Age | Commit message (Collapse) | Author |
|
Keep ED_armature_transform for RNA Armature.transform
since it operates on edit-bones in edit-mode.
Rename ED_armature_transform_bones to ED_armature_edit_transform
since it wasn't obviously an edit-mode function.
|
|
ED_armature_transform uses edit-mode conversion which re-creates bones.
Needed for efficiently transforming object-data in object-mode.
|
|
|
|
Adds a new icon for the action constraint so the icon draws with the
constraints color. Also adds two new icons for sequencer meta strips
and duplicate strips for use in the outliner sequence display mode.
The meta strip icon could be used in the sequencer sidebar.
|
|
Adds more options to the context menu that pops up on area edges. Both Split types, Join, and Swap.
Differential Revision: https://developer.blender.org/D5459
Reviewed by Brecht Van Lommel
|
|
This is a step that allow using `bvh_cache` for `EditMeshe`s.
|
|
Forward declare variables, or make them static.
|
|
|
|
This option was doing nothing in Blender 2.80.
I don't really see a reason for keeping it around.
Reviewers: campbellbarton
Differential Revision: https://developer.blender.org/D5552
|
|
reference."
This reverts commits 54fd8176d7e91, 4c5becb6b1 and 8f578150e.
Those kind of commits must be reviewed and approved by project owners.
That one:
* Broke Collada building by not properly updating all calls to modified
function.
* Broke *whole* ID management by not properly updating library_query.c.
And in general, I am strongly against backward ID pointers, those are
*always* a serious PITA for ID management. Sometimes they cannot be
avoided, but in general other ways to get that kind of info should be
investigated first.
|
|
|
|
'ED_transform_snap_object_project_view3d_ex'
|
|
That file was getting out of control, now comparison/override RNA code is
in `rna_access_compare_override.c`. 1K lines of code for now, but that
area is likely to grow more in the future...
Note that we can probably split more out of `rna_access.c`, but for now
that will do.
|
|
Missed because of broken dependency tracking in msvc build process.
|
|
NodeTree structures of materials and some other data blocks are
effectively node group data block objects that are contained inside
the parent block. Thus, direct references to them are only valid
while blender is running, and are lost on save.
Fix Copy As New Driver to create a reference that goes through
the owner data block, by adding a new runtime field to bNodeTree.
|
|
We try to avoid diffing too much things during edition, but when saving
a file we need to check all possible overridable IDs to ensure we have
all needed override operations...
Was pretty sure that was already in code, but apparently not (or it got
lost at some point...).
|
|
|
|
When we wanted to force all overidable IDs to be checked, code would end
up checking the whole Main DB, instead of only overrideable ones.
|
|
The object color property is added as an additional output in
the Object Info node.
Reviewers: brecht
Differential Revision: https://developer.blender.org/D5554
|
|
'snap_node_element'
I don't think a versioning solution is necessary in this case.
But it can still be implemented.
|
|
This reverts commit 48a7f979a5cf2669656d25767c4173fb65bfb67d.
Another solution to come.
|
|
|
|
|
|
We cannot use local/reference here, that is very confusing, since at
that stage current local is kind of src of data for the future local ID,
that is currently a mere copy of the linked data... ;)
So we are much better with src/dst names here.
|
|
Previously there was already "draw_shape" property,
but it was doing nothing. This commit renames the
property to "display_shape". Furthermore, different
shapes like SQUARE and DIAMOND are supported now.
Currently, the shapes are drawn using the shader that also
draws keyframes. In the future we might want to separate
this.
The new shapes are not used anywhere yet, but they can
be used by addon developers and will probably be useful
when we want to support different kinds node systems later.
For example, different shapes can be used to distinguish
between data and control flow.
Differential Revision: https://developer.blender.org/D2829
|
|
This makes the function more predictable since other object
types don't access edit-mode data.
|
|
|
|
This also splits vertex access and allocation so it's possible
to copy coordinates into an existing array without allocating it.
|
|
|
|
|
|
The Volume Info node provides the Color, Desnity, Flame, and Temperature
of smoke domains.
Reviewers: brecht
Differential Revision: https://developer.blender.org/D5551
|
|
The White Noise node hashes the input and returns a random number in the
range [0, 1]. The input can be a 1D, 2D, 3D, or a 4D vector.
Reviewers: brecht, JacquesLucke
Differential Revision: https://developer.blender.org/D5550
|
|
Add Multiply, Divide, Project, Reflect, Distance, Length, Scale, Snap,
Floor, Ceil, Modulo, Fraction, Absolute, Minimum, and Maximum operators
to the Vector Math node. The Value output has been removed from operators
whose output is a vector, and the other way around. All of those removals
has been handled properly in versioning code.
The patch doesn't include tests for the new operators. Tests will be added
in a later patch.
Reviewers: brecht, JacquesLucke
Differential Revision: https://developer.blender.org/D5523
|
|
I did this mostly to get to know the point cache from this direction.
This should not change anything from the user perspective.
|
|
Note to self: need to recheck the namings of whole override code,
currently this is way to confusing and inconsistent.
|
|
|
|
The correct fix would be to avoid all those hacks but this is needed if
we want to be able to parallelize object vbo extractions.
|
|
Fix T68880 2D line display is broken
|
|
Was a missing rename.
|
|
This was probably introduced in rBfdef1a6712b.
|
|
This is due a limitation in the RNA property when the range is too extreme. As we don't need that, the value was set to SHRT_MAX frames as maximum offset.
Also fixed the same problem in other modules of Grease Pencil.
|
|
This hack would make operator (push down) buttons without icons align
their text to the left in toolbars. Everywhere else in Blender, we
center it by default.
We barely use operator buttons in toolbars anymore. Even if we do and
there's a good reason to make text left aligned, it's better to use
`uiLayout.alignment = 'LEFT'` to achieve the same effect, but without
lowish-level hacks for a specific region type.
Differential Revision: https://developer.blender.org/D5527
|
|
This fixes bendy bone properties not being mirrored correctly
Reviewed By: Brecht
Differential Revision: http://developer.blender.org/D5408
|
|
This commit adds a new filter by material using the name and not only the index.
Reviewers: antoniov, pepeland
Differential Revision: https://developer.blender.org/D5544
|
|
|
|
Tags for update when pose bone visibility is toggled in the outliner.
|
|
The hide icon was drawing instead of the disable in viewports icon.
|
|
|
|
|
|
Increase the size of the snap mode so the flag can be used.
|