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2018-05-14COW Fix: The "layers used" display for armatures did not update after bones ↵Joshua Leung
were moved between layers Previously, the "layers_used" value was getting updated by the drawing code. However, when using copy on write, the drawing code gets evaluated copies of the armature data instead of the original data, so any updates here fail to get flushed to the original data, hence the lack of updates in the UI. Fixed by moving the calculation to RNA when setting bone layers, as it should have been done originally. (The one downside to this is if we set individual layer memberships one by one - this could be slower as the recalc would have to happen each time this changes).
2018-05-14Fix: Skip missing COW tagging on changing armature layers via RNAJoshua Leung
Was causing problems on Spring rig while trying to show/hide armature layers
2018-04-19Fix: Armature display settings (names, axes, shapes, etc.) didn't refresh ↵Joshua Leung
view with Copy on Write enabled Now we need to tag the depsgraph to inform all copies that stuff changed.
2018-04-17Removing Blender Game Engine from Blender 2.8Dalai Felinto
Folders removed entirely: * //extern/recastnavigation * //intern/decklink * //intern/moto * //source/blender/editors/space_logic * //source/blenderplayer * //source/gameengine This includes DNA data and any reference to the BGE code in Blender itself. We are bumping the subversion. Pending tasks: * Tile/clamp code in image editor draw code. * Viewport drawing code (so much of this will go away because of BI removal that we can wait until then to remove this.
2018-04-15Merge branch 'master' into blender2.8Campbell 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.
2017-12-18RNA: add new property falg for pointers (and collection), 'NO_OWNERSHIP'.Bastien Montagne
This flag means that the pointer does not 'own' the data it references. This is the case of nearly all ID RNA pointers (NodeTrees will probably again be some nasty exception here :( ), but also several other cases. That kind of information is mandatory for complex processing over whole data-blocks done in RNA, like some static override tasks (advanced comparison...).
2017-12-05Merge branch 'master' into blender2.8Germano
# Conflicts: # source/blender/editors/mesh/editmesh_select.c
2017-12-05Fix for typo in previous commitJoshua Leung
2017-12-05Simplify UI-names for B-Bone Ease In/Out settingsJoshua Leung
For more consistency with the other settings, and increased readability when the UI is cramped (and it isn't possible to see the whole names).
2017-11-02Merge branch 'master' into blender2.8Campbell Barton
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
2017-10-18Merge branch 'master' into blender2.8Campbell Barton
2017-10-18Cleanup: Use const for RNA EnumPropertyItem argsCampbell Barton
Practically all access to enum data is read-only.
2017-08-11Merge branch 'master' into blender2.8Campbell 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.
2017-06-08Replace all old DAG calls with direct calls to new DEG and remove ↵Luca Rood
BKE_depsgraph.h This removes BKE_depsgraph.h and depsgraph.c
2017-03-17fix: redraw dope sheet / action editor when pose bone selection changesSybren A. Stüvel
2016-12-12Refactor RNA property: split flags in property flags, parameter flags, and ↵Bastien Montagne
internal flags. This gives us 9 flags available again for properties (we had none anymore), and also makes things slightly cleaner. To simplify (and make more clear the differences between mere properties and function parameters), also added RNA_def_parameter_flags function (and its clear counterpart), to be used instead of RNA_def_property_flag for function parameters. This patch is also a big cleanup (some RNA function definitions were still using 'prop' PropertyRNA pointer, etc.). And yes, am aware this will be annoying for all branches, but we really need to get new flags available for properties (will need at least one for override, etc.). Reviewers: sergey, Severin Subscribers: dfelinto, brecht Differential Revision: https://developer.blender.org/D2400
2016-07-21Cleanup: warningsCampbell Barton
2016-05-17Bendy Bones: Advanced B-Bones for Easier + Simple RiggingJoshua Leung
This commit/patch/branch brings a bunch of powerful new options for B-Bones and for working with B-Bones, making it easier for animators to create their own rigs, using fewer bones (which also means hopefully lighter + faster rigs ;) This functionality was first demoed by Daniel at BConf15 Some highlights from this patch include: * You can now directly control the shape of B-Bones using a series of properties instead of being restricted to trying to indirectly control them through the neighbouring bones. See the "Bendy Bones" panel... * B-Bones can be shaped in EditMode to define a "curved rest pose" for the bone. This is useful for things like eyebrows and mouths/eyelids * You can now make B-Bones use custom bones as their reference bone handles, instead of only using the parent/child bones. To do so, enable the "Use Custom Reference Handles" toggle. If none are specified, then the BBone will only use the Bendy Bone properties. * Constraints Head/Tail option can now slide along the B-Bone shape, instead of just linearly interpolating between the endpoints of the bone. For more details, see: * http://aligorith.blogspot.co.nz/2016/05/bendy-bones-dev-update.html * http://aligorith.blogspot.co.nz/2016/05/an-in-depth-look-at-how-b-bones-work.html -- Credits -- Original Idea: Daniel M Lara (pepeland) Original Patch/Research: Jose Molina Additional Development + Polish: Joshua Leung (aligorith) Testing/Feedback: Daniel M Lara (pepeland), Juan Pablo Bouza (jpbouza)
2015-10-23Cleanup: rename 'datablocks' -> 'data-blocks'Campbell Barton
Similar to addons -> add-ons, for reading it fits better to hyphenate.
2015-09-21RNA: angle step-sizes were too smallCampbell Barton
These were ignored previously, so it wasn't noticeable.
2015-03-20Cleanup: warnings bit-shift int overflowCampbell Barton
2014-08-13RNA: use static declarationsCampbell Barton
2014-05-05Make bpy.types.EditBone.matrix writeable.Bastien Montagne
Makes importing armatures from matrices (FBX...) *much* easier.
2014-04-05RNA: optimization to avoid malloc for iterators.Brecht Van Lommel
This mostly helps making Cycles scene synchronization a bit faster.
2013-12-17'Transform' Python Function for armature, curve and lattice.Campbell Barton
patch by Paolo Acampora with some edits.
2013-10-11code cleanup: reuse rna_matrix_dimsize_NxN defines between RNA functionsCampbell Barton
2013-09-12code cleanup: set enums as static or add RNA_enum_types.h where they are ↵Campbell Barton
used elsewhere. also minor style cleanup.
2013-07-25adjust createSpaceNormalTangent so it can take values from a matrix without ↵Campbell Barton
having to negate the plane first. also add ED_armature_ebone_to_mat3/4 since there were quite a few places that did this inline.
2013-07-04fix [#35984] no way to know if a datablock is in editmodeCampbell Barton
the report explains the issue in detail, but basically you couldn't know if a mesh was in editmode without checking all the objects that use it. add `is_editmode` readonly property for all datatypes which support editmode. also make rna fail to build on implicit function declarations.
2013-04-24fix [#34958] keyframe many items would fail if there was a (") in the text.Campbell Barton
2013-03-07use bool for rna funcs.Campbell Barton
2012-12-21rename rna prop _parenting -> _parentCampbell Barton
2012-12-21Armature bone feature:Ton Roosendaal
New Bone option: "Relative Parenting". This makes Child-Objects of Bones transform similar to how deformations of bones are calculated. Allows to move bones in editmode to set pivot. The option is in Bone Panel, with clear label. It is ON now by default when you add new bones Requested by Kjartan, our famous robot designer :) For "hard body rigs" it's very useful.
2012-11-02all remove functions now invalidate the RNA objects passed, to help script ↵Campbell Barton
authors to avoid bugs with accessing removed data.
2012-10-26style cleanupCampbell Barton
2012-10-20More UI messages fixes and tweaks, and BKE_report<->BKE_reportf.Bastien Montagne
2012-09-27incorrect spelling in commentsCampbell Barton
2012-09-22code cleanup: make many functions staticCampbell Barton
2012-08-30Bugfix [#32249] Groups in Dopesheet and Action editor don't get updated afterJoshua Leung
bone renaming * Renaming F-Curves now checks if the corresponding F-Curve's group can also be renamed accordingly. * Changed the RNA updates for bone renaming so that they properly update the channel lists
2012-08-14improved wording for tooltipGaia Clary
2012-06-03Part-Bugfix, Part-Feature Completion: 'Armature' Option for Mask ModifierJoshua Leung
finally works This commit finally hooks up the Mask Modifier's "Armature" option with the relevant depsgraph updates on bone selection. Hence, this feature finally works as it was originally intended - that is, bone selections can be used to control which parts of the mesh that the mask modifier is applied to are displayed, giving riggers more freedom to experiment with rigs that don't necessarily feature overbearing/cluttering widgets. Regarding the implementation ("has_viz_deps" flag): This feature is just the "tip of the iceberg" of a number of related set of rigging/visual animation tools I've had in mind for a while now (dating back to the introduction of this modifier). Key considerations - Not all rigs will use this, so we don't want an extra (depsgraph-flush + search) recalc cost for those that don't use this. - There are some planned features which will also use this
2012-05-17style cleanup: block commentsCampbell Barton
2012-05-16Bugfix [#31469] 'cyclic offset' option is brokenJoshua Leung
Removing this option from the UI. Cyclic offset and/or other the myriad of other half-working walk/stride cycle stuff has been removed pending further review at a later date about what's really needed, and the best way to do so with regards to different rig types (i.e. setup antagonistic).
2012-05-12style cleanup: mostly whitespace in rnaCampbell Barton
2012-05-06Removing the old armature 'deform' settings (use vertex groups/envelopes/quats).Joshua Leung
As far as I could tell, these were really only still used for "virtual modifiers", though we really don't use these anymore. Instead, most of the time, people need to set these settings in armature modifiers directly (these didn't even get copied over in that case). This was a source of confusion and redundancy, so removing these now. This change can be reverted if these were actually of some use out there...
2012-04-14Fixed some UI message typos (spotted by Leon Cheung, thx).Bastien Montagne
2012-04-10Address [#30842] Blenders Measurement Units set to Metric, makes some ↵Campbell Barton
Precision Flaws. use the same precision for location all over (2-5 was used), use define as 5. also disallow boolean to have any subtype besides PROP_LAYER_MEMBER, some booleans had TRANSLATION / XYZ subtypes which don't make sense.