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2018-07-12Merge branch 'master' into blender2.8Campbell Barton
2018-07-12Cleanup: pep8, cyclesCampbell Barton
2018-07-12Minor cleanup to last commitCampbell Barton
No need to make attr-lists with the current layout logic.
2018-07-12UI: Group geometry in object visibility popoverCampbell Barton
Makes it easy to quickly hide all non-geometry.
2018-07-12Keymap: Modifiers to control mesh elem switchingCampbell Barton
Shift/Ctrl control extend/expand when number keys are used to switch modes.
2018-07-12UI: minor edits to overlay popoverCampbell Barton
- Rename "Viewport Info" to "Text Info". Name was too vague, nearly everything is information, this currently only controls overlay text. - Swap text-info & 3D-cursor, making 3D-cursor less prominent.
2018-07-12UI: 4-state icon for view visibility popoverCampbell Barton
This is a quick way to see if some of the object types in the scene are hidden or unselected. Icon design may change.
2018-07-12Merge branch 'master' into blender2.8Campbell Barton
2018-07-12Icons: support setting blender, inkscape commandsCampbell Barton
2018-07-12Merge branch 'master' into blender2.8Campbell Barton
2018-07-12Fix PyRNA class registration w/ Python 3.7Campbell Barton
In Python3.7 this now raises an error.
2018-07-12PyAPI: remove bpy.utils.register_moduleCampbell Barton
Remove bpy.utils.register_module() & logic tracked RNA classes.
2018-07-11PyAPI: Use annotations for RNA definitionsCampbell Barton
- Logical use of fields since they define type information. - Avoids using ordered-dict metaclass. Properties using regular assignments will print a warning and load, however the order is undefined.
2018-07-11Buildbot: initial configuration for Visual Studio 2017.Brecht Van Lommel
2018-07-11Manipulator: expose use_select_background via RNACampbell Barton
2018-07-11UI: Flip Overlays/Shading positionPablo Vazquez
This brings the Object Visibility dropdown closer to overlays which also controls visibility of elements int he viewport, so it makes more sense there. Also placing the Overlays settings closer to the viewport.
2018-07-11UI: overlay, remove redundant 'object' termCampbell Barton
2018-07-11UI: Fix Seams button drawing differentlyPablo Vazquez
2018-07-113D View: option not to draw center dotsCampbell Barton
While this is a fairly obscure option, it means it's possible to disable all overlays except for any overlays the users wants to see.
2018-07-11UI: Rename Bone Select to Fade Geometry in Overlay popoverPablo Vazquez
Part of design: T55863
2018-07-11UI: Overlay panel fix for display_allPablo Vazquez
2018-07-11UI: Re-arrange Overlay popover for Mesh Edit ModePablo Vazquez
Sub-panels for shading, measurement, normals, freestyle and developer. Less-used sub-panels will be collapsed by default once their implementation is complete (fixing spacing between sub-panels, adding the triangle to collapse, etc). Also added missing check for overlays on/off on existing sub-panels.
2018-07-11UI: Add missing Viewport Info to Overlay popoverPablo Vazquez
2018-07-11Fix T55915 DOF Number of blades wrong logicClément Foucault
Thanks @kostex for the fix.
2018-07-11Edit Mesh: Fix missing loose edges if vertex is at local originClément Foucault
2018-07-11Transform Manipulator: fix scale handle selectionCampbell Barton
The scale handles couldn't be accessed when rotation was enabled and they pointed away from the view.
2018-07-11UI: overlay panel minor tweakCampbell Barton
Move face-orientation to less prominent location since its more of a debugging option.
2018-07-11Fix manipulator hiding cursorCampbell Barton
Manipulator highlight, then transform would hide the mouse cursor.
2018-07-11Eevee: LightCache: Fix autobake starting when it should notClément Foucault
2018-07-11Numeric Input: preference to default to advancedCampbell Barton
2018-07-11UI: Remove duplicate Viewport Display panel from Scene propertiesPablo Vazquez
The Shadow and SSAO settings here are accessible from the Shading popover.
2018-07-11UI: Overlay popover - Wireframe slider style same as in shading popoverPablo Vazquez
Avoids having to switch between two icons, which was misaligned anyway.
2018-07-11UI: Re-arrange Shading popoverPablo Vazquez
* Unify X-Ray/Shadow toggle and factor, using the whole width gives you finer control * Shadow settings next to intensity slider * Cavity settings next to Ridge/Valley sliders * Collapse Cavity settings when not used * Make MatCap preview and browser dialog smaller. MatCaps are added by the user so she is already familiar with how they look. No need to preview them that big while browsing. To see the MatCaps in detail we have the User Preferences/Asset Manager. Having popovers inside popovers triggers some minor glitches that will be addressed later. (e.g. they open on mouse over and the popover arrow is not aligned)
2018-07-11Fix T55914: Blender 2.8 Crashes when increasing the repeat count for a track ↵Bastien Montagne
in NLA Logical mistake in repeated strips drawing code.
2018-07-11Revert removal of fake editing for numeric inputCampbell Barton
Revert changes from 785159e6e4dfc5c010baab626667132020e1ddc7 but keep 'ifdef'. @mont29 maintains this area and prefers to keep existing logic. Note that there was misunderstanding that '*' was intended only to be a backup key for '=' for keyboards which require holding a modifier.
2018-07-11Merge branch 'master' into blender2.8Bastien Montagne
2018-07-11Fix T55912: saving Viewer Node image error.Bastien Montagne
Images from viewer node needs the lock parameter...
2018-07-11Minor cleanup to logic in BKE's imbuf releasing code.Bastien Montagne
2018-07-11UI: correct panel default-closedCampbell Barton
2018-07-11UI: minor tweaks to overlay panelCampbell Barton
Position 'outline selected' more prominently, gives more useful behavior when dragging over the left column.
2018-07-11UI: Move Object Type Visibility next to shading/overlay settingsPablo Vazquez
Group Object Type Visibility with the viewport settings in the header. The eye icon is a placeholder. A new icon is needed to better communicate the user at a glance if all (or none) object types are enabled, or why certain types are not visible/selectable in the viewport. Part of design: T55863
2018-07-11UI: 3D Viewport Header - swap position of shading/snapping settingsPablo Vazquez
When tweaking the shading/overlays settings through the popovers, these get on the way of the content in the viewport. Making it hard to see the result of our changes. Unfortunately this breaks consistency with other headers where the snapping tools are aligned to the right, but the benefits outweigh the costs.
2018-07-11UI: Re-arrange Overlays popoverPablo Vazquez
Organize content in categories/sub-panels. The result is a more organized but slightly taller popover. Once sub-panels are implemented code-wise, the alignment issues (like panel label) and extra space between the content and panels headers will be reduced. Together with the ability to have certain less-used popovers collapsed by default, this will make the popover more compact. Part of design: T55863
2018-07-11Keymap: update 2.7x mapCampbell Barton
2018-07-11Cleanup: remove redundant operatorCampbell Barton
2018-07-11Cleanup: simplify RNA namesCampbell Barton
2018-07-11Fix crash in combing after changing scene propertySergey Sharybin
2018-07-11OpenSubdiv: Changes in C-APISergey Sharybin
- Made OpenSubdiv_GLMesh private Previously, it was still accessible via C-API from C++ code. - Don't implicitly refine evaluator when updating coarse positions, now there is an explicit call to do this. Allows to first apply all changes to the coarse mesh and then refine once. - Added coarse positions update from a continuous buffer with given starts offset and stride. Allows to update coarse positions directly from MVert array. - Refiner is no longer freed when CPU evaluator is created. Allows to re-use refiner for multiple purposes.
2018-07-11UI: don't change scrollbar size on mouse move, only fade.Brecht Van Lommel
It's not necessary to do both, and trying to hit a target that changes size is annoying.
2018-07-11Fix Use Nodes not working for Cycles lights.Brecht Van Lommel