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2019-04-30Fix T63393 Eevee: Specular Shader's Clear Coat does not functionClément Foucault
2019-04-30Sequencer: Scene Strip PerformanceJeroen Bakker
- Merged SEQ_OFSDRAW with V3D_OFSDRAW and define in the DNA_view3d_types: Due to this FSAA always kicked in making the rendering slow. - Removed `Texture Solid` and `DOF`. - Now when chosing Solid rendering the settings of the original scene is used. - Added a global override to use scene specific shading. In the Future we will need to enhanced this so user can change the settings. - Added support for LookDev. LookDev crashed as it needed the `evil_C` what was not set - LookDev mode will always show the scene + world lights. Reviewed By: brecht, fclem Maniphest Tasks: T62517 Differential Revision: https://developer.blender.org/D4738
2019-04-30Fix T63759 Vertex Bevel works for width and depth offset types.Howard Trickey
From D4719 by George Vogiatzis (Gvgeo).
2019-04-30Fix T64003: cannot enter object dimensions above 10000Philipp Oeser
When this button was still RNA based it was FLT_MAX (that changed to 10000 in rB1b8c3774a86e) Reviewers: brecht Maniphest Tasks: T64003 Differential Revision: https://developer.blender.org/D4763
2019-04-30DRW: Add debug utility for batch cache requestsClément Foucault
2019-04-30Fix T64009 Normal Maps not working on EEVEEClément Foucault
Was missing a flag from recent refactor.
2019-04-30Fix T63912: don't collapse menu separators for pie menusHarley Acheson
Differential Revision: https://developer.blender.org/D4748
2019-04-30Fix T63865: Animated Influence slider of NLA Strip doesn't updateSergey Sharybin
Add special case to construct PointerRNA from evaluated NLA strip to an original one when flushing animation back to the original ID. Reviewers: brecht Maniphest Tasks: T63865 Differential Revision: https://developer.blender.org/D4762
2019-04-30Depsgraph: Store pointer to original NLA stripSergey Sharybin
Similar to modifier data and particle systems.
2019-04-30T63854: Grease Pencil strokes appear too thick in the viewport when using ↵Antonioya
texture mode There was an arbitrary size limit of 4 pixels.
2019-04-30Select: Add 'deselect on nothing' behavior to tracking editor.Bastien Montagne
Part of T63995.
2019-04-30Cleanup: typo in func name.Bastien Montagne
2019-04-30Cleanup: make 'deselect_all' properties PROP_SKIP_SAVE.Bastien Montagne
Forgot to do that for some in previous commits, that kind of props are better with 'skip save' behavior (simpler to handle in keyconfigs).
2019-04-30Select: change Sequencer to match new behavior of 'deselect on nothing'.Bastien Montagne
Note that unlike some others, this is always enabled for sequencer, since previous (2.7x) code was already deselecting everything when clicking in an empty area... Part of T63995.
2019-04-30Cleanup: Remove pre-2.5 ifdef'ed piece of code.Bastien Montagne
2019-04-30Select: add 'select on nothing' to Outliner.Bastien Montagne
Althought this has limited usability currently (only 'nothing' area in Outliner are empty lines below last entries), better for consistency to have it here too. Part of T63995.
2019-04-30Cleanup: use bool literal for booleans.Bastien Montagne
2019-04-30Cleanup: make outliner_item_do_activate_from_cursor() static.Bastien Montagne
This function is only used in one place in one file, no point exposing it in internal header currently...
2019-04-30Select: Add 'deselect on nothing' to nodes selection.Bastien Montagne
Part of T63995.
2019-04-30Select: proper handling of 'deselect on nothing' for GPencil edit mode.Bastien Montagne
Was unconditionnaly behaving that way, now use proper common setting to control whether we should deselect everything when clicking on an empty area. Part of T57918.
2019-04-30Select: support 'diselect on nothing' for masks.Bastien Montagne
Also moved that operator option from 3d-view op to generic WM_operator_properties_mouse_select() helper, and renamed its label (since 'Deselect' is already in use). Part of T57918.
2019-04-30Depsgraph: build bbone operation if bone segments has animationSergey Sharybin
This is a part of T61296: Crash with animated b-bone segments. Consider animated/driven bendy bones segments as something what requires special bendy-bones operation and relation in the dependency graph. This is because it is more beneficial from a performance point of view to not build operations if they are not needed. But if the property is animated it is not possible to make any reliable decision based on just a property value. Differential Revision: https://developer.blender.org/D4739
2019-04-30Depsgraph: Use new animation cache for visibility checkSergey Sharybin
Should be no functional changes, just switching code to use more generic checks now. One thing which goes a bit deeper than that is check for whether base is a part of dependency graph. This is now done by explicitly tagging corresponding ID node (of an object) rather than doing animation check again.
2019-04-30Depsgraph: Add generic animated properties cacheSergey Sharybin
Allows to speed up lookups like "is property FOO of data BAR animated". Can be used to optimize object's visibility check, but also allows to check animation on bones without too much of time penalty. The cache is shared between both nodes and relations builder. Currently is not used, just a boilerplate for an upcoming changes in an actual logic.
2019-04-30Depsgraph: Expose set type availableSergey Sharybin
Is way easier to use than a GSet and less proone for errors. If we really want GSet to always be used, should make some C++ wrapper.
2019-04-30Fix T63592 issue with control points.Antonioya
This is a missing fix in previous commit of this task.
2019-04-30UI: show transform options in image header when topbar is hiddenCampbell Barton
Matches 3D view behavior.
2019-04-30UI: reorganize proportional editing optionsCampbell Barton
- Move connected & projected into individual toggles. - Top-level proportional editing button now only toggles. - Use popover for proportional edit-mode falloff and options. Note that it's no longer possible to toggle connected via key bindings, although this could be supported again if it's needed. Resolves T58081
2019-04-30Cleanup: comments (long lines) in physicsCampbell Barton
2019-04-30Cleanup: comments (long lines) in colladaCampbell Barton
2019-04-30Gizmo: display axis in camera viewCampbell Barton
User request to see axis even when in camera view, it's also useful when the camera is locked to the view.
2019-04-29Fix T59848: precisely represent the dependencies of Armature modifier.Alexander Gavrilov
When the modifier uses vertex groups, the set of the bones it actually needs is precisely defined by the set of the group names. If envelopes are enabled, this refinement is not available, because any bone can potentially be used. This can be used in the dependency graph construction to allow objects deformed by a part of the armature to be used in constraints on other bones, e.g. for placing cartoon-style face elements on top of the body mesh via Shrinkwrap constraints. Since the list of vertex group names is now used as an input by the dependency graph, adding/removing/renaming groups should now be triggering a graph rebuild. Differential Revision: https://developer.blender.org/D4715
2019-04-29DRW: Batch Cache: Add Loop normals calculation flag and cleanup styleClément Foucault
Improve selection time since it bypass BM_loops_calc_normal_vcos when mesh uses auto-smooth.
2019-04-29DRW: Improve edit mode selection time when using auto-smoothClément Foucault
Unfortunately it does not concern paint mode. Related to T63946
2019-04-29DRW: Speedup: Improve time to validate batch cacheClément Foucault
This is a small improvment but is does scale up with the number of objects. This improvement *does not* speedup geometry update.
2019-04-29Industry Compat Keymap: Small fixesWilliam Reynish
- Use W for Move in Sequencer - Use correct shortcut for sidebar in Sequencer - Remove inconsistent shortcut for adding nodes
2019-04-29Fix T63979: GPencil control points hidden in orthographic modeAntonioya
2019-04-29GPencil: Improve Fill Tool speed (6 times faster) in complex filesAntonioya
There was a double loop when drawing the offscreen data for the fill tool. This loop did an exponential drawing, slowing a lot the process. For example, one file was using 7.39 seconds and now use 1.20 or less to do the same process. The fix is more noticeable with big files, reducing exponentially the time used by the tool. For very simple files the speed change can be unnoticeable. Aso fixed a hidden bug with stroke opacity that it was unnoticeable due the double loop.
2019-04-29UI: move properties panel into 'Item' categoryCampbell Barton
2019-04-29Cleanup: Spelling in commentSergey Sharybin
2019-04-29Missed last commit (workspace template checks)Campbell Barton
2019-04-29UI: top-bar reorganizationCampbell Barton
This hides the top-bar by default for everything besides paint/sculpt workspaces. - Use the top-bar mainly for active tool settings & popovers panel options. (transform / snap settings are an exception for this convention). - Only show the top-bar (by default) in paint work-spaces (sculpt / texture-paint / grease-pencil). - Add an active-tool panel to the sidebar. - Split 3D view tabs into (Item / Tool / View). D4721 with minor changes. Further work is needed for the top-bar and image-editor.
2019-04-29Fix: Dopesheet context menu was referencing easing_typeWilliam Reynish
This only exists in Graph Editor.
2019-04-29Industry Compat Keymaop: Clear use of Tab in remaining editorsWilliam Reynish
This makes it possible to use Tab for operator search everywhere.
2019-04-29Fix T63592: Grease pencil - Guides still active in Fill modeCharlie Jolly
Enable guides only for Draw tool.
2019-04-29Cleanup: comments (long lines) in misc librariesCampbell Barton
2019-04-29Cleanup: comments (long lines) in alembicCampbell Barton
2019-04-29Cleanup: comments (long lines) in bmeshCampbell Barton
2019-04-29Cleanup: comments (long lines) in nodesCampbell Barton
2019-04-29Depsgraph: fix dependencies for drivers and animation on Bone properties.Sergey Sharybin
The driver code was almost there, but didn't work because ID nodes have no outlinks - and using links won't be safe anyway because of ordering issues. Instead, just loop over all IDNodes. Animation is fixed simply by referring to ARMATURE_EVAL instead of BONE in construct_node_identifier - the bArmature ID doesn't have BONE components in any case, so the old identifier can't work.