Blender Git Commit Log

All Blender Git commits.

Page: 2925 / 8462

October 17, 2018, 07:53 (GMT)
Cleanup: better naming

Suggested by Campbell here: https://developer.blender.org/rB09cd651bb7e59044cbcd0664e8b1064cb37734ed
October 17, 2018, 06:47 (GMT)
Gizmo: change axis used for shear handles

The shear direction should be more obvious this way.
October 17, 2018, 06:18 (GMT)
Transform: map mouse input to shear direction
October 17, 2018, 06:14 (GMT)
Transform: show arrows for 'custom' ratio input

Arrows are now shown for vertex/edge slide.
October 17, 2018, 05:17 (GMT)
RNA: disable notifiers from property updates

This was re-enabled because it made copy-on-write bugs hard to
track down.

Since copy-on-write implementation has been simplified
this isn't a problem anymore.
October 17, 2018, 03:09 (GMT)
Cleanup: naming
October 17, 2018, 03:08 (GMT)
Cleanup: whitespace
October 17, 2018, 02:26 (GMT)
Fix T56735: Autosmooth option corrupts UVs
October 17, 2018, 01:18 (GMT)
Use CTX_DATA_BEGIN_FOR_ID
October 17, 2018, 00:41 (GMT)
Fix sculpt curve stroke paint
October 17, 2018, 00:26 (GMT)
Merge branch 'master' into blender2.8
October 17, 2018, 00:24 (GMT)
Fix cmake not triggering rebuild on .glsl changes

At least on windows we do not re-run datatoc when the .glsl files change.

To test is simple, just change edit_mesh_overlay_common_lib.glsl
remove lines, write plain text, ..., now rebuild and go in edit mode
with the default cube.

I also had to remove the entry in gpu/CMakeLists.txt for
gpu_shader_material.glsl since this was being tracked directly, as well
as running data_to_c_simple (otherwise CMake raises an error for
duplicated entries).

We probably want to do the same for the other datatoc functions.

Reviewers: LazyDodo, brecht
Differential Revision: https://developer.blender.org/D3803
October 17, 2018, 00:10 (GMT)
Multi-Objects: POSE_OT_ik_add + POSE_OT_constraint_add_with_targets

You can now add the target from the non-active armature when they are
both in pose mode.

There were different ways of going about those operators:

* We could create one constraint on each active bone of each object.
That wouldn't follow what creating constraints from the UI does
though.

* We could change the selection/active order and create a constraint for
all the selected bones, to the active bone. However this would change
the design of changing only the active bone (which also is the one we
see in the buttons editor).

But in the end I think it makes more sense to let users set a constraint
from a charactor to a prop in a handy way.

This is pretty much what we had in 2.7x. There we would go for the
selected objects, if no selected bone was found in the active object.
In 2.8, however, we need this change to make things working as
before/intended.
October 16, 2018, 23:42 (GMT)
Optimization: Edit Mesh Overlay: Avoid computing fixvec unnecessarily.

This brings a big difference to meshes with edit cage adjusted for modifiers.
In my tests, the suzanne with subdivision modifier level 3 went from 4.80ms to 3.05ms.
October 16, 2018, 22:20 (GMT)
Multi-Objects: POSE_OT_constraints_copy (refactor)

This was already supporting multiple objects, but I changed it to use the API
we are using elsewhere.
October 16, 2018, 21:41 (GMT)
Multi-Objects: POSE_OT_constraints_clear
October 16, 2018, 21:30 (GMT)
Multi-Objects: POSE_OT_ik_clear
October 16, 2018, 21:28 (GMT)
Fix armature bones spline ik lines offset
October 16, 2018, 21:22 (GMT)
Fix armature bones ik lines offset
October 16, 2018, 21:04 (GMT)
Edit Mesh Overlay Geometry Shader: Ignore correction geometry for loops that are not part of an edge.

By the tests I could only observe a considerable difference in the peformanse when the vertex size is 30.
Vertice 3 showed no difference in a suzzane with subdivision modifier level 3 + show-on-cage.

Point Size 30: 7.29ms vs 2.55ms

Reviewers: fclem

Reviewed By: fclem

Differential Revision: https://developer.blender.org/D3805
By: Miika HämäläinenLast update: Nov-07-2014 14:18MiikaHweb | 2003-2021