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2015-01-21Fix: Joining armatures loses driversJoshua Leung
Currently, when joining two armatures, the drivers of the armatures being merged in are lost. This commit introduces a new AnimData API function for merging animation data into another AnimData block. NOTE: * For now, this only copies the drivers over. As a result, manual effort will still be needed to go through and fix the drivers. I am working on automating that process, but it's more important that the drivers don't have to be created from scratch for now (since this is needed for the Goosberry rigging work).
2015-01-01cleanup: redundant casts & const cast correctnessCampbell Barton
2014-12-01Cleanup: warningsCampbell Barton
2014-11-28Cleanup: unused headersCampbell Barton
2014-11-20Cleanup: ints/shorts -> bool.Bastien Montagne
2014-11-19Refactor: Move part of vgroup handling code from ED_mesh/object_vgroup.c to ↵Bastien Montagne
BKE_object_deform. Along with some minor cleanup and simplifications. Reviewers: campbellbarton Subscribers: sergey Differential Revision: https://developer.blender.org/D903
2014-11-16Cleanup: use BLI_listbase_count_ex to avoid redundant loopingCampbell Barton
2014-11-16Cleanup: use BLI_listbase_*** prefix for count,sort,sort_rCampbell Barton
2014-11-11UI Refactor T41640Campbell Barton
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
2014-10-30Math Lib: add transpose_m3_m3, m3_m4, m4_m4Campbell Barton
2014-10-29Cleanup: warnings, typosCampbell Barton
2014-10-28Fix T41041: 'Delete keyframe' removes markers tooCampbell Barton
Operators that trigger UI events (but nothing else) were using 'CANCELLED' making it impossible to tell if an invoke function failed, or opened a menu.
2014-10-20Optimization for mesh deform: use BLI_INLINE specifiersSergey Sharybin
This helps compiler to do detect stuff which might be inlined, gives around 30% speedup on my laptop with test files from ZanQdo.
2014-10-18Fix for align bone to cursor (missing normalize)Campbell Barton
2014-10-10Cleanup (no functional changes):Bastien Montagne
* int -> bool where possible * Use const where possible * Get rid of magic numbers * Add/tweak a few UI tips * A few other misc changes.
2014-10-08Ghost Context RefactorJason Wilkins
https://developer.blender.org/D643 Separates graphics context creation from window code in Ghost so that they can vary separately.
2014-09-29Fix crashing regression in Armature EditBone Select shortest path/Select ↵Bastien Montagne
Linked actions. Dummy typo in some recent refactor I guess. This is to be backported to 2.72 for sure!
2014-09-28Typo and spelling fixesJoshua Leung
2014-09-26CleanupCampbell Barton
2014-09-24gooseberry request:Antony Riakiotakis
Attempt to select closest bones when possible. Occlusion query selection does't support this well because we can't really derive depth information from occlusion tests. May be possible to improve this somewhat in the future.
2014-09-24Cleanup: const correctness for BLI_sortlistCampbell Barton
2014-09-24Cleanup: use float versions of functions when in/output are floatsCampbell Barton
2014-09-04Fix T41463: Mirror Modifier breaks Automatic-Weights in weight-paint modeCampbell Barton
The problem was it used copied verts on the opposite side.
2014-09-01Support more object types scene-scale (on creation)Campbell Barton
- lamp - camera - font - empty & effector Also fix inconsistency with apply transform (modified shape-keys for meshes but not curve/lattice)
2014-08-04Cleanup: replace int cast with floorf when comparing timeCampbell Barton
2014-07-31Style cleanupCampbell Barton
2014-07-29Fix T41228: Selection of bones bug.Bastien Montagne
Turns out to be mostly some cleanup in Pose select code, got rid of magic numbers (now understand usual SEL_xxx enums) in ED_pose_deselectall(), which was renamed to ED_pose_de_selectall, and have a new bool parameter to ignore visibility status in its process (was the root of the reported issue). Also factorized slightly "(de)select all" code. Yet this area could use much more cleanup probably...
2014-07-29Fix T41227: Do not select unselectable items when unhiding them!Bastien Montagne
2014-07-26Adding Mask select mode to Assign weights from Bone Heat (when called in ↵gaiaclary
Weight Paint mode) Reviewers: campbellbarton Differential Revision: https://developer.blender.org/D681
2014-07-23Occlusion Query based selection.Antony Riakiotakis
This patch creates an interface for selection mechanisms in opengl. This makes it possible to switch between occlusion query based or select rendermode based selection transparently. This is really useful on graphics drivers that do not accelerate the select rendermode path (some ATI cards are notorious for this, and the new path is used by default there), since occlusion queries are always hardware accelerated due to their use in games. The option can be found under system - selection. Auto just enables occlusion queries for ATI users while the rest of the options enforce one of the two methods always. There is just one known change, previous code enforced nearest bone to always get selected, even when mouse selecting near the same position, I couldn't replicate the behaviour though. patch by me with edits and review by Campbell. Thanks!
2014-07-19Defines: replace ELEM3-16 with ELEM(...), that can take varargsCampbell Barton
2014-07-16Fix T41088: Canceling pose library preview does not reset to previous pose.Bastien Montagne
2014-07-09Add bone_groups.new() and bone_groups.remove() methods to RNA.Bastien Montagne
To do so, matching BKE 'API' was also refactored a bit: * Get Pose data instead of Object, as parameter; * Removed some sanity checks not needed at such a low level (callers are supposed to do that); * You can now remove an arbitrary bone group, not only the active one. Based on patch by pkrime (Paolo Acampora), with own edits. Reviewers: #python, pkrime, aligorith Reviewed By: aligorith Differential Revision: https://developer.blender.org/D522
2014-07-06Fix for typo in commentJoshua Leung
2014-07-03Select Grouped -> KeyingSet for bones also shows error messages now when the ↵Joshua Leung
Keying Set is inappropriate
2014-07-03Code Cleanup - Replaced magic numbers with definesJoshua Leung
2014-06-19PoseLib: New pose library actions now have their "id root" setting ↵Joshua Leung
initialised properly
2014-06-18Revert "Fix flickering when transform snapping in edit mode and cursor is"Antony Riakiotakis
Looks like the cleanest way to handle this is to no do bounding box collision for edit mode at all. But this is easy to enforce This reverts commit 7b5fe4f316234022a0ab761b694cd459ce98db2d. Conflicts: source/blender/editors/transform/transform_snap.c
2014-06-12Fix flickering when transform snapping in edit mode and cursor isAntony Riakiotakis
slightly outside the mesh. Reported by Thomas Beck on irc. Issue here is that the mesh bounding box changes as we are transforming the vertices. Solution is to collide against the initial bounding box. Unfortunately the snapping functions are made in a way that a lot of code needed to be tweaked here, but the change should be straightforward and harmless (famous last words, I know). Ideally we might want to even increase the size of the bounding box a little (as seen in screen space) to allow snapping even in cases where, cursor is slightly outside the bounding box, but since this is not so straightforward to do for all cases, at least for me, leaving this as a TODO.
2014-05-29Cleanup: Use doxy for more structured commentsCampbell Barton
2014-05-21Fix T40271: recalculation of the bone roll does not work correctly.Bastien Montagne
Check that up_axis is not aligned with bone was wrong in at least two aspects (not working against negative alignement case, and since ages it seems, using Z axis when bones are along Y axis...). Also optimized a bit here, better to have a normalized version of vec_roll_to_mat3(), since it needs normalized vector anyway, and we have to normalize it for the tests before calling it anyway (so now, we only do that twice in Transform code, instead of three times). And we can perform aling test *before* calling vec_roll_to_mat3!
2014-05-20Fix T40271: Missing redraw for bone editing bone rollCampbell Barton
We should have a new notifier for this
2014-05-19Show warning when hiding a proxy boneSergey Sharybin
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.
2014-05-07Fix crash binding mdef with no facesCampbell Barton
2014-05-07Style cleanupCampbell Barton
2014-05-05Make bpy.types.EditBone.matrix writeable.Bastien Montagne
Makes importing armatures from matrices (FBX...) *much* easier.
2014-05-05Stop all dynamic enums using translations (from blend file data)Campbell Barton
2014-04-30Code cleanup: remove unused includesCampbell Barton
Opted to keep includes if they are used indirectly (even if removing is possible).
2014-04-27Code cleanup: avoid warning about bit-shift outside int rangeCampbell Barton
2014-04-27Code cleanup: const args and arraysCampbell Barton