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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.
2018-04-16Cleanup: indentationCampbell Barton
2018-04-15Cleanup: skip redundant edit-bone select lookupsCampbell Barton
2018-04-15Cleanup: remove redundant args from ebone pickingCampbell Barton
Make this match editmesh picking more closely
2018-04-15Cleanup: remove bad castsCampbell Barton
2018-04-15Cleanup: ED_armature namingCampbell Barton
- 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.
2018-04-11Pose Mode: pass object to mode enter/exitCampbell Barton
Also add lower level mode exit function
2018-04-11Cleanup: minor changes to pose-mode switching APICampbell Barton
Prepare for multi-object pose mode
2018-04-03Cleanup: rename list count_ex -> count_at_mostCampbell Barton
2018-04-02Cleanup: move undo into it's own directoryCampbell Barton
Split out undo API from ED_util.h into ED_undo.h
2018-03-31Undo: unified undo system w/ linear historyCampbell Barton
- Use a single undo history for all operations. - UndoType's are registered and poll the context to check if they should be used when performing an undo push. - Mode switching is used to ensure the state is correct before undo data is restored. - Some undo types accumulate changes (image & text editing) others store the state multiple times (with de-duplication). This is supported by checking UndoStack.mode `ACCUMULATE` / `STORE`. - Each undo step stores ID datablocks they use with utilities to help manage restoring correct ID's. Needed since global undo is now mixed with other modes undo. - Currently performs each undo step when going up/down history Previously this wasn't done, making history fail in some cases. This can be optimized to skip some combinations of undo steps. grease-pencil is an exception which has not been updated since it integrates undo into the draw-session. See D3113
2018-03-23Cleanup: stray tabsCampbell Barton
Tabs in middle of code (mostly for no reason / by accident).
2018-03-22Fix T54348: Bone dissolve gives invalid hierarchyCampbell Barton
Disconnected bones weren't handled correctly.
2018-03-22Fix bone dissolve using wrong envelope radiusCampbell Barton
Also correctly copy bone tip selection when dissolving.
2018-03-19Cleanup: move armature undo into own fileCampbell Barton
2018-03-13Cleanup: doxygen commentsCampbell Barton
2018-03-09Fix Pose Lib: pose is applied when selected bones don't overlap with poseSybren A. Stüvel
Premise: When pose bones are selected, applying a pose library should only affect the selected bones. This commit fixes a bug where the pose was also applied when there was no overlap between the selected bones and the bones in the pose. For example, applying a pose which contains only keyframes for the left hand, while only right-hand bones are selected, would apply the pose to the left hand anyway. The code is now also slightly more efficient; the removed 'selcount' counter was only used as a binary (i.e. zero or non-zero). It's now stored as a bitflag instead.
2018-03-08Cleanup: Rename view3d context set functionCampbell Barton
Use common prefix so adding related functions share the prefix.
2018-03-02Object Mode: move logic to 'object_modes.c'Campbell Barton
Was mixed with edit-mode, centralize mode switching in a single file. No functional changes.
2018-02-28Fix T52685, part II: Add option to strip numbers from flipped bone names again.Bastien Montagne
While doing so with Bone_R.001, Bone_R.003, Bone_R.003 etc. is doomed to issues, doing that on duplicates of actually correctly named bones can be handy, and safe. So adding back as an option (was removed in rB702bc5ba26d5).
2018-02-28Fix T52685: Flip names for bones its not working.Bastien Montagne
Flip names operator changed in rB702bc5ba26d5, to some sensible behavior. But this breaks common workflow of 'duplicate part of the bones, scale-mirror new ones, and flip their names'. So now, instead of doing this in two steps, trying to guesstimate which bones should get which name, just add option to flip names to duplicate operator itself. Simpler, safer, and much, much more consitent behavior and predictable results.
2018-02-15Cleanup: use '_len' instead of '_size' w/ BLI APICampbell Barton
- When returning the number of items in a collection use BLI_*_len() - Keep _size() for size in bytes. - Keep _count() for data structures that don't store length (hint this isn't a simple getter). See P611 to apply instead of manually resolving conflicts.
2018-01-29Fix T53909: Joining armatures did not remap names on merged action dataJoshua Leung
Technically this was not a bug, as this functionality was not meant to work. (Drivers were already handled though, as they are part of the rig) It was assumed that there was little value in having this functionality available, as in most pipelines, animation production only begins after the rig has been locked down (see bug report comments for more details). On reflection, in most common situations, there's probably no harm in doing these rna path fixups. This commit takes advantage of some similar code I recently put in place in the Grease Pencil branch (for joining GP objects and their layers). Important Note for Animators/Riggers/TD's: Please be aware that after joining armatures, some of the animation may still need to be redone (due to changes in the transform hierarchies/ transform spaces that the animation is applied in). We do not attempt to correct for these problems, and it is unlikely that we will in future.
2018-01-29Apply Pose as Rest Pose: Bendy Bone supportJoshua Leung
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.
2018-01-19Cleanup: typosCampbell Barton
2018-01-11Cleanup: BKE naming conventions for datablock add/localizeCampbell Barton
Conventions were already followed nearly everywhere.
2017-12-23Cleanup - Various style/typo fixesJoshua Leung
2017-11-30Select similar for bones by group indexCampbell Barton
D2931 by @col-one
2017-11-19Option not to select with un-hideCampbell Barton
D1518 from @mba105 w/ edits
2017-11-19Cleanup - StyleJoshua Leung
2017-11-19Fix T53300: Bone Extrude via Ctrl + Click is not done from active bone tailJoshua Leung
2017-11-19Tweaks to make it easier to update bone motion paths (without the active ↵Joshua Leung
bone needing to have any paths itself) This commit introduces the following changes: * Modified the poll callback on the "Update Paths" operator for bones so that it only checks if there are bones that have motion paths (instead of checking whether the active bone has paths). This makes it easier to update paths without having to first select one that has them - useful when the paths are all on hidden/hard-to-select bones. * Add a readonly property, "has_motion_paths" to the animviz.motion_path RNA struct, providing easier access to the internal flag used above. This makes it possible for the UI to display the "Update" button without having to check various bones for motion paths. Notes: * The flag being used in these changes already existed, and was only really intended for internal use. However, since it was already used in many places for determining if auto-update of all bone paths was needed (e.g. after certain editing ops), it should be safe to use here too. * The update_paths operator currently bakes all paths when activated, so there's currently no loss of functionality with changing to not checking if the active bone has any paths (e.g. we couldn't only update the active bone only either). That is still listed as a todo in the code.
2017-11-19Pasting poses now updates motion pathsJoshua Leung
2017-11-18Cleanup: styleCampbell Barton
2017-11-18Add select similar custom bone shapeCampbell Barton
D2820 by @col-one w/ edits
2017-11-06Rename ID_IS_LINKED_DATABLOCK to ID_IS_LINKED.Bastien Montagne
This makes code closer to id_override/assent-engine ones, which introduce a new type of linked data, and hence reserve ID_IS_LINKED_DATABLOCK to real linked datablocks.
2017-11-01Fix for T48988 - Enabling bbone easing for posemodeJoshua Leung
This fix enables the usage of bbones easing parameters for edit and pose mode seperately. This allows animators to take advantage of the functionality and may eliminate confusion as the parameters now behave similar to other bbone parameters. Note that splitting the parameters between the modes effectively creates a new parameter set. Blend files of previous versions do not contain this information and will have the values set to 0 on load. As it broke backwards compatibility for pose mode values anyway, I also took the liberty to rename the easing parameters in some places for consistency (which breaks edit mode values). Reviewers: aligorith Subscribers: aligorith Tags: #animation Differential Revision: https://developer.blender.org/D2796
2017-10-31UI: replace UI_ITEM_O_RETURN_PROPS /w return argCampbell Barton
Means we can have a version of this function that returns the button and avoids returning a struct that often isn't used.
2017-10-18Cleanup: Use const for RNA EnumPropertyItem argsCampbell Barton
Practically all access to enum data is read-only.
2017-09-27Math Lib: Add non-clamped round_* functionsCampbell Barton
Replace iroundf with round_fl_to_int, add other types
2017-09-21Fix T50450: Breakdowner doesn't work in Tweak Mode on translated NLA StripsJoshua Leung
2017-09-06Use normalized project functionsCampbell Barton
2017-08-11Object Apply Transform: option to apply propertiesCampbell Barton
In some cases users may want to disable this option to avoid changing other properties besides vertex locations.
2017-08-07Refactor ID copying (and to some extent, ID freeing).Bastien Montagne
This will allow much finer controll over how we copy data-blocks, from full copy in Main database, to "lighter" ones (out of Main, inside an already allocated datablock, etc.). This commit also transfers a llot of what was previously handled by per-ID-type custom code to generic ID handling code in BKE_library. Hopefully will avoid in future inconsistencies and missing bits we had all over the codebase in the past. It also adds missing copying handling for a few types, most notably Scene (which where using a fully customized handling previously). Note that the type of allocation used during copying (regular in Main, allocated but outside of Main, or not allocated by ID handling code at all) is stored in ID's, which allows to handle them correctly when freeing. This needs to be taken care of with caution when doing 'weird' unusual things with ID copying and/or allocation! As a final note, while rather noisy, this commit will hopefully not break too much existing branches, old 'API' has been kept for the main part, as a wrapper around new code. Cleaning it up will happen later. Design task : T51804 Phab Diff: D2714
2017-07-11A bunch of fixes for Pose Library while checking on T51607Joshua Leung
* Display a warning above the pose list if the pose library is in an invalid state (i.e. when it has keyframes but no pose-markers associated with those keyframes). This warning prompts users to run the "Sanitize Pose Library Action" operator, which should fix up such issues. * "Sanitize" operator now creates unique names for each newly create pose marker it generates, including the frame on which it found the pose
2017-06-19Cleanup: doxygen commentsCampbell Barton
Also remove duplicate & mismatching comments from grease-pencil header. Keep comments close to implementation to avoid getting out of sync.
2017-05-19Cleanup: add braces for multi-line blocksCampbell Barton
2017-03-11Breakdowner - Constrain Transform and AxisJoshua Leung
This commit adds new features to the breakdowner, giving animators more control over what gets interpolated by the breakdowner. Specifically: "Just as G R S let you move rotate scale, and then X Y Z let you do that in one desired axis, when using the Breakdower it would be great to be able to add GRS and XYZ to constrain what transform / axis is being breakdowned." As requested here: https://rightclickselect.com/p/animation/csbbbc/breakdowner-constrain-transform-and-axis Notes: * In addition to G/R/S, there's also B (Bendy Bone settings and C (custom properties) * Pressing G/R/S/B/C or X/Y/Z again will turn these constraints off again
2017-03-093D View: wrap GPU_select cache callsCampbell Barton
Avoids including GPU_select and makes it more clear that the cache is needed for view3d_opengl_select calls. Also use typed enum for select mode.
2017-03-093D View: use cache for armature selectCampbell Barton