Age | Commit message (Collapse) | Author |
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They're nearly the same, so keep names matching to avoid conflicts.
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Nothing user visible, only things needed for multi-object support,
making picking functions more flexible too.
- Support passing in an initialized hit-struct,
so it's possible to do multiple nearest calls on the same hit data.
- Replace manhattan distance w/ squared distance
so they can be compared.
- Return success to detect changes to a hit-data
which might already be initialized (also more readable).
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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.
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Use common prefix so adding related functions share the prefix.
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Needed to implement multiple edit-objects.
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without the Influence Strip F-Curve existing
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Now repeating the operator will use the previously chosen offset, either with
the modal operator or typed in. The modal operator will still start at zero.
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Both were being passed in different parts of the code,
use object data for consistency.
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Move function descriptions into the struct,
minor improvements to variable naming,
use convention of 'g_' prefix for static vars.
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Vertex group remapping utility function,
now shared between object join and array modifier cap-ends.
Weights which don't exist are removed.
D3092 by @Foaly
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A mistake in a fix for T53612.
Regression in 2.79a, candidate for 2.79b :S
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Previous fix for T53430 caused T54200.
The edge case for soft & hard cuts weren't working,
where the strip used start/end-still & the frame was placed exactly on
the start/end of of the sequence content.
T54200 fixed the end-still case but broke hard-cuts for all other cases.
This fixes the case for soft/hard cuts with/without start/end-still.
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This reverts commit 855799ecc1c5e53d9fbfe520fd5402bc0138f674.
Caused T54200
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Quite harmless and won't be a problem in 2.8.
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Was mixed with edit-mode, centralize mode switching in a single file.
No functional changes.
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Also minor cleanup.
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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).
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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.
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instead of passing many parameters
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Needed for 2.8x, harmless here.
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Note that setting `glDepthFunc` isn't important,
since 2.8 branch changes this value it might seem like an error
however it's harmless in this case - so better make note of this.
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better reading
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optimization. Disable export by default, user can still enable on demand
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with blender2.8
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The exporter does export matrix data (4*4 Transformation matrix) only for Skeletal animation. For object animation only exporting to trans/rot/loc is implemented.
This task implements Matrix export also for simple Object animation.
Differential Revision: https://developer.blender.org/D3082
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D3081 by @rjg, with others.
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This reverts commit d91f2ac37aa02d96a00d116fa55cdc9f55afd32c.
This change makes scene.collada_export() meaningless
(ignoring the scene the method is being run on).
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Differential Revision: https://developer.blender.org/D3074
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Differential Revision: https://developer.blender.org/D3080
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This started with a fix for an animated Object Hierarchy. Then i decided to cleanup and optimize a bit. But at the end this has become a more or less full rewrite of the Animation Exporter. All of this happened in a separate local branch and i have retained all my local commits to better see what i have done.
Brief description:
* I fixed a few issues with exporting keyframed animations of object hierarchies where the objects have parent inverse matrices which differ from the Identity matrix.
* I added the option to export sampled animations with a user defined sampling rate (new user interface option)
* I briefly tested Object Animations and Rig Animations.
What is still needed:
* Cleanup the code
* Optimize the user interface
* Do the Documentation
Reviewers: mont29
Reviewed By: mont29
Differential Revision: https://developer.blender.org/D3070
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Wraps menutype poll, no functional changes.
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When you were using autosmooth to generate some custom normals, and
created empty custom loop normal data, you would go back to an 'all
smooth' shading, cancelling some sharp edges generated by the mesh's
smooth threshold.
Now we will first tag such edges as sharp, such that shading remains the
same. This is not crucial in current master, but it is for clnors
editing gsoc branch!
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Regression caused by earlier commits to improve the automerge behaviour.
In this case, the problems only occurred when moving a selected keyframe
forwards in time to overlap an unselected keyframe.
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While it is necessary to ignore duplicates when doing Deselect/Column Select
(where double-updates may result in nothing being selected), for borderselect,
not including the duplicates meant that sometimes, nothing would happen
if you were trying to borderselect keyframes originating from hidden channels.
This was first noticed in the greasepencil-object branch, but affects all
animation channel types.
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The other approach was causing too much error in some cases (e.g. favouring
the lower-valued keyframes). This fix should make the resulting curves less
bumpy/jagged.
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