October 12, 2018, 20:44 (GMT) |
Multi-Objects: POSE_OT_paths_* * POSE_OT_paths_clear * POSE_OT_paths_calculate * POSE_OT_paths_update Despite my personal opinion on the matter, those operators were listed as to be converted (see T54650). They are called from the UI, where you only see the parameters for the active object/armature. I will commit and revert soon after, so we can quickly bring it back once we re-visit this design. |
October 12, 2018, 19:20 (GMT) |
Dope Sheet: fix hold highlighting for non-bezier interpolation. The automatic highlighting of constant curve areas was checking that the bezier handles are horizontal even if a non-bezier interpolation mode was active. Conversely, it was highlighting based on just handles with Elastic interpolation, which always generates movement. |
October 12, 2018, 18:48 (GMT) |
Python GPU: Best description for exceptions |
October 12, 2018, 18:26 (GMT) |
Revert "Fix for ARMATURE_OT_layers_show_all This reverts commits: * 2a2858b30dbbc19246446bcc89a7a4e7f67c7ce0 * 7cf8eed5e02a1f6525c3df2f404cb78db24adc98 Similar to ARMATURE_OT_layers_show we should keep this operator single-object oriented. This one is a bit more tricky since we may want to quickly see all the layers of all the armatures. I will check with animators what is the best way to proceed here. But overall I think it makes sense to have this only for the active object. |
October 12, 2018, 18:26 (GMT) |
Revert "Multi-Objects: ARMATURE_OT_armature_layers This reverts commits: * 29a281f9ef5b3a577e6d658892a704b509d718ef * 3a8b56ce24c9228a885d3c44f4c22d90be04ae4c This operator shouldn't behave multi-objects. This would only work if all the selected objects had the same logic for their layers, which may be likely for characters, but it won't be for mixing props and characters. |
October 12, 2018, 18:15 (GMT) |
Multi-Objects: ARMATURE_OT_armature_layers for pose That said, I think we should not support multi-object for either edit or pose armatures. |
October 12, 2018, 18:05 (GMT) |
Multi-Objects: POSE_OT_bone_layers |
October 12, 2018, 17:56 (GMT) |
POSE_OT_rotation_mode_set: Adding missing notifier Otherwise the space button does not redraw. |
October 12, 2018, 17:55 (GMT) |
Multi-Objects: POSE_OT_rotation_mode_set |
October 12, 2018, 17:48 (GMT) |
Rename: multi_changed > changed_multi We are using changed_multi plenty more than multi_changed. May as well keep it consistent across the code. |
October 12, 2018, 17:42 (GMT) |
Multi-Objects: POSE_OT_autoside_names Using CTX_DATA_BEGIN_WITH_ID here. Unlike the edit mode counter-part this operator is well served with the macro above. ARMATURE_OT_autoside_names needs to treat mirrored bones separately, while for pose we don't handle those cases. Be ware that using this macro makes the code smaller, however it also tags every single (selected) pose to update, regardless of whether we changed the names of the bones. In this case it is fine since we most likely renamed all the bones. But In other cases I'm still a bit wary of using CTX_DATA_BEGIN_WITH_ID instead of BKE_view_layer_array_from_objects_in_mode_unique_data. To be seen in upcoming commits. Stay tuned. |
October 12, 2018, 16:49 (GMT) |
Revert "Multi-Objects: ARMATURE_OT_select_hierarchy" This reverts commit dcc623e7e7ead1e0d060f455a92567390c6c1911. |
October 12, 2018, 16:49 (GMT) |
Multi-Objects: POSE_OT_select_hierarchy (no real change) This operator doesn't need any changes. Following the guideline of multi-objects behaving alike joined armatures, there is no need to change any armature that is not the active one. That said I will revert the behaviour of ARMATURE_OT_SELECT_hierarchy to follow the same rule (i.e., revert dcc623e7e7ea). |
October 12, 2018, 15:21 (GMT) |
Edit Mesh: Fix issue with Edit cage on some buggy drivers |
October 12, 2018, 14:43 (GMT) |
Edit Mesh: Refactor edit mesh drawing This decouple the vertex display from the face+edges. This is to reduce the number of triangles required to fix the edges artifacts (aliasing) and increase viewport reactivity when not actively navigating (ie. mouse scroll). Also it makes all vertices visible (not cut-off) even when navigating. However it makes the navigation drawing a bit slower because it has to render twice. Also add a depth bias to the wires to avoid depth fighting when previewing final mesh (modifiers applied). |
October 12, 2018, 14:38 (GMT) |
Wireframe Overlay: Use Barycentric coord to optimize shader This also fix a driver bug I was having on Linux + Mesa + AMD Vega. |
October 12, 2018, 14:38 (GMT) |
DRW: Add DRW_shgroup_create_sub to create children shgroup This makes is easy to create nested drawcalls that will inherit all the parents properties. This is usefull if only a few uniforms changes for that drawcall. |
October 12, 2018, 14:38 (GMT) |
GPUTexture: Add support for GPU_RGBA8UI |
October 12, 2018, 13:55 (GMT) |
Fix misaligned icon in search buttons after recent changes. |
October 12, 2018, 13:55 (GMT) |
Python: change node_shader_utils diffuse RGBA to base_color RGB. Best to give its actual name so it's clear that the Principled BSDF does not have a diffuse color exactly, and does not have an alpha component. Also image textures use UVs by default, so avoid creating a texture coordinate node for that. |
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