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October 12, 2018, 22:34 (GMT)
Pose path: skip time printing when not DEBUG_TIME
October 12, 2018, 20:44 (GMT)
Revert "Multi-Objects: POSE_OT_paths_*"

This reverts commit 178530cc50e2fb4bd3faf4fff22392a58688bed1.

Those operators are called from the UI, which only takes into
consideration the active object for the parameters and whether to call
reset, update or calculate.

We can re-revert if needs be.
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
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