This feature was added when Blender used tex-face (per-face images),
but doesn't make as much sense since this was removed.
Removing this from UV edit-mode as this wasn't working in any
of the 2.8x releases, causing UV's to be visible but unselectable.
Resolves issue raised in T76958.
used
Caused by {rBa6a9a12e8f32}
Other relevant commits:
rBb8ca806b7798e2f8dd6effca8f0d081b3cd8c23f
rBde530a95dc7b482dc22c933b9b8b2a98c79b5663
The issue is caused by some leftover BONE_TRANSFORM_MIRROR flags on a
bone from previous runs (file in the report had the flag still on
forearm.R).
With these false leftover flags still set, `pose_grab_with_ik()` cannot
work correctly. Culprit commit above removed the early clearing of this
flag on all bones, this should be restored [this happened in
`count_set_pose_transflags()`].
This should only be done in the beginning of the transform process, so
now still clear the flags early in 'createTransPose()' [but dont restore
this in 'count_set_pose_transflags()' -- this will be called from
special_aftertrans_update again, so placing the clearance here only
complicates things (autokeyframe_pose() still needs to work as well)...]
Maniphest Tasks: T75810
Differential Revision: https://developer.blender.org/D7527
The issue was that the deps graph relation builder assumed that all
bones that had a IK constraint on them would be evaluated. However for
targetless IK bones, only the active bone would receive updates and the
others would be skipped (as those would be treated as if the IK
constraint was disabled).
I didn't see an easy way to solve this from the depsgraph side of
things.
Instead I came up with a solution that I feel is quite strait forward
and reflects what is actually supposed to happen under the hood.
Now all targetless IK constraints are treated as disabled and will not
be added to any relations in the depsgraph.
Instead, a temporary IK constraint will be created when the bone in
question is transformed. This is basically activating "Auto IK" for the
bone while transforming.
Reviewed By: Sergey, Brecht
Differential Revision: http://developer.blender.org/D7378
'Individual Origins'
Note gpencil doesnt do anything fancy like meshes in
editmesh_islands_info_calc(), but it looks like there is actually no
harm in allowing proportional editing with individual origins & gpencil
editmode.
Maniphest Tasks: T74657
Differential Revision: https://developer.blender.org/D7351
The issue was that the code tried to use the bones transformation matrix
as a rotation matrix. This works fine as long as the scale is 1.
Now we simply make sure that we only get a pure rotation matrix when
extracting it for the bone's transformation matrix.
Note this only changes cases where the variable was declared inside
the for loop. To handle it outside as well is a different challenge.
Differential Revision: https://developer.blender.org/D7320
The `BKE_animsys.h` and `anim_sys.c` files already had a an "AnimData
API" section. The code in that section has now been split off, and
placed into `BKE_anim_data.h` and `anim_data.c`.
All files that used to include `BKE_animsys.h` have been adjusted to
only include the animation headers they need (sometimes none).
No functional changes.
The island `axismtx` is only necessary in some transform modes.
In the case of `Shrink/Fatten`, the calculated `axismtx` brings an
undesirable result.
This commit rearrange the struct `TransIslandData` in order to
calculate and reference only the arrays that will be used for each
transform mode.
Differential Revision: https://developer.blender.org/D7305
Follow up of b2ee1770d4 and 10c2254d41, part of T74432.
Now the area and region naming conventions should be less confusing.
Mostly a careful batch rename but had to do few smaller fixes.
Also ran clang-format on affected files.
The files are now split up into the following sections:
- `BKE_anim_path.h` and `anim_path.c` for path/curve functions.
- `BKE_anim_visualization.h` and `anim_visualizationanim_path.c` for
animation visualization (mostly motion paths).
- `BKE_duplilist.h` for DupliList function declarations. These were
already implemented in `object_dupli.c`, so they were rather out of
place being declared in `BKE_anim.h` in the first place.
No functional changes.
This was caused by the removal of some `BONE_TRANSFORM_MIRROR` flag
handling in rBde530a95dc7b482dc22c933b9b8b2a98c79b5663. I simply
restored those lines that caused this issue.
This makes the code a bit simpler to follow, by replacing
`if (x) { all the code here }` with `if (!x) { continue; }` and un-indenting
the remaining code, and by returning early.
No functional changes.
Both the MS headers and blender headers define the HKEY
which gives all kind of inclusion order issues.
This diff renames all *KEY constants to EVT_*KEY to resolve
this conflict.
Reviewed By: brecht , dfelinto
Differential Revision: http://developer.blender.org/D7164
`ANIM_animdata_update()` did not sort grease pencil frames. A
pre-existing comment stated this wouldn't be necessary as
`posttrans_gpd_clean()` already does this. However, this is only
applicable when the change is performed via the transform system. The
mirror operator doesn't call `posttrans_gpd_clean()`, invalidating the
assumption in the comment.
I moved the sorting code into `BKE_gpencil_layer_frames_sort()`, which
is now called from both `ANIM_animdata_update()` and
`posttrans_gpd_clean()`.