Age | Commit message (Collapse) | Author | |
---|---|---|---|
2018-09-24 | Merge branch 'master' into blender2.8 | Brecht Van Lommel | |
2018-09-24 | Spelling fixes in comments and descriptions, patch by luzpaz. | Brecht Van Lommel | |
Differential Revision: https://developer.blender.org/D3719 | |||
2018-09-24 | Modifiers: use Mesh instead of DerivedMesh for dynamic paint. | Sebastian Parborg | |
Differential Revision: https://developer.blender.org/D3720 | |||
2018-09-24 | Weight Paint: Multiply overlay on the mesh | Jacques Lucke | |
Use the multiply blending mode for the weight paint overlay. To support the opacity slider, we need a new shader. Otherwise this combination of multiplication and mixing does not seem to be supported by glBlendFunc. Reviewers: brecht Differential Revision: https://developer.blender.org/D3727 | |||
2018-09-24 | GP: Some changes in Appearance panel | Antonioya | |
2018-09-24 | Tracking: Use pixel aspect from clip | Sergey Sharybin | |
Don't force square pixel, since on a more real pipeline expected delivery is same anamorphic as an input footage. | |||
2018-09-24 | Depsgraph: Always respect visibility flag when building object | Sergey Sharybin | |
Before it was only doing this for directly linked objects. This was initially needed to solve fps issues in some of the shots. Now this fps drop i can no longer reproduce. Was likely needed prior to modifiers dependencies "inheriting" visibility from the "parent". This commit makes it so objects which are linked indirectly to the scene via collections are properly considered visible (or, rather, evaluatable) by dependency graph. Solves missing eyelashes and braids issues with 01_035_A. | |||
2018-09-24 | Depsgraph: Tweak to visibility flush | Sergey Sharybin | |
Make flush ready for component forced to be affecting visible things from builder. | |||
2018-09-24 | Depsgraph: Provide more information about component | Sergey Sharybin | |
2018-09-24 | Depsgraph: Cleanup, spelling in comment | Sergey Sharybin | |
2018-09-24 | Cleanup: Spelling | Sergey Sharybin | |
2018-09-24 | Fix T56895: crash loading template with Load UI unchecked. | Brecht Van Lommel | |
2018-09-24 | Build: allow overriding DEPS_BUILD_DIR and DEPS_INSTALL_DIR for make deps. | Brecht Van Lommel | |
2018-09-24 | Fix: insert missing break in switch statement (second try) | Jacques Lucke | |
2018-09-24 | Revert "Fix: insert missing break in switch statement" | Jacques Lucke | |
This reverts commit e904bb64df1f0f0275dc209a31cff5ad2a10b79e. | |||
2018-09-24 | Add support for a one-dimensional Force Field source shape. | Alexander Gavrilov | |
The fields currently support a Point source and a two-dimensional Plane source, but there is no way to create a field that pulls toward or from a line in space other than using the Texture field type. This adds a new simple shape option to do that. The line is aligned along the Z axis so that it works meaningfully with the Tube and Cone falloff modes. Reviewers: brecht, mont29, LucaRood Differential Revision: https://developer.blender.org/D3721 | |||
2018-09-24 | GP: Make topbar layer popover wider | Antonioya | |
2018-09-24 | Fix: insert missing break in switch statement | Jacques Lucke | |
Reviewers: brecht Differential Revision: https://developer.blender.org/D3724 | |||
2018-09-24 | Fix T56875: Auto Render not working after render pass name refactor | Lukas Stockner | |
The default compositor node update function sets the need_exec flag on the node which the Auto Render feature checks, but the custom update function that was added as part of rB4cf7fc3b3a4d didn't do so. Therefore, the two custom update functions that were added now also call the default update function. | |||
2018-09-24 | Gizmo: hide redo gizmo when spin tool not active | Campbell Barton | |
Selecting a another tool left the gizmo, which could overlap other tools gizmos. | |||
2018-09-24 | Gizmo: show partial arc & icons for spin tool | Campbell Barton | |
2018-09-24 | Gizmo: dial3d option to draw a partial arc | Campbell Barton | |
2018-09-24 | Gizmo: option to hide from selection | Campbell Barton | |
Allows some gizmo to be used as guides. | |||
2018-09-24 | GPU: utility function to draw a partial circle | Campbell Barton | |
2018-09-24 | Cleanup: rename gizmo flag | Campbell Barton | |
2018-09-24 | Gizmo: add spin-tool rotate on view axis | Campbell Barton | |
This also acts to catch stray click events so missing a gizmo doesn't move the cursor or execute another spin action. | |||
2018-09-24 | Cleanup: skip translation to calculate length | Campbell Barton | |
2018-09-24 | Cleanup: style | Campbell Barton | |
2018-09-22 | GP: Change direction text depending of sculpt brush | Antonioya | |
2018-09-22 | Remove last traces of game engine and blenderplayer | Ines Almeida | |
2018-09-22 | Depsgraph: Shrinkwrap modifier needs its own object transform. | Alexander Gavrilov | |
It depends on the relative position of its own object and target. | |||
2018-09-22 | GP: Change appearance panel for sculpt brushes | Antonioya | |
2018-09-21 | GP: Move mask button to header | Antonioya | |
2018-09-21 | GP: More changes to sculpt panels and topbar | Antonioya | |
2018-09-21 | Select Similar: Cleanup - WITH_FREESYTLE | Dalai Felinto | |
2018-09-21 | Multi-Objects: Select similar edge SIMEDGE_FREESTYLE | Dalai Felinto | |
I'm not happy with #ifdef WITH_FREESTYLE everywhere. But I will remove them in an upcoming commit | |||
2018-09-21 | Select Similar: Cleanup | Dalai Felinto | |
2018-09-21 | Select Similar: Skip hidden elements | Dalai Felinto | |
2018-09-21 | Multi-Objects: Select similar edge SIMEDGE_SEAM/SIMEDGE_SHARP | Dalai Felinto | |
I'm not sure why we may want to sample both a sharp and an unsharp edges at the same time, maybe to see if the selected edges all have the same values? Either way, implemented as in 2.79. I also believe we may have a faster way to select all the edges, but let's file this under optimizations to be done later. | |||
2018-09-21 | Fix part of T56865: wrong center with orbit around selection in weight paint. | Brecht Van Lommel | |
2018-09-21 | Fix Python errors in weight paint mode. | Brecht Van Lommel | |
2018-09-21 | GP: Initial changes in sculpt brush panel | Antonioya | |
Move some options to subpanels | |||
2018-09-21 | GPU Python API: matrix.load_projection_matrix | mano-wii | |
If the `push_projection` and `pop_projection` functions already exist, there should naturally be a way to load a projection matrix. | |||
2018-09-21 | Re-enable OBJ add-on. | Bastien Montagne | |
2018-09-21 | MESH_OT_select_similar: Cleanup | Dalai Felinto | |
2018-09-21 | Multi-objects: Select similar edge SIMEDGE_FACE_ANGLE | Dalai Felinto | |
I'm not sure why the original implementation was only checking for equal comparison but I'm doing the same here. It is a one line change if we want to support LT/GT anyways. Also "technically" we should compare the angles in the worldspace, since different scales will result in different angles. Added as a TODO but honestly I think this is overkill. | |||
2018-09-21 | Rename bm_sel_similar_cmp_short > select_similar_compare_LONG | Dalai Felinto | |
2018-09-21 | Multi-objects: Select similar edge SIMEDGE_LENGTH | Dalai Felinto | |
I'm using kdtree here but there is nothing preventing us from using a simple float linked list with a sorting and finding "nearest" equivalents. At least we are benefitting from bisecting as oppose to the original solution. Also we need epsilon for the float comparisons. | |||
2018-09-21 | Multi-objects: Select similar edge SIMEDGE_DIR | Dalai Felinto | |
2018-09-21 | Multi-objects: Select similar edge SIMEDGE_FACE | Dalai Felinto | |