Age | Commit message (Collapse) | Author |
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Some view operations auto-keyed when locking the camera to view
but some NDOF operators didn't yet support it.
Auto key during animation playback for recording camera motion.
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Unlike most transform operators that use an orientation and values,
Mirror uses the constraint axes to define which axes are mirrored.
Now constraint axes are shown in this case.
Other changes:
- Use 'EXEC_DEFAULT' for mirror menu items.
- Show mirror on local axis when not in edit-mode since this is useful
in object mode too.
- Remove mirror vertex groups since this is in the vertex group menu and
this menu isn't currently used for general symmetry operators which
are currently in other menus.
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If a subfolder was specified which didn't exist, logic would fallback
to get_path_user (instead of get_path_environment).
Now always use the from the environment variable if it's set and exists.
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Finding visible connected elements is often a direct lookup
when they're not connected to hidden geometry.
Add inline wrappers that avoid a function call,
gives minor speedup creating GPU edit-mesh data.
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Tweak placement so useful items are more likely to be nearby,
centering horizontally and align vertically to the first button.
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Makes the consistent operator names shine through into the UI.
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This is more consistent with the main Render menu, and more descriptive
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All edit mode related operators are now "Hide Selected / Reveal Hidden".
Before we had different variatons of them:
Hide Selection:
* MESH_OT_hide
* GPENCIL_OT_selection_opacity_toggle
Hide Selected Bones:
* ARMATURE_OT_hide
Hide:
* MBALL_OT_hide_metaelems
Hide Selected:
* CURVE_OT_hide
* PARTICLE_OT_hide
* POSE_OT_hide
* UV_OT_hide
Reveal Bones:
* ARMATURE_OT_reveal
Reveal:
* MBALL_OT_reveal_metaelems
Operators not renamed:
* Hide Curves (GRAPH_OT_hide)
* Hide (OUTLINER_OT_hide)
Note we can do a step further and mass rename them to match their UI
names. Where Reveal Hidden is Show Hidden. But for now at least they are
all unified.
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Copying what we do for mesh objects.
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This was an off-by-one error in the initialization of tbuf, but refactored the
code a bit more to be less obscure.
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Makes it consistent with other paint modes
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tools in Vertex Paint mode
Use correct poll method for both modes
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texture painting
-Slightly simplify in both places too
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painting
This should probably become de-duplicated, but at least they look consistent now
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This is only available through the API, mainly intended for render farms to
combine rendered multilayer EXR Files with different samples. The images are
currently expected to have the exact same render layers and passes, just with
different samples.
Variance passes are still simply a weighted average, ideally these should be
merged more intelligently.
Differential Revision: https://developer.blender.org/D4554
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- Consolidate each brush section (Color, Palette, Gradient) and make them distinct
- Remove the lock icons and move these items into an Options sub-panel, together with other toggles
- They now have more descriptive names
- Use an enum for view vs scene brush unit
- Use Property Split layout and sub-panels in line with the rest of 2.8
- Rename Curve panel to Falloff
Reviewed by: campbellbarton, pablovazquez
Maniphest Tasks: D4529
Differential Revision: https://developer.blender.org/D4529
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Gives value in seconds for a string which is encoded in format HH:MM:SS.hh.
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Differential Revision: https://developer.blender.org/D4259
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This was using hard coded values of 2-3px.
Move both drag and motion thresholds to defines.
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Some users only use the tree to store a single value.
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@sergey wrote: "The reason it was failing is because md points to an original armature, which doesn't have runtime data needed for deformation. That data is to come from evaluated armature."
Thanks to @sergey for his help.
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Missing dependency graph update due to wrong relation.
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When Specular Transparent materials are used the world clipping
did not work on the transparent materials. The reason was that the
accum shaders did not vary on the existance of the clipping planes
This patch will variate the accum shaders when clipping planes are
active.
Reviewed By: fclem
Maniphest Tasks: T61023
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Reviewers: brecht
Differential Revision: https://developer.blender.org/D4551
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Do this so trees have matching & logical names.
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Some users of the 3D versions were storing 2D data in it.
Using a 3D tree for 2D data adds a spatially redundant branch
every 3rd level, as well as some extra memory use, best avoid this.
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Workbench render engine did not work when an odd number of AA samples
were used. A user could enter these values by disabling AA or set the
number of AA samples in the Render/Film panel to an odd number.
This commit will not perform TAA passes when AA is disabled.
For supporting the setting of 5 or 11 samples the bitmask was replaced
by an if statement as this was making the odd number not render
correctly.
As extra introduce the jitter samples of 5 and 11 so the images will
be more clean. a jitter sample of 11 used to read outside the allocated
space of the jitter samples.
Fix T60820
Reviewed By: fclem
Maniphest Tasks: T60820
Differential Revision: https://developer.blender.org/D4546
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Use prefix now there isn't only the 3d version.
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groups that make blend file unsaveable.
Group nodes should not allow to add IO sockets to themselves directly,
in that case we actually want to add IO sockets to their underlying
node tree. Fairly straioght forward to support actually.
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This moves logic into kdtree_impl.h which is included in a source
file that defines the number of dimensions - so we can easily support
different numbers of dimensions as needed
(currently 3D and 4D are supported).
Macro use isn't so nice but avoids a lot of duplicate code.
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Gives 2 more bits to the segment count. Also subtract 1 because segment
count cannot be negative.
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Also remove redundant check for meshes.
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Use fallback when no data exists
matching bound-box for other kinds of geometry.
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