Blender Git Commits

Blender Git "master" branch commits.

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Revision d344549 by Julian Eisel
July 20, 2021, 19:50 (GMT)
Fix memory leak with asset view template operator properties
Revision 0af08ce by Julian Eisel
July 20, 2021, 19:30 (GMT)
Cleanup: Use asset utility function to get the asset .blend path

For this to work, the utility function needs to be callable without
context, which is only needed for a File Browser specific hack anyway
(doesn't apply to this usage of it).
Revision cb0b017 by Julian Eisel
July 20, 2021, 19:30 (GMT)
Cleanup: Store asset-handle in drag data

Would previously pass a few properties that are available via the
asset-handle now. This asset-handle is also required for some of the
asset API, e.g. the temporary ID loading. This will probably be needed
before too long.
Revision 8ffc3ee by Julian Eisel
July 20, 2021, 19:30 (GMT)
Cleanup: Correct asset TODO comment, move setter next to getter
Revision 36fb03e by Julian Eisel
July 20, 2021, 19:30 (GMT)
Asset: Clearly describe RNA property description as temporary

The asset handle design is only temporary (see 35affaa971cf) and this
RNA property is only needed for internal, technical reasons of the asset
view template. So although not nice, at least make it clear in the RNA
property description that this should not be used.
Revision 207df43 by Julian Eisel
July 20, 2021, 19:30 (GMT)
Cleanup: Use const for internal file data of asset-handle

Note that the current asset-handle design is temporary, see
35affaa971cf. I still prefer this to be const, as code outside the
asset-list/file-list code should never mess with the file data of an
asset.
Revision 5a1b1c0 by Julian Eisel
July 20, 2021, 19:30 (GMT)
Cleanup: Getters for asset-handle data

While the asset-handle design is supposed to be temporary (see
35affaa971cf), I prefer keeping the fact that it's nothing but a file
entry pointer an implementation detail that is abstracted away. So this
introduces getters for the file data we typically access for
asset-handles.
Revision e998013 by Julian Eisel
July 20, 2021, 19:30 (GMT)
Cleanup: Move asset-handle functions to own file

Keeps files minimal and focused. I much prefer that over having all
kinds of stuff in general files like `asset_edit.cc`.
Revision aeee7f3 by Hans Goudey
July 20, 2021, 18:54 (GMT)
Fix T89993: Failed assert drawing single point cyclic splines

The same check used for the curve to mesh node.
Revision cf28398 by Hans Goudey
July 20, 2021, 18:39 (GMT)
Fix T89687: Curve to mesh node incorrect face orientation

The new faces should have a winding direction that points them outward,
the fix was swapping the order of each face's edge and vertex indices.
Revision 1e063a0 by Hans Goudey
July 20, 2021, 18:28 (GMT)
Cleanup: Use const arguments and less sequential iteration

Using const indexes and offsets helps to make the logic less sequential,
which is hopefully easier to understand and possibly easier to parallelize
in the future. Also order return arguments last.
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
Revision f53ca7e by Ankit Meel
July 20, 2021, 15:33 (GMT)
Cleanup: Fix missing braces warning on Clang
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, 15:00 (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
By: Miika HämäläinenLast update: Nov-07-2014 14:18MiikaHweb | 2003-2021