Age | Commit message (Collapse) | Author |
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Call normals update and re-tesselate the BMesh before generating
derived mesh for vertex parent. this is needed for proper display
of mesh in edit mode.
Tried to use EDBM_update_generic, but it gave artifacts due to it
doesn't update normals. usually it's not a problem, because it's used
at the end of operator and all needed data is handles by depsgraph.
It doesn't work for vertex parent because derived mesh is being
created here outside of generic object update, so one extra manual
step seems to be needed here.
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Supports selecting using object data, material and library.
Would be nice to hide this menu item from menus appearing for
datablocks which does not support such a selection, but that
could be done separately.
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Should be no functional changes.
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split off.
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recent commit which made cyclic report not show
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groups to the active more easily.
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difference is seen right and left.
This auto/heat vgroup creation seems to be fuzzy/unstable (each run gives a slightly different result). I have not the competences (nor time) to investigate that laplacian stuff, so for now just adding an option when parenting to an armature with envelope/heat, to mirror weights along the X axis (as it is done by default when doing it from the Weight Paint mode).
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fault)
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subidived face
Skip applying subdivisions in cases when low resolution mesh is disabled
and baking happens from higher level to higher level/
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causes some confusion when they do nothing when accessed from the spacebar search menu.
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When removing a skin or multires modifier, it skips deletion of the
associated CustomData layer if the object has any other modifiers of
that type. This check has been extended to all objects that use the
object's data.
Similarly, deleting higher multires levels and multires subdivision
will not update the maximum level of any other multires modifiers on
objects that link to the same mesh.
Note that modifier_apply_obdata() doesn't need any changes as it
does not allow applying to multi-user data.
Object joining has also been modified to synchronize multires levels
objects that share a mesh. This is needed because joining can
subdivide or delete levels in order to match the maximum level of the
join-from object to the join-to object.
Fixes bug [#31880] instance multiresolution modifier error.
http://projects.blender.org/tracker/index.php?func=detail&aid=31880&group_id=9&atid=498
Reviewed by Sergey:
http://codereview.appspot.com/6332047/
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affecting other commands.
Mark property to be copied/moved as SKIP_SAVE. That was giving the issues.
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also fix for building ghost test and fix double free in one of the tests
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- Re-arrange functions in headers and implementation file to make them
more grouped by entity they're operating with. Also order of functions
in implementation file should match order of functions in header for
easier navigation.
- Rename some functions to match conventions of naming public functions.
- Some code de-duplication, still some room for improvements tho.
- Split main 2D tracking functions into smaller steps to make it more clear.
Accidentally OpenMP was disabled in some of previous commits, re-enable it.
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* Rename "Clear Game Property" to "Rename Game Properties", because the operator deletes all game properties from all selected object(s), not only one.
This fixes [#31828], patch by Philipp Oeser.
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Note: If you do code cleanups, and revert make sure you revert it correct and not halfway. ;-) r47034
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several layers
Added option which changes match policy from exact match and shared layers when
selecting objects by layer.
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Actually there were two different issues involved here:
- Recently enabled Smooth modifier wasn't actually designed for curves, so
it in fact requires a bit bigger work to make it working.
For now added check for object's typy in this modifier and if it's not
mesh, it wouldn't try to use edges.
The reason why it worked in 3d viewport is that creating DM from curve while
displist is still ocntrcuting for would result in empty CDDM and that leads to
not taking edges into account, only vertexCos passed to modifier would be used.
This makes it behaving a bit differently from if it was a mesh, but still gives
quite reasonable result. Would leave actual fix for a guy who enabled smooth
modifier.
- Another issue is related on ensuring sculpt mask layer after applying modifier.
This shall happen only for meshes.
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myself.
see:
http://wiki.blender.org/index.php/User:Nazg-gul/MaskEditor
note - mask editing tools need continued development, feather option is not working 100%
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Colors used by Bone Groups are now copied/assigned to Action Groups too when
they're created now. This completes the work started in r.46960 to restore this
functionality from 2.48.
Currently, there is no control over when/whether these colors are copied over
(although it is possible to disable the display of these colors for relevant
animation editors if desired). Originally I was going to make this a more
generic Keying Sets feature, though that turned out to be a bit too complex to
manage.
Other notes:
* Split out the code for copying colors to a common library function
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scale that sets the default size.
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was messy)
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OUTLINER_OT_parent_drop
* use scene of child instead of active scene
* poll to check if parent and child are in same scene
OUTLINER_OT_parent_clear
* get scene from child instead of only working on active scene
* poll to check if no parent
OUTLINER_OT_scene_drop && OBJECT_OT_make_links_scene
* memory leak on error
* would only link some objects on error
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Refactored the two (well, three now) other places where an object is linked to a scene into ED_object_scene_link()
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with ';' like normal function.
... without this some editors dont parse the source so well.
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Fix for bug [#31604] "Skin Modifier - Mark Root Bug?"
Essentially the same as multires customdata deletion.
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of linking error
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