October 13, 2020, 12:39 (GMT) |
Add wm_xr_operators.c. |
October 13, 2020, 12:39 (GMT) |
Add xr overlay and controller object. |
October 13, 2020, 12:39 (GMT) |
Update controller data when setting controller pose action. |
October 13, 2020, 12:39 (GMT) |
Fix condition for processing xr actions. |
October 13, 2020, 12:39 (GMT) |
October 13, 2020, 12:37 (GMT) |
Fix T81656: Crash relocating a linked library into the current .blend A .blend file cannot use itself as a library. This is prevented when linking manually, but was still possible when relocating, which is now prevented. Maniphest Tasks: T81656 Differential Revision: https://developer.blender.org/D9191 |
October 13, 2020, 11:17 (GMT) |
Cleanup: remove redundant assignment in SCULPT_brush_test_init As discussed in D9120, this was an oversight in rBe0c792135adf, the same assignment already happens a couple of lines above. |
October 13, 2020, 11:17 (GMT) |
Fix sculpting/painting with viewport clipping and radial symmetry This was reported for sculpting, the same is true for weightpaint or vertexpaint though. When viewport clipping and radial symmetry are enabled, the 'sculpt_brush_test_clipping()' function was not considering radial symmetry at all, so if the coordinate was outside the clipping planes, no action would take place. Now the coordinte is brought back to where the stroke actually happens and that is checked against clipping. Since other mirroring options while painting/sculpting (as well as editmode operations with mirroring) usually still take place even if the mirrored coord is outside the clipping planes, this should also be the case for radial symmetry. This grows the 'SculptBrushTest' struct a bit, but should be acceptable? Fixes T81466 Maniphest Tasks: T81466 Differential Revision: https://developer.blender.org/D9120 |
October 13, 2020, 11:11 (GMT) |
Make the operators that change keyframe data update the motion paths **Problem ** Right now, when auto-keying is on and and one transforms an object in the 3d view, its motion paths get updated. This makes it easy to iterate over an animation and make sure the object's trajectory looks right. However, when the animation data is updated in any other way (e.g. through the graph editor, timeline, or action editor), the motion paths don't get updated right away, requiring an extra manual refresh on each incremental change. **Proposed solution ** This patch makes sure that motion paths get updated whenever keyframe data changes, allowing for easier incremental changes. For now, the active object's motion paths are recomputed on every edit that triggers an "ND_KEYFRAME_PROP" notifier. **Before** {F8944697} **After** {F8944698} Performance is fine now, there is no noticeable slow down with the Rain scene. Earlier it was slow because I was updating every point on the motion path as the mouse was moving, but now (as of diff 29494) only a single point is moved interactively and the whole path gets updated once the transform is confirmed, which matches what happens with viewport updates. Here is a stress test, with a dozen motion paths having each 100 frames. I'm not an animator, so please excuse the wonkiness of it :) {F8965509} I've also tried moving around the keyframes in the timeline and dope sheet, and there isn't a noticeable slow down there either, which makes sense because the code that runs is almost the same each time (tiny bit of setup + a call to ED_objects_and_pose_recalculate_paths). For very large updates, say, selecting every single keyframe of every single bone and changing their handle type at once, there is a lag of about half a second (on a Ryzen 3600 with a debug build), which in my opinion is reasonable considering that this is an unusual scenario. Reviewed By: looch Differential Revision: https://developer.blender.org/D9019 |
October 13, 2020, 11:11 (GMT) |
Cleanup: Animation, rename function to match operator Rename `animchannels_deselectall_exec` ? `animchannels_selectall_exec` so that it matches the operator `ANIM_OT_channels_select_all`. No functional changes. |
October 13, 2020, 11:08 (GMT) |
Fix (unreported) liboverride of an object hiding its dependencies. When we override a whole collection, we want to add non-instantiated objects to a hidden sub-collection at the end of the process. However, this makes no sense when instantiating an object, if other dependencies objects get also overridden on the process, we should just add them to the same collection owning the root object. |
October 13, 2020, 11:04 (GMT) |
CMake/macOS: find ZLib before setting CMAKE_PREFIX_PATH https://devtalk.blender.org/t/building-blender-on-macos-fails/15756/ In some cases, CMake finds the Zlib supplied with OpenCollada pre-compiled libraries, and not the system one. |
October 13, 2020, 10:26 (GMT) |
Fix (unreported) broken 'make override' of objects in master collection. Master collections are not in Main list of collections, so we also need to check the scenes. |
October 13, 2020, 10:17 (GMT) |
Cleanup: Fix typo in function name. |
October 13, 2020, 09:51 (GMT) |
Fix T81669: Vertex size in UV Editor changes using Face Dot Size in themes Probably copy-paste error in rBd6525e8d133b. Maniphest Tasks: T81669 Differential Revision: https://developer.blender.org/D9190 |
October 13, 2020, 06:31 (GMT) |
Merge branch 'master' into cycles_procedural_api |
October 13, 2020, 06:31 (GMT) |
quiet warning |
October 13, 2020, 06:31 (GMT) |
rename NODE_PUBLIC* macros to NODE_SOCKET* |
October 13, 2020, 05:59 (GMT) |
Fix T81288:Select Linked fails with multi-object edit mode Changing options after using select-linked didn't work when the object being selected wasn't the active object. |
October 13, 2020, 05:46 (GMT) |
Cleanup: use BKE_fcurve_ prefix for keyframing bezier functions - BKE_bezt_subdivide_handles -> BKE_fcurve_bezt_subdivide_handles - binarysearch_bezt_index -> BKE_fcurve_bezt_binarysearch_index These functions are specific to F-Curves and don't make sense for other uses of BezTriple (curve-object data for e.g.) Also: - Move detailed doxygen comment above code, following code-style. - Mark bezt_add_to_cfra_elem unused. |
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