
|
|
|
|
|
|
|
|
|
|
While the feature is interesting, it's not much from what we can tell.
Retargeting is an important feature but needs
to fit in better with typical animation work-flows.
See: T52809
|
|
Also avoid duplicate base lookups and minor cleanup.
|
|
|
|
|
|
|
|
Was causing crashes once attempting to use snapping.
Reported by mano-wii in IRC, thanks!
|
|
|
|
|
|
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
|
|
Indent lines for multi object editing, no functional changes.
Also strip trailing space from indented regions.
|
|
This adds initial multi-object editing support.
- Selected objects are used when entering edit & pose modes.
- Selection & tools work on all objects however many tools need porting
See: T54641 for remaining tasks.
Indentation will be done separately.
See patch: D3101
|
|
|
|
|
|
|
|
|
|
|
|
|
|
Make this match editmesh picking more closely
|
|
|