- Aug 14, 2022
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Jesse Yurkovich authored
A variety of operators were missing appropriate bl_options for correct undo support. This results in either crashes (auto loft, bi-rail) or other odd behaviors around returning the scene to the correct previous state (sometimes having to hit ctrl-z twice to undo once, sometimes undo skips steps, etc.) Differential Revision: https://developer.blender.org/D13283
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- Aug 12, 2022
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Ryan Inch authored
Add guards to the functions triggered by checkbox updates in the preferences. This prevents them from being called multiple times, such as when the mouse is hovered over the checkbox and the backspace key is repeatedly pressed.
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- Aug 10, 2022
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Julien Duroure authored
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- Aug 08, 2022
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Julien Duroure authored
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- Aug 06, 2022
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Julien Duroure authored
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Julien Duroure authored
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Julien Duroure authored
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Julien Duroure authored
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Julien Duroure authored
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Julien Duroure authored
glTF exporter: performance: cache parent/children data to avoid bad .children performance when used a lot Thanks rotoglup!
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Julien Duroure authored
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- Aug 05, 2022
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Campbell Barton authored
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- Jul 29, 2022
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Pratik Borhade authored
Ref D15432
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- Jul 25, 2022
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Scott Ramsay authored
Currently, the nodes in the Switch menu (Shift+S) are generated from Node Wrangler's own long static list of categories and nodes, which often goes out of sync when Blender changes. This changes to using the node_categories_iter utility which uses the correct list of available nodes from nodeitems_builtins.py. The submenu classes are now procedurally generated and registered in the same fashion as the add menu, but just with a different operator in their draw function. Removing the static lists required a couple changes outside of the Switch menu. Mostly having to compare types using the verbose node.rna_type.identifier. Includes improvements on the original patch by Benni Merz.
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Vincent Blankfield authored
No need to subtract scroll bar widths as they are hidden by default in 2.80+.
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Oliver Weissbarth authored
The Operator is internally called "Swap Links" and the manual also calls it "Swap Links" as it can swap inputs and outputs. Differential Revision: https://developer.blender.org/D10031
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Leon Schittek authored
Add utility function to check for the first output that is actually enabled rather than always using the first output of a node. The previous behavior would lead to confusing situations, where a mix/math node was added but didn't seem to be connected, when the first output was currently disabled. Differential Revision: https://developer.blender.org/D14251
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Leon Schittek authored
* The added nodes are now top aligned with the nodes they belong to. This looks nicer and works independent of screen DPI. * There is a vertical offset based on the socket the added nodes are connected to. This prevents nodes from overlapping too much, when executing the texture setup several times in a row. * Ignore disabled sockets, which would create nodes seemingly connected to nothing. Differential Revision: https://developer.blender.org/D15031
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- Jul 24, 2022
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Pablo Vazquez authored
Both the "Libraries" panel and the "Current Blend's Folder" button are meant for the File Browser editor, not the Asset Browser. Fixes T94212
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Pablo Vazquez authored
The regular Save operator does not automatically save changes in images, users become aware of this when quitting Blender or changing files. This became a problem for the Save/Reload operator since you'd lose work without noticing it. This commit adds a check and let the user now in the terminal which image files have not been saved. Fixes T73905
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Pablo Vazquez authored
Related to T98252
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Pablo Vazquez authored
The code was looking for background images in the 3D Viewport, which have been moved to Camera objects in 2.8. Fixes T98252
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- Jul 22, 2022
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Campbell Barton authored
Based on suggestion from D13223, but applied a different fix.
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Germano Cavalcante authored
Feature removed in rBAb56a6acb9f4f.
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- Jul 21, 2022
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Germano Cavalcante authored
Part of T80730
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Germano Cavalcante authored
Part of T80730
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Germano Cavalcante authored
Part of T80730
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Germano Cavalcante authored
Part of T80730
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Sybren A. Stüvel authored
The warning "In heavily development, things may change" is no longer true, and can be removed.
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Sybren A. Stüvel authored
The pose library has quite nice documentation. It would be a shame if nobody would find it.
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- Jul 13, 2022
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Julien Duroure authored
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Julien Duroure authored
Fix when animation are not baked
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- Jul 12, 2022
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Alexander Gavrilov authored
Group the three reference fields that have to be cleared to generate a completely new rig in a box. Also clarify the name and tooltip for Force Widget Update.
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Demeter Dzadik authored
Requested by @dexon, see rBAece39d809ce#339214. This patch tries to improve a workflow that was hurt by D11356. One of the goals of that patch was to make the connection between metarig and generated rig stronger and more reliable, by using datablock pointers rather than text-based matching. This allows users to rename their datablocks as they would do with any other datablock in Blender, so there's much more freedom with naming when working with one metarig per generated rig per file. However, this made it hard to duplicate the metarig, make changes to it, and make a new rig out of it within the same file. Renaming several datablocks in this case is not an "option", but an unintuitive necessity. With the patch applied, when the metarig has no target rig, there is an option to input a rig name. If something is input by the user, that name will be used for the rig, the widget collection (by extension the widget objects) and the rig script, as long as they are not specified. So, while still requiring a few more clicks than before, the workflow for duplicating metarigs to make new ones is now much more reasonable: - Duplicate metarig, make changes - Remove the datablock references - Input a rig name - Generate If the a rig object with the same name already existed, it will NOT be overwritten, and the generated rig will have a .001 suffix. This matches the "new" option of the removed "new/overwrite" options. Meanwhile, the other workflow of having one metarig per generated rig per file is not affected at all: The text box for the name input can simply be ignored on the first generation. It will not show up after that, since you would never remove the target rig in this workflow. Differential Revision: https://developer.blender.org/D14757
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Alexander Gavrilov authored
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- Jul 11, 2022
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Alexander Gavrilov authored
Only consider local datablocks when searching for the rig object, widget collection and widget objects themselves during generation.
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Alexander Gavrilov authored
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Alexander Gavrilov authored
Edit mode represents bone orientation via their head and tail locations, plus a roll value. This math has a singularity in the -Y direction, resulting in instability and discontinuity for bones exactly aligned to the Y axis (the tail flips the deform bones, so +Y is also bad). The only reliable way to avoid problems is to un-align the bones via very small offsets in the Z direction.
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Samuli Raivio authored
Support for BoundaryRule (how to handle edges/vertices in subdivision surface) was added in rBA9a285d80167f, but the values between 'CreaseAll' and 'CreaseEdge' were inverted. Reviewed By: mont29 Differential Revision: D15035
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Patrick Huang authored
Set parent of eye and nose bones to head instead of left ear. Differential Revision: https://developer.blender.org/D15347
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