October 5, 2018, 20:55 (GMT) |
Multi-Objects: ARMATURE_OT_split |
October 5, 2018, 20:55 (GMT) |
Silence warning |
October 5, 2018, 20:50 (GMT) |
ARMATURE_OT_fill: cleanup Remove nonsensical insanity check. Remove FIXME that would never be addressed anyways. |
October 5, 2018, 20:50 (GMT) |
Multi-Objects: ARMATURE_OT_merge Also removed the insane insanity check. This would fail in the poll function. No point in that level of paranoia. And return OPERATOR_FINISHED regardless. Since this has a parameter (though not used) you may get want to tweak REDO (in the future). |
October 5, 2018, 20:22 (GMT) |
GPU Python: optionally init the vertexformat in the vertexbuffer itself. |
October 5, 2018, 20:02 (GMT) |
Multi-Objects: ARMATURE_OT_autoside_names |
October 5, 2018, 18:52 (GMT) |
Add and use a utility for computing B-Bone roll from custom handles. This also fixes a stability problem with the start handle due to an incorrect matrix multiplication order. |
October 5, 2018, 18:09 (GMT) |
Texture Paint: reorganize texture slots UI panel. |
October 5, 2018, 18:09 (GMT) |
Texture Paint: automatically set default color when adding texture slot. |
October 5, 2018, 18:07 (GMT) |
Fix wrong RNA handling of some internal pchan pointers. There were two issues here: * cutsom_shape_transform was not properly tagged as not-owned pointer. * custom_shape_transform and bbone_start/_end could be set to a pchan from another data-block (not from UI, but RNA access code itself allowed it). Those two issues were specificaly breaking complex rigs in static override case. EDIT: since yesterday, bbone_start/_end are mere accessors to edit_bone data in RNA, so most of fix related to those was ditched (they still needed to be 'deactivated' from RNA diffing with PROPOVERRIDE_NO_COMPARISON). |
October 5, 2018, 18:05 (GMT) |
Multi-Objects: ARMATURE_OT_duplicate |
October 5, 2018, 17:38 (GMT) |
GPU Python: use _PyArg_ParseTupleAndKeywordsFast. |
October 5, 2018, 17:19 (GMT) |
Add a new B-Bone Custom Handle type that uses the handle bone direction. Both original handle types are based on location, and Absolute uses it in a weird way: the Start handle uses the head, while End uses the tail. This makes controlling the shape of the B-Bone via control bone rotation really non-intuitive, especially if trying to add a single control for the tangent in the middle of a B-Bone chain. To remedy this, add a new custom handle type that uses the orientation of the control bone, while completely ignoring location. It is even possible to control both ends of one B-Bone with the same handle bone, resulting in an S shape. Reviewers: brecht Differential Revision: https://developer.blender.org/D3769 |
October 5, 2018, 17:01 (GMT) |
Multi-Objects: ARMATURE_OT_click_extrude This operator is actually working as expected, but I added some comments explained that it was already "ported". |
October 5, 2018, 16:33 (GMT) |
Fixes for ARMATURE_OT_extrude / ARMATURE_OT_extrude_move * Return OPERATOR_FINISHED only if at least one object succeeded. * Have a per object fork value, otherwise an object may influence the next. (which is why we should use `const foo = ...; foo_iter = foo;`) |
October 5, 2018, 16:21 (GMT) |
October 5, 2018, 15:56 (GMT) |
Multi-Objects: ARMATURE_OT_calculate_roll The patch itself was fine (save for sending notifiers for objects instead of ob). But I couldn't apply it, so I re-did from scratch. Based on D3394 by @codemanx |
October 5, 2018, 15:37 (GMT) |
Multi-Objects: ARMATURE_OT_roll_clear |
October 5, 2018, 15:37 (GMT) |
Special enum item when no sound is found This happens when you build without sound libraries and such. Without that the console is spammed with tons of RNA messages because the enum is empty. |
October 5, 2018, 14:55 (GMT) |
GPU Python: fix crash when calling `batch.draw` without passing a shader. |
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