July 20, 2021, 17:06 (GMT) |
July 20, 2021, 17:02 (GMT) |
Armature test: properly initialize bone hierarchy Fix segfault in `BKE_armature_find_selected_bones_test` by property initializing the bone hierarchy listbases. No functional changes to Blender. |
July 20, 2021, 16:57 (GMT) |
Speedup rigid body "Copy from Active" operator If there were lots of selected objects without an existing rigid body, we would add rigid bodies to them one by one. This would be slow in python, now we instead do this as a batch operation in C. On my (Intel) MacBook it used to take 60 seconds and with this change it takes about 0.3 seconds. Reviewed By: Sebastian Parborg Differential Revision: https://developer.blender.org/D11957 |
July 20, 2021, 16:49 (GMT) |
GPencil: Add notifier to update material list |
July 20, 2021, 16:43 (GMT) |
GPencil: Rotate around transform center instead of cage center The cage center can change during transformation |
July 20, 2021, 16:28 (GMT) |
Merge branch 'master' into sculpt-dev |
July 20, 2021, 16:02 (GMT) |
GPencil: Cleanup of function names, variables and comments Also some code reorganization. |
July 20, 2021, 15:33 (GMT) |
Cleanup: Fix missing braces warning on Clang |
July 20, 2021, 15:32 (GMT) |
GPencil: Add Layers in inverse order To keep strokes order, the layers must be added in inverse order to the destination object. |
July 20, 2021, 15:30 (GMT) |
GPencil: Remove materials added if the operator is canceled |
July 20, 2021, 15:24 (GMT) |
Fix background "leaking" into combined in Cycles X Was happening when transparent film is enabled, and Environment pass enabled. Test file: F10230084 Differential Revision: https://developer.blender.org/D11976 |
July 20, 2021, 15:12 (GMT) |
Pose Library: remove assumption about Action group names Remove the assumption of the pose library that Action groups are named after the bones in the armature. Even though this assumption is correct when the keys are created by Blender, action groups can be renamed. Keys created by Python scripts can also use arbitrary group names. Since there is more code in Blender making this assumption, and looping over selected bones is also a common occurrence, this commit contains some generic functionality to aid in this: - `BKE_armature_find_selected_bones`: function that iterates over all bones in an armature and calls a callback for each selected one. It returns a struct with info about the selection states (all or no bones selected). - `BKE_armature_find_selected_bone_names(armature)` uses the above function to return a set of selected bone names. - `BKE_pose_find_fcurves_with_bones()` calls a callback for each FCurve in an Action that targets a bone, also passing it the bone name. |
July 20, 2021, 15:11 (GMT) |
Pose backup: convert from C to C++ Convert `pose_backup.c` (in C) to `pose_backup.cc` (in C++). This will make future improvements easier. For now, it's the same code with just some additional explicit casts (C++ doesn't allow implicitly casting `void *`), `NULL` changed into `nullptr`, and some other simple changes. No functional changes. |
July 20, 2021, 15:11 (GMT) |
Cleanup: fix clang-tidy warning modernize-use-nullptr No functional changes. |
July 20, 2021, 15:11 (GMT) |
Cleanup: fix clang-tidy readability-else-after-return No functional changes |
July 20, 2021, 15:11 (GMT) |
Cleanup: fix clang-tidy warning readability-qualified-auto No functional changes. |
July 20, 2021, 15:06 (GMT) |
Cleanup: Remove unused pass accessor code It got re-implemented using `set_render_tile_pixels()`. |
July 20, 2021, 15:00 (GMT) |
Fix T89981: missing refresh on the compositors render layer node when adding/removing AOVs Just refresh the node's outputs via ntreeCompositUpdateRLayers(). Maniphest Tasks: T89981 Differential Revision: https://developer.blender.org/D11973 |
July 20, 2021, 14:59 (GMT) |
GPencil: Cleanups |
July 20, 2021, 14:53 (GMT) |
Merge branch 'master' into soc-2021-curves |
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Master Commits
MiikaHweb | 2003-2021