[Bf-blender-cvs] [6fc81d6bca6] xr-controller-support: Merge branch 'master' into xr-controller-support

Peter Kim noreply at git.blender.org
Sun Oct 3 05:40:40 CEST 2021


Commit: 6fc81d6bca6424a1e44305df7cdc3598e03b00ba
Author: Peter Kim
Date:   Sun Oct 3 12:22:05 2021 +0900
Branches: xr-controller-support
https://developer.blender.org/rB6fc81d6bca6424a1e44305df7cdc3598e03b00ba

Merge branch 'master' into xr-controller-support

===================================================================



===================================================================

diff --cc release/scripts/addons
index a85360cbdfb,f86f25e6221..c64726810ba
--- a/release/scripts/addons
+++ b/release/scripts/addons
@@@ -1,1 -1,1 +1,1 @@@
- Subproject commit a85360cbdfbbee2bb46bcb93900f597a989bd33b
 -Subproject commit f86f25e62217264495d05f116ccb09d575fe9841
++Subproject commit c64726810ba781d980921947ba819b1364689e53
diff --cc source/blender/editors/transform/transform_convert_object.c
index ad22b0fc444,1acd8787f51..09aa4314b32
--- a/source/blender/editors/transform/transform_convert_object.c
+++ b/source/blender/editors/transform/transform_convert_object.c
@@@ -963,20 -963,20 +963,20 @@@ void special_aftertrans_update__object(
        DEG_id_tag_update(&ob->id, ID_RECALC_GEOMETRY);
      }
  
-     /* Needed for proper updating of "quick cached" dynamics. */
-     /* Creates troubles for moving animated objects without */
-     /* autokey though, probably needed is an anim sys override? */
-     /* Please remove if some other solution is found. -jahka */
+     /* Needed for proper updating of "quick cached" dynamics.
+      * Creates troubles for moving animated objects without
+      * auto-key though, probably needed is an animation-system override?
+      * NOTE(@jahka): Please remove if some other solution is found. */
      DEG_id_tag_update(&ob->id, ID_RECALC_TRANSFORM);
  
-     /* Set autokey if necessary */
+     /* Set auto-key if necessary. */
      if (!canceled) {
 -      autokeyframe_object(C, t->scene, t->view_layer, ob, t->mode);
 +      ED_transform_autokeyframe_object(C, t->scene, t->view_layer, ob, t->mode);
      }
  
 -    motionpath_update |= motionpath_need_update_object(t->scene, ob);
 +    motionpath_update |= ED_transform_motionpath_need_update_object(t->scene, ob);
  
-     /* restore rigid body transform */
+     /* Restore rigid body transform. */
      if (ob->rigidbody_object && canceled) {
        float ctime = BKE_scene_ctime_get(t->scene);
        if (BKE_rigidbody_check_sim_running(t->scene->rigidbody_world, ctime)) {



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