Age | Commit message (Collapse) | Author |
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Their purpose is the same, no reason to break API compatibility here.
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After more testing, I realised that bendy bone properties should also be grouped,
but probably all other per-bone settings too. Now, just group all of them, since
it's easier for everyone this way.
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For many years, animators have been complaining about how keyframing a (transform)
property directly would leave them ungrouped, while keyframing them using a Keying Set
would put them into a group based on the name of the keyingset.
This commit attempts to improve (unify + make consistent) the default behaviour:
* All object transforms now get added to an "Object Transforms" group,
regardless of whether they were added individually via buttons or keyingset
* All bone transforms now get added to a group corresponding to the name of the bone
instead of only the ones added via keyingset
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Conflicts:
source/blender/editors/space_outliner/outliner_intern.h
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When activating an object from the 3D view or outliner,
keep the newly selected object in object mode.
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This is whats done already elsewhere.
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Added specular highlights for:
- Solid studio shading
- Texture studio shading
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Tested on Autumn run cycle by muting master bone animation - when working, the
dog should run forwards when the master bone animation is being muted.
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Menu now matches the keymap.
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Use the same key for pose & weight paint mode (instead of texture paint)
This makes more sense since pose/weight paint modes
are often used in combination.
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Shouldn't have been removed in recent keymap edits.
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Modifiers stack only get COW/evaluated IDs, so no need to go auery again
DEG for those. Further more, now unified handling of EditBMesh case (was
done on case-by-case basis in a few modifiers, not all for some reason).
We are still missing the ability to get final and cage deformed meshes
when in Edit mode though, this is to be defined/implemented in depsgraph.
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Support switching non-active objects in/out of a mode from the outliner.
- This allows users to change which objects are in a mode w/o
having to exit the mode and change seleciton.
- Changing the mode of the active object applies to all other objects.
- By convention setting a mode selects, removing de-selects,
this is done for convenience so switching to a mode from object mode
maintains the set of objects in the current mode.
See: T55246
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Also remove fix for T6614, since BKE_object_obdata_is_libdata
no longer checks proxy.
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Left unneeded code in space_context_cycle_invoke
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- Use Tab key for search.
- Number keys switch modes.
- The number of the current mode can open a submode menu
(currently only works for edit-mode)
- Ctrl-Tab, Ctrl-Shift-Tab - cycle workspaces.
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Note, we can probably remove scene from BKE_object_where_is_calc
and force to always use it from depsgraph.
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Time should alwaus come from depsgraph, not scene.
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Conflicts:
source/blender/blenkernel/BKE_material.h
source/blender/blenkernel/BKE_mesh.h
source/blender/blenkernel/intern/library_remap.c
source/blender/blenkernel/intern/material.c
source/blender/editors/object/object_relations.c
source/blender/editors/render/render_preview.c
source/blender/makesrna/intern/rna_object.c
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Note that in some cases, this only moves the G.main case to somne other
places - in particular, RNA getters/setters are becoming annoying here...
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See T55246
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Selection is no longer needed for an object to be considered in a mode.
Part of T55246 design task, fixes T55187
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valid bones were found in an armature
This commit fixes a problem the Spring team were having in the shot files 01_030/050 with
the camera rig, where when you tried grabbing/translating the bones of the camera rig,
they would only keep rotating/scaling instead.
The reason for this is that with the multi-object editing support added into the transform
system, this code would now get run for all the other objects that were being included
in Pose Mode, even if no bones from those armatures were selected. Since no valid translatable
bones were found in those other armatures, the transform mode would get reset upon
encountering one of those other bones.
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Initial support for expanding editors, see: T54744
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'graph' is waaaayyyyy too generic name outside of DEG context, and
better try to use same name everywhere!
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The mirror ball and diffuse ball are only rendered when overlays are
turned on and the lookdev overlay is turned on.
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center cursor
This differential fixes a bug for resetting view (shift+c).
Bug description: When 3D cursor is placed randomly somewhere, and shift+c is pressed,
the cursor is not shown to reset at world center.
Reviewers: sergey, aligorith, brita_
Reviewed By: brita_
Subscribers: brita_
Differential Revision: https://developer.blender.org/D3423
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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.
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More MessageBus-related silliness to resolve issue with toggling visibility/mute/locking
status of F-Curves/Groups/etc., as well as other things like modifying active keyframe's
values, or changing properties of F-Modifiers.
I've now ended up just whitelisting in the region subscribers all the animation-related
structs in RNA. But still, that may not be enough to deal with potential issues later
with the property sliders (shown per channel, optionally), which can come from anywhere.
(Spring bug)
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Needed for proposed alternate layout, see T54951.
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Action is an own datablock, meaning, changes to f-curves needs
to copy those changes to all evaluated versions of action datablock.
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This makes supporting split properties and text possible, see T54951
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