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MAYA-106089: Add Undo/Redo Support for UFE manipulation #956
MAYA-106089: Add Undo/Redo Support for UFE manipulation #956
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Thanks to @mattyjams for the heads-up and the fix. Added unit test.
When a primvar named map1 is encountered in a UsdMesh, re-use the existing map1 uvSet. Regression from PR 876 which now allows exporting map1 as itself.
…elegateCtx::InsertRprim() HdRenderIndex::InsertInstancer() itself calls this, so there is no reason to do so again. It has been that way since at least as far back as core USD 19.11, so no USD API version guards are necessary. Starting after core USD 20.11, the signature of InstancerInserted() was changed to include the HdDirtyBits. This change corresponds to core USD commit PixarAnimationStudios/OpenUSD@5a73314 (Internal change: 2118195)
…tTokens This is some prep work for an upcoming UsdLux attribute names update. This change corresponds to core USD commit PixarAnimationStudios/OpenUSD@92e25a5 (Internal changes: 2119872, 2119882)
…ter when creating/inserting rprims This change corresponds to core USD commit PixarAnimationStudios/OpenUSD@6772ff6 (Internal change: 2120135)
This change corresponds to core USD commit PixarAnimationStudios/OpenUSD@b5d3809 (Internal change: 2120668)
UsdShadeConnectableAPI now has a concept of containers, and with that the existing IsShader() and IsNodeGraph() methods were deprecated. This change corresponds to core USD commit PixarAnimationStudios/OpenUSD@abda3f0 (Internal changes: 2123154, 2123308)
This identifies core USD commit f7b5f25 (post 20.11 release) as the most recent supported version of USD: PixarAnimationStudios/OpenUSD@f7b5f25
# Conflicts: # lib/mayaUsd/fileio/utils/meshReadUtils.cpp
# Conflicts: # lib/mayaUsd/fileio/shading/shadingModeExporterContext.cpp
…port MAYA-106486 Fix map1 import
…l_multiplication MAYA-106486 Fix self-specialization bug with textureless materials
updates for building with latest post-20.11 dev branch of core USD
Add blame ignore file with clang-format commit sha
Applies uvChooser nodes whenever the selected UV is not the default UV. Will merge specialized materials that were created on export solely to handle UV set names mismatches.
…lang_format_off_on wrap token definitions in clang-format off/clang-format on
… for the duplicate command
…ewsurface-shader-plugin
Also putting back in the original error message, which will now only run when the def can't be found. Most of the error conditions will still now be caught by using the new common function though and provide proper error messages.
…o time MAYA-107350 As a user, on the stage AE template I'd like to see what my default prim is MAYA-107338 As a user, on the stage AE template I'd like to see what my Root Layer is MAYA-107273 As a user, on the stage AE template I'd like to toggle Purpose=Default * Bullet-proof some code that can have null path.
… each invert function.
…traversing an stage. Storing both keys in an array so they can be revoked later.
``` warning C4251: 'MayaUsd_v0::UsdUndoableItem::_invertFuncs': class 'std::vector<MayaUsd_v0::UsdUndoableItem::InvertFunc,std::allocator<_Ty>>' needs to have dll-interface to be used by clients of class 'MayaUsd_v0::UsdUndoableItem' ```
…_part_2 Proxy Shape AE Template - Part 2
…vice_support MAYA-106089: Undo/Redo support for USD data model.
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LGTM! With the new undo / redo scheme, there is some cleanup that can be done in the undoable command, but I can do that in my follow-up editTransform3d branch. In that branch I've also changed the signature of the std::function objects, but again I'll handle that. Great work!
Adding undo/redo support for UsdTransform3dMayaXformStack.