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2018-05-28Ugly Hacky Fix: Clear Loc/Rot/Scale + Autokey now works for bonesJoshua Leung
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.
2018-05-24Oops... should rebuild before committingJoshua Leung
2018-05-24Multi Pose: Selecting a bone in one armature doesn't deselect bones in the ↵Joshua Leung
other armatures This was actually due to missing COW flushing of pose data on the "other" objects (only the active object was getting tagged for updates).
2018-05-24Fix: Several pose select operators were not in fact working with COWJoshua Leung
The following operators are fixed in this commit * POSE_OT_select_linked * POSE_OT_select_grouped * POSE_OT_select_mirror
2018-05-22Fix memory leak in armature deleteCampbell Barton
2018-05-22Cleanup: replace MEM_SAFE_FREE -> MEM_freeNCampbell Barton
No need to check for NULL in this case.
2018-05-19WIP COW Fix: Insert keyframe operators/api now queries depsgraph for ↵Joshua Leung
evaluated data When using copy on write, insert keyframe operators were reading from old bmain data instead of COW data. This meant that inserting keyframes would often read old/stale data, resulting in invalid keyframes getting created (e.g. from last transform operation, instead of actual current state). This commit makes it so that keyframing operators will ask depsgraph for the evaluated copy of the data, so that it can read values from that. It introduces a new function - `DEG_get_evaluated_rna_pointer()`, which when working correctly/fully, should work just like the other `DEG_get_evaluated_*()` functions, except it lets you pass in an RNA Pointer. However, currently, this is only done for Pose Bones (as a dirty hack, since this is an important/pivotal requirement for production) and/or datablock properties directly (since we can just use the DEG_get_evaluated_id() directly). on the datablock. Committing to a branch for now as this all needs more testing. More work to come later at a more sane time of day!
2018-05-18COW Fix: POSE_OT_armature_apply (Apply Pose as Rest Pose) now works with COWJoshua Leung
2018-05-15Fix POST_OT_hide/revealJoshua Leung
Apparently they weren't actually working, despite seemingly working when tested earlier. Argh!
2018-05-15Fix: POSE_OT_visual_transform_apply now works with Copy on WriteJoshua Leung
2018-05-15Remove G.main usageJoshua Leung
2018-05-14Fix: With no bones selected, move bones to layer operator would display ↵Joshua Leung
garbage layer set Was using uninitialised memory
2018-05-14Fix: POSE_OT_select_constraint_target now works with copy on writeJoshua Leung
2018-05-12Replace `BKE_bvhtree_from_mesh_looptri` with `BKE_bvhtree_from_mesh_get`.Germano
Must have had a conflict in commit rB82d59c6588d7 when merging branchs.
2018-05-11Fix: Last of the operators from T54811 now work with Copy on WriteJoshua Leung
2018-05-11T54983: Bone selection overlayJeroen Bakker
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
2018-05-09Cleanup: quiet shadow warningCampbell Barton
2018-05-09Multi-Object Pose: POSE_OT_select_parent by HarshaDalai Felinto
Differential Revision: https://developer.blender.org/D3283
2018-05-08Cleanup: mesh_runtime namingCampbell Barton
- 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
2018-05-08Orientation for 3D cursorCampbell Barton
Currently set when setting the cursor location, optionally used as an orientation type. Intended for use by tools too. See: D3208
2018-05-08Ported Mesh Deform modifierSybren A. Stüvel
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.
2018-05-07Fix: Select all didnt' work with COW pose bonesJoshua Leung
2018-05-07Fix ARMATURE_OT_layers_show_all now works with COWJoshua Leung
2018-05-07Fix: Tag armature for copy on write when selecting bones, so active bone ↵Ines Almeida
gets updated see 8a2d2f1bb40 for similar Reviewers: aligorith, sergey Reviewed By: aligorith Maniphest Tasks: T54812 Differential Revision: https://developer.blender.org/D3204
2018-05-04Merge branch 'master' into blender2.8Germano
2018-05-04Mesh Lapacian: Use `isect_ray_tri_watertight_v3` instead of Epsilons to ↵Germano
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.
2018-05-03Multi-Object Pose: Fix POSE_OT_flip_namesJoshua Leung
2018-05-03Cleanup: fix warnings, removed unused code.Brecht Van Lommel
2018-05-03Fix: Tag armature for copy on write when selecting bones, so active bone ↵Joshua Leung
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).
2018-05-03Fix crash selecting envelope bone jointCampbell Barton
2018-05-01Animation: Don't user-copunter copy-on-written action blockSergey Sharybin
2018-04-30Copy on write support for Bone Group operatorsJoshua Leung
2018-04-30Multi-Object Pose: POSE_OT_group_assign/unassignJoshua Leung
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.
2018-04-30Multi-Object Pose Fixes for POSE_OT_armature_apply()Joshua Leung
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.
2018-04-30Multi-Object Pose: Fix POSE_OT_group_select and POSE_OT_group_deselectJoshua Leung
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).
2018-04-25Multi-Pose: Port POSE_OT_select_mirrorJoshua Leung
2018-04-24Multi-Object Pose: Apply Visual Transforms operatorJoshua Leung
2018-04-23Multi-Object Pose: Reset unkeyed works now (Clear User Transforms)Joshua Leung
2018-04-23Cleanup: Remove old cruft (from 2.4)Joshua Leung
2018-04-20Remove Armature Sketching & RetargetCampbell Barton
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
2018-04-19Fix edit-bone select crash w/ multi-editCampbell Barton
Also avoid duplicate base lookups and minor cleanup.
2018-04-18Cleanup: consistent changed_multi assignmentCampbell Barton
2018-04-18Pose: multi-object Flip QuatsCampbell Barton
2018-04-18Pose: multi-object support for clear transformCampbell Barton
2018-04-18Fix missing initialization of depsgraph for snapping contextSergey Sharybin
Was causing crashes once attempting to use snapping. Reported by mano-wii in IRC, thanks!
2018-04-17Pose: fix wpaint + pose mode pick & linked selectCampbell Barton
2018-04-17Pose: multi-object hide/reveal supportCampbell Barton
2018-04-16Depsgraph: remove EvaluationContext, pass Depsgraph instead.Brecht Van Lommel
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
2018-04-16Cleanup: indentationCampbell Barton
Indent lines for multi object editing, no functional changes. Also strip trailing space from indented regions.
2018-04-16Multi-Object EditingCampbell Barton
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