- made theme colors for mesh edge len & face angle/area display.
- use %g rather then %f for float display, trims unneeded zeros.
- store cached 2d and 3d text color as bytes rather then floats, compare when drawing to avoid setting the context.
- use unsigned char for more color functions, avoids casting to glColorubv().
After using loop-cut with multiple edges, transform widget
disappeared. Reason was a variable being set in function
not being called on cancelled operators. Now it's in Posttrans()
only tags the ID and does the actual flush/update delayed, before the next
redraw. For objects the update was already delayed, just flushing wasn't
yet.
This should help performance in python and animation editors, by making
calls to RNA property update quicker. Still need to add calls in a few
places where this was previously avoided due to bad performance.
from Josh Wedlake (joshwedlake), who provided a reference script used to apply changes in ED_rollBoneToVector().
- Obvious bug fixed where Z-Up didnt work right.
- More align axis options to Recalculate Roll operator: X/Y/Z/View Axis & Negate.
- Axis Only option, ignore the axis direction, use shortest rotation to align bones.
ED_rollBoneToVector() changes:
- would give bad roll when the axis wasn't normalized or perpendicular to the bone.
some callers accounted for this but not all.
- option to align to the axis but not the direction.
This was a 2-part bug:
1) "Track index" (i.e. "index of NLA track within NLA Stack") was calculated incorrectly when the transform data is created. A typo meant that this was actually "index of strip within original track"
2) Strips were flying around madly vertically (especially for downward movements, and with extreme difficulty for upwards) as the track index was being updated incorrectly. I suspect at the time I was misreading it as trackIndex = ... vs trackIndex += ..., though it obviously looked wrong looking at it now!
Fix#21498: Edit curve Shape key /252_r 27318
Added full support of shape keys for curves and nurbs surfaces including
topology changing in edit mode, undo stuff, updating relative keys when
working under basis and so on.
Modifiers were being mistakenly recalculated at every frame as long as the object had animation, slowing things down due to incorrect depsgraph recalc tags.
Renamed OB_RECALC -> OB_RECALC_ALL to reduce future confusion. During this process, I noticed a few dubious usages of OB_RECALC, so it's best to use this commit as a guide of places to check on. Apart from the place responsible for this bug, I haven't changed any OB_RECALC -> OB_RECALC_OB/DATA in case that introduces more unforseen bugs now, making it more difficult to track the problems later (rename + value change can be confusing to identify the genuine typos).
Potential fix (the error would explain the gimbal case, not the normal case. Also, it doesn't explain why it worked from time to time on other platforms).
- Rename option and flag to something more sane
- Add property to manipulator operator and set true by default
Confirm on Release can now be forced true or false per operator, in which case it won't use the default value (the user preference).
Add hidden property to be able to force confirm on release (drag immediately is a silly name) on or off.
Streamline method for adding common properties to transform operators.
Only source/blender/editors/ dir, should not give errors on different platforms
Only removing: UI_*.h, ED_*.h, WM_*.h, DNA_*.h, IMB_*.h, RNA_*.h, PIL_*.h
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Bugfix: When autokey is enabled, notifiers to refresh the animation editors *after* transforms finished for objects were missing.
While I understand the need to limit these to not doing this during transform, after transform, this lead to lag/inconsistent UI problems.
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* Added 'Damped Track' Option to 'Make Track' Operator
* Improved the code of the 'Clear Track' operator to include other types of tracking constraint too
Only recalculate changes when absolutely necessary (mouse move triggers a soft recalc that will only happen before the next redraw other events trigger hard recalcs). The problem was that mouse moves are reported as lots of events (with small dx,dy) between each redraw which would trigger often heavy recalculations every time while only the last one was really important (the one before the redraw).
This makes snap project (retopo) much more manageable but induces a very small lag equal to one refresh cycle. Confirming transform does a hard refresh, so the final result is always consistent with mouse position.
Added flags for the mapping function offering more control over what values were affected and when. In the WIP code, the values for unselected verts were getting the restoration conversion being repeatedly applied, resulting in the values tending to zero.
This commit fixes some update issues for some rig setups used for Durian, with proxies not updating correctly during transforms.
The setup involves an armature that has been proxified, which deforms a mesh in the group it came from. One of the bones in this armature is constrained to an empty that was added in the shot file.
When the empty is moved around, the mesh does not deform in response to the armature until the transform is confirmed.
This was because the depsgraph tagging was not comprehensive enough, since only a few cached tags got restored (but not all). For now, full depsgraph tagging is now performed for objects as they are transformed.