Age | Commit message (Collapse) | Author |
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Now matches mesh vertex/edge/face menu placement.
Also move some menu items to match mesh vertex menu.
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When the annotation is created by other tools, the thickness was set to 0
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Error from recent changes to shortcut display.
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Now when try to add annotation, if a grease pencil object is selected, first the object is unselected. This solution is not perfect but it's better than cancel the annotation.
Thanks Dalai for his help.
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This makes it more clean why you cannot choose studio lights in this mode.
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Made by me. Not definitive, subject to change.
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This option is per viewport.
Having view space shading make sense when working on isolated objects like
if you were holding them in your hands. But for entire scene work, it is
better to have the lighting fixed to have a better spatial representation.
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This changes a bit how the userprefs solid lights works. They are not
visible until enabling the "Edit Solid Light" checkbox. Once enabled the
current studiolight used for solid mode will be overwritten.
Once the lighting settings are tweaked, the user can click the
"Save as Studio light" button to save the current settings.
This makes it easy to create new lighting without messing the other
presets.
The studio lights are stored as ASCII files on the disk using a dead
simple custom format.
The UI/UX is not perfect and will be improved in other commits.
Also includes:
* Separate LookDev HDRI selection from Solid Lights
* Hide LookDev HDRIs from the Solid Lights selection list
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constructors)
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constructors)
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For most brushes, texture painting uses a special mask accumulation
table in order to ensure that the amount of added color only increases
when the same pixel is touched multiple times by the stroke.
Unfortunately, only the mask texture was added to the mask before
this check, while normal, stencil, texture alpha masks were applied
after this check. This means that the check can pass if e.g. the
pressure is increased, but the final mask value is actually lower.
One might think that the mask values are fixed per pixel, but with
symmetry that isn't true. The result is a nasty stripe artifact due
to the discrete cutoff nature of the accumulation test.
In order to fix this, apply all masks before accumulation.
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This one focuses on the development fund campaign. We plan to do more
more splash updates during the Beta.
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This allows primatives to be drawn from the center using the ALT key.
Also fixes SHIFT constraint not working correctly in all directions.
Both options can be used together.
Differential Revision: https://developer.blender.org/D4009
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It doesn't like alignment for function arguments, and I don't think this
alignment is needed.
Solution found by Ray Molenkamp.
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from 2.79b to 2.80
Not sure what those #ifdef's were supposed to do exactly... But one
thing is for sure, clearing that flag in particlesettings after first
encounter would prevent transferring it properly to other objects that
would use same particlesettings.
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The original offset was wrong because it applied a constant to
homogenous coordinates (the actual depth is z/w), which broke
totally if near clip distance was reduced.
A correct depth offset has to take slope into account like
glPolygonOffset in order to avoid dotted lines caused by
interpolation precision variations. When drawing wire lines
however only the slope of the line itself is accessible, so
also generally increase the offset when the object is close.
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Crash was due to some modifier trying to access the editmesh of its
target just after loading, when that editmesh has not yet been
re-created...
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Maniphest Tasks: T58068
Differential Revision: https://developer.blender.org/D4004
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Maniphest Tasks: T58105
Differential Revision: https://developer.blender.org/D4007
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Maniphest Tasks: T58100
Differential Revision: https://developer.blender.org/D4003
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This restores old behavior but leaves in new code
which is more flexible.
See: 6491d50d02b7 for feedback on why this isn't ideal.
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This reverts commit 78a6c2e12c8d144d10f759d05cbb3503f555883b.
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modes.
Sculpt (and paint) modes rely on valid evaluated data at their initialization.
Added code to ensure that in `ED_object_mode_toggle()`, when relevant
toggle operator requires it (looks like sculpt/paint should be the only
ones affected, although particle edit may be too...).
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While atomics library was trying to use "user-space" defined
LIKELY() and UNLIKELY(), this is not always true that user
code was checking for those macro coming from an unrelated
area.
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Make this shortcut discoverable.
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Some space types are exposed as multiple space types,
previously the key binding to set the space type would use the last
used space-type.
Now pressing the key again cycles to the next space sub-type.
Without this, shortcut display is confusing since some space types share
a key. Keymap display will need to be updated to support this.
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Shows shortcuts in space-selector.
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