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2018-11-01Subdiv: Cleanup, de-duplicate some codeSergey Sharybin
2018-11-01Subdiv: Cleanup, de-duplicate tangent matrix calculationSergey Sharybin
2018-11-01Subdiv: Cleanup. better namingSergey Sharybin
2018-11-01Subdiv: Cleanup, deduplicate some codeSergey Sharybin
2018-11-01Eevee: Fix nodegroup sockets behaviourClément Foucault
Node group inputs should behave like cycles now. ---- We create dummy nodes that contains the default values for the nodegroup inputs and link them to the sockets. This way the uniform buffer gathering function can read them. But we also need to disconnect all the internal links to sockets that have hidden values. Theses sockets must not get the values from the nodegroup input sockets if there is no link to them otherwise we get broken results (i.e.: normals for a bsdf node).
2018-11-01Fix for object.set_select not updating selection in viewportDalai Felinto
Note: This function changes the active object as well. Not sure it should do.
2018-11-01Fix T57553: Python operator popup size does not follow UI scale and DPI.Brecht Van Lommel
Make it the convention to multiply by scaling factor inside the function, so Python scripts that didn't add DPI scale start working correctly.
2018-11-01GP: Fix Stroke mode when annotations not enabledAntonioya
Internally, a drawing is done to calculate z-depth and needs always the drawing.
2018-11-01Merge branch 'master' into blender2.8Campbell Barton
2018-11-01Cleanup: move progress utility module into bpy_extrasCampbell Barton
Try avoid having too many toplevel modules with generic names.
2018-11-01Font cleanup: use ELEMDalai Felinto
2018-11-01Fix T57540: 3D Cursor snap in editing mode ignoring changed geometry.mano-wii
2018-11-01Fix swapped on/off icons for brush overlaysDalai Felinto
This is the panels that you see when you invoke the painting tools from the Image Editor. If you do so from the viewport, the panels are different (and have it properly swapped already, although the panels should be the same as those ones I suppose - that said I like the one from the image editor better, in regard to the overlay panel).
2018-11-01Fix ui errors for brush toolbarDalai Felinto
2018-11-01Eevee: Fix pingpong buffer not using 32bit float buffer when renderingClément Foucault
2018-10-31Fix gizmo extrude adjust & normal axis w/o facesCampbell Barton
- Extruding edges/vertices on normals gave bad/strange results. - The adjust gizmo used the orientation axis instead of the last-orientation (which could get out of sync).
2018-10-31Transform: support for custom matrix propertyCampbell Barton
Needed for situations when we can't use the orientation. With extrude the initial extrusion recalculates normals for edges and vertices which then don't give a useful axis.
2018-10-31Cleanup: styleCampbell Barton
2018-10-31Eevee: Fix compilation issue cause by cleanupClément Foucault
2018-10-31Eevee: Cleanup: Remove TODOs about MSMClément Foucault
Soft shadows are supported in another manner, Multiple Shadow Maps are not needed anymore.
2018-10-31Eevee: Fix wrong default overscan valueClément Foucault
2018-10-31GP: Change icon for draw on backAntonioya
2018-10-31UI: Particles improvementsPablo Vazquez
* Icons in specials menu (Copy and the new Duplicate icon) * Remove redundant "Settings" label next to ID template widget. * Remove "Type" label and expand dropdown, since it only has 2 options (emitter/hair), saves 1 click. * Move "Seed" to and "Hair Segments" to Emission panel * Rename "Duplicate Particle Systems" to "Duplicate Particle System", since it only duplicates one (the active one) at a time.
2018-10-31UI: Detach Material specials menu from add/remove column.Pablo Vazquez
2018-10-31Eevee: Implement Overscan optionClément Foucault
This option make the internal render size larger than the output size in order to minimize screenspace effects disapearing at the render edges. The overscan size added around the render is the maximum dimension multiplied by the overscan percentage.
2018-10-31UI: tweak usage of duplicate/add icon for consistency.Brecht Van Lommel
Still difficult to know when exactly the operator will duplicate and when it will add a new one. Some open a menu with different choices too.
2018-10-31UI: Small tweaks to Shape Keys/Vertex Groups menusPablo Vazquez
Mainly added separators to the Vertex Group/Shape Keys specials menu, separating items by type and removing redundant icons for better readability.
2018-10-31Allow changing B-Bone custom handle references from Pose Mode.Alexander Gavrilov
@jpbouza was rather upset these were made read-only, and unlike parents, it's not that hard to allow changing these Bone fields: all is needed is to carefully refresh the matching fields in the relevant bPoseChannel objects and properly tag update. Reviewers: brecht Differential Revision: https://developer.blender.org/D3870
2018-10-31UI: icon set updates by Andrzej Ambroz.William Reynish
New icons for duplicate, driver types, window, hue/saturation.
2018-10-31UI: more single column layout for brush and render properties.William Reynish
2018-10-31OpenSubdiv: API, expose vertex boundary interpolation optionSergey Sharybin
Only affects internal API, bout could be exposed as an option for the compatibility reasons with other software. Is a part of some ongoing development of multires, but might or might not be used.
2018-10-31GP: Fix iconsAntonioya
2018-10-31GP: Move Autlock to Layer menuAntonioya
2018-10-31Image Empties: More visibility settingsJacques Lucke
Support for showing images in background/foreground and only in perspective/orthographic view. Internally the depth of the image is modified in the fragment shader by setting `gl_FragDepth` explicitly. The UI still needs some work to improve usability, see D3863 for details. Currently there is one duplicated function, not sure how to best deduplicate it yet. (`is_image_empty_visible`) Reviewer: fclem, brecht, campbellbarton Differential Revision: https://developer.blender.org/D3863
2018-10-31Expose full ID name in RNA as well.Bastien Montagne
That way scripts can have a consitent way to get unique ID key/string, and can use it for access in bpy.data collections as well. Note that this kind of douples the old py API way of doning this (passing tuple of (ID-name, lib-path) instead of just ID-name).
2018-10-31Make new library IDs named from the .blend file.Bastien Montagne
Now that we do use that ID name of them in UI sometimes...
2018-10-31UI/Unique ID name: add library ID name if present.Bastien Montagne
Also reshuffle a bit that whole code, did some renaming, `BKE_id_to_unique_string_key()` is now using same base code (instead of using whole library filepath...), etc.
2018-10-31UI: Move Color Management panel from Scene to Render properties.Pablo Vazquez
It makes more sense to have Color Management under Render properties, even though they are per scene (so are render dimensions anyway).
2018-10-31Eevee: Fix dot corruption on intel HD5xx/6xx seriesClément Foucault
It is caused by some sync issue apparently. Adding glFlush in these two places fixes it. Caveat: it might have a small perf impact (did not measure it). The fix is limited to the affected driver/operating systems.
2018-10-31GPU: Add glFlush and glFinish wrapperClément Foucault
2018-10-31Merge branch 'master' into blender2.8Sergey Sharybin
2018-10-31Cycles: Fix wrong BVH used when disabling AVX2 in debug settingsSergey Sharybin
Mainly useful for debugging. Previously, when AVX2 was disabled in the debug panel but BVH layout was kept on BVH8 nothing was rendered. Needed to make it so supported BVH layout mask for devices is queried in "dynamic", so it is possible to use DebugFlags there.
2018-10-31GP: New Autolock Inactive LayerAntonioya
This option locks any layer no active to avoid any accidental change.
2018-10-31Add an option to do keyframe insertion in a cycle-aware fashion.Alexander Gavrilov
When enabled, inserting keyframes into F-Curves with simple cyclic extrapolation (the same conditions as required for cycle-aware auto handle smoothing to activate) will take the cycle into account: - Keyframes that are being inserted outside of the cycle bounds are remapped to be inside the cycle. Thus it is not necessary to be within the main iteration of the cycle when tweaking. This becomes especially useful in the final animation tweaking phase when the channel keys may be staggered for overlap, so the actual master period is different for different channels. - Modifying one of the end points of a cycle also changes the other end point when appropriate, to preserve smooth transition. This feature applies to both manual keyframe insertion using 'I', and auto-keyframing. Differential Revision: https://developer.blender.org/D3140
2018-10-31UI: Match region tabs with other navigation tabsCampbell Barton
2018-10-31Multi-Object-Mode : Edit Curve DecimateCampbell Barton
D3309 by @thornydre
2018-10-31Cleanup: indentationCampbell Barton
2018-10-31Cleanup: rename PyAPI VertBatch to BatchCampbell Barton
Only used for internal functions, follow 'GPU_batch.h' naming.
2018-10-31Fix leak in successive calls to Batch.program_setCampbell Barton
2018-10-31PyAPI: add check for exceeding batch VBO limitCampbell Barton