Age | Commit message (Collapse) | Author |
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This merge-commit brings in a number of new features and workflow/UI improvements for
working with Grease Pencil. While these were originally targetted at improving
the workflow for creating 3D storyboards in Blender using the Grease Pencil,
many of these changes should also prove useful in other workflows too.
The main highlights here are:
1) It is now possible to edit Grease Pencil strokes
- Use D Tab, or toggle the "Enable Editing" toggles in the Toolbar/Properties regions
to enter "Stroke Edit Mode". In this mode, many common editing tools will
operate on Grease Pencil stroke points instead.
- Tools implemented include Select, Select All/Border/Circle/Linked/More/Less,
Grab, Rotate, Scale, Bend, Shear, To Sphere, Mirror, Duplicate, Delete.
- Proportional Editing works when using the transform tools
2) Grease Pencil stroke settings can now be animated
NOTE: Currently drivers don't work, but if time allows, this may still be
added before the release.
3) Strokes can be drawn with "filled" interiors, using a separate set of
colour/opacity settings to the ones used for the lines themselves.
This makes use of OpenGL filled polys, which has the limitation of only
being able to fill convex shapes. Some artifacts may be visible on concave
shapes (e.g. pacman's mouth will be overdrawn)
4) "Volumetric Strokes" - An alternative drawing technique for stroke drawing
has been added which draws strokes as a series of screen-aligned discs.
While this was originally a partial experimental technique at getting better
quality 3D lines, the effects possible using this technique were interesting
enough to warrant making this a dedicated feature. Best results when partial
opacity and large stroke widths are used.
5) Improved Onion Skinning Support
- Different colours can be selected for the before/after ghosts. To do so,
enable the "colour wheel" toggle beside the Onion Skinning toggle, and set
the colours accordingly.
- Different numbers of ghosts can be shown before/after the current frame
6) Grease Pencil datablocks are now attached to the scene by default instead of
the active object.
- For a long time, the object-attachment has proved to be quite problematic
for users to keep track of. Now that this is done at scene level, it is
easier for most users to use.
- An exception for old files (and for any addons which may benefit from object
attachment instead), is that if the active object has a Grease Pencil datablock,
that will be used instead.
- It is not currently possible to choose object-attachment from the UI, but
it is simple to do this from the console instead, by doing:
context.active_object.grease_pencil = bpy.data.grease_pencil["blah"]
7) Various UI Cleanups
- The layers UI has been cleaned up to use a list instead of the nested-panels
design. Apart from saving space, this is also much nicer to look at now.
- The UI code is now all defined in Python. To support this, it has been necessary
to add some new context properties to make it easier to access these settings.
e.g. "gpencil_data" for the datablock
"active_gpencil_layer" and "active_gpencil_frame" for active data,
"editable_gpencil_strokes" for the strokes that can be edited
- The "stroke placement/alignment" settings (previously "Drawing Settings" at the
bottom of the Grease Pencil panel in the Properties Region) is now located in
the toolbar. These were more toolsettings than properties for how GPencil got drawn.
- "Use Sketching Sessions" has been renamed "Continuous Drawing", as per a
suggestion for an earlier discussion on developer.blender.org
- By default, the painting operator will wait for a mouse button to be pressed
before it starts creating the stroke. This is to make it easier to include
this operator in various toolbars/menus/etc. To get it immediately starting
(as when you hold down DKEy to draw), set "wait_for_input" to False.
- GPencil Layers can be rearranged in the "Grease Pencil" mode of the Action Editor
- Toolbar panels have been added to all the other editors which support these.
8) Pie menus for quick-access to tools
A set of experimental pie menus has been included for quick access to many
tools and settings. It is not necessary to use these to get things done,
but they have been designed to help make certain common tasks easier.
- Ctrl-D = The main pie menu. Reveals tools in a context sensitive and
spatially stable manner.
- D Q = "Quick Settings" pie. This allows quick access to the active
layer's settings. Notably, colours, thickness, and turning
onion skinning on/off.
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Don't have collada here, so need to use buildbot to test,,
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This one call really smart script to check unused headers, huh? ;)
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Basically this commit gets rid of most of the derived mesh immediate mode
drawing (cases such as subsurf excluded). Even when VBO is turned off
in user preferences, we still use vertex arrays, which are very similar to
VBOs but memory is client side. Vertex arrays are OpenGL 1.1 so compatibility
is not an issue here.
Reviewers: campbellbarton, sergey, jwilkins
Differential Revision: https://developer.blender.org/D919
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commits.
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This is a copy of what the outliner does and seems to work.
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This doesn't currently do anything clever when a single vertex is shared by multiple islands
(uses closest only).
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subsurf needs the same modifications in its derived mesh function or
materials don't get updated at all anymore.
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Basically, our drawing code assumed we always use the edit mesh
materials, which can be different from the derived mesh
materials in modifiers doing overrides. We usually we want to use the
derived mesh when it is available instead.
There are two fixes here for both solid and textured mode. Unfortunately
the fixes do not help to make the display code less labyrinthian but I
expect this "should work" (tm and famous last words)
Solid mode fix is 95% from Bastien, thanks!
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counting handles was out of sync, now use exact same logic.
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Reviewers: campbellbarton
Differential Revision: https://developer.blender.org/D917
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environmental mapping when crossing the seam boundary.
Also output our favourite magenda on missing texture.
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Patch by Romanov Alexander of blen4web team!
Differential: D842
Thanks for the patch!
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rebuilds
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This is added in the spirit of the general cycles GLSL system
which is pretty much WIP still.
This will only work on cycles at the moment but generating for blender
internal is possible too of course though it will be done in a separate
commit.
This hasn't been tested with all and every node in cycles, but
environment and regular textures with texture coordinates work.
There is some difference between the way cycles treats some coordinates,
which is in world space and the way GLSL treats them, which is in view
space.
We might want to explore and improve this further in the future.
...also </drumroll>
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Seems to be an own mistake on using Windows API.
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commits.
Basically, we don't set a draw buffer until draw time comes. Also add
explicit validation function to validate after all textures have been
attached (could be done automatically at bind time too probably, but
left out for now)
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rendering in that case, not user preference also set alpha to 1.0
(transparent drawing just clears to zero)
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Fixes the problem that for big sequences too many file handles were open at the same time.
Changes the playback handles that the audio sequencing code manages to be closed and reopened when needed. The metric used is the current playback position in relation to the strip. If the strip is more than 10 seconds (configurable) away from the playback cursor, the handle is released and reopened when needed.
See D915.
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Patch D839, needed for SVG-render to be made into an addon.
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of an option or for tools)
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This patch includes the work done in the terrible consequencer branch
that hasn't been merged to master minus a few controversial and WIP
stuff, like strip parenting, new sequence data structs and cuddly
widgets.
What is included:
* Strip extensions only when slipping. It can very easily be made an
option but with a few strips with overlapping durations it makes view
too crowded and difficult to make out.
* Threaded waveform loading + code that restores waveforms on undo (not
used though, since sound_load recreates everything. There's a patch for
review D876)
* Toggle to enable backdrop in the strip sequence editor
* Toggle to easily turn on/off waveform display
* Snapping during transform on sequence boundaries. Snapping to start or
end of selection depends on position of mouse when invoking the operator
* Snapping of timeline indicator in sequencer to strip boundaries. To
use just press and hold ctrl while dragging.
Reviewers: campbellbarton
Differential Revision: https://developer.blender.org/D904
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The issue was noticed with gcc-4.7 (used by the release build environment)
which didn't generate optimal enough code for BVH references swap. Seems it
looked up for the assign operator for each of the reference structure members
even though nothing special was required for assignment.
Forcing compiler to use simple memory copy gives speedup of like 2-3 times.
The issue doesn't happen with OSX's clang and new gcc-4.9, but since we're
gonna to stick to gcc-4.7 for official releases for quite some time still it's
nice to have performance issues resolved for all the compilers.
Didn't put the code into #ifdef so if in the future some issues appears with
alignment or assignment which need to happen as an operator we notice this
earlier.
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Previosuly, world was shown on the background if "Render Only" was used.
Now user should be able to set it independently. This is a prelude to
(drumroll)...
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