Age | Commit message (Collapse) | Author |
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Please do not add useless tooltips! We have enough messages to translate
already...
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Replaces the placeholder 'emtpy' icons of "Force Field" and "Group
Instance" entries in object-add menu with proper new ones.
Icons by @zlsa, thanks a lot!
Maniphest task T51291.
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* "Filmic" and "False Color" view transforms added (sRGB display device only).
* "Very Low/Low/Base/High/Very High Contrast" looks added.
* Added filtering so that Filmic only shows look names prefixed with "Filmic - ".
Filmic Dynamic Range LUT configuration created by Troy James Sobotka with
special thanks and feedback from Guillermo, Claudio Rocha, Bassam Kurdali,
Eugenio Pignataro, Henri Hebeisen, Jason Clarke, Haarm-Peter Duiker, Thomas
Mansencal, and Timothy Lottes.
Differential Revision: https://developer.blender.org/D2659
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* Added a new dedicated icon for normalize
* Only use an icon for "Auto"
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This reverts commit 1ad842d432ccacd1f822d7f2b8ff3c542d25e976.
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Previously converting from linear space to SRGB was doing rather
slow inverted 1D lookup. Adding explicit inverse LUT gives 20%
speedup of OpenGL render.
Next question is: why do we even bother with sRGB conversion here,
OpenGL is already in the proper space so in theory we can avoid
quite some color space conversions. In any case, having this case
optimized in nice anyway.
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Based on reading documentation around. This particular version
is based on the ImageMagic documentation which could be found
there:
http://www.imagemagick.org/Usage/filter/
http://www.imagemagick.org/Usage/filter/nicolas/
Current filter is based on measuring mean error with the current
splash screen and choosing combination of parameters which
gives minimal mean error.
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We did not update them for really long time and the currently used
hashes are quite old and probably wouldn't work without manually
updating all submodules.
Not as if it's something totally crucial (we ask to update submodules
all the times and that's what `make update` does) but updating hashes
will save some cloning/checkout time.
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Includes:
- Version bump to 2.78
- Doxy file update
- New splash screen
- Wrapped some do_versions with version check
- Updated template to use proper font
After poking around a lot it seems Droid Sans was used during 2.7x series.
(or at least difference between using this font and comparing to previous
splash screens gives none visible difference).
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copyright notice.
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Improve current Grease Pencil in order to get a better 2D animation tool.
More info in WIKI pages: https://wiki.blender.org/index.php/User:Antoniov
Reviewed By: Severin, aligorith, campbellbarton
Patch by @antoniov, with edits by @Severin.
Differential Revision: https://developer.blender.org/D2115
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Needed since Debian & FreeBSD both move away from keeping a synlink to `python`.
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Thai font is a complex script that assumes full featured unicode layout engine,
while Blender only knows about basic kerning (offset of a char based on the previous one).
So this commit edits Thai part of our i18n font to fix the very bad spacing of thai chars
we had in Blender so far.
Work done by Hồ Châu, many thanks!
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by Pokedstudio
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This adds support for dropping a filepath on an open file-selector to set that path.
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This is needed to run on OSX and Windows when system python isn't found.
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The icon16 and icon32_mesh_capsule.dat files are committed with 0 Kb, because I used the patch from the differential from the Phabricator which I done with a regular .diff file.
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This patch adds icons to the physic collision shapes.
Adding a new capsule shape 'mesh_capsule' icon which represent the shape better then the metaballs icon.
And replace the metaballs icon for the Blender collision shape.
{F206628}
Reviewers: moguri, sybren, agoose77, lordloki, mont29, panzergame, campbellbarton
Reviewed By: lordloki, panzergame, campbellbarton
Projects: #game_engine, #game_ui, #user_interface
Differential Revision: https://developer.blender.org/D1403
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WM_file_read must support background mode already
since it can be called by Python scripts in background mode.
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by The Alike Team
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As decided in D910, we use a new icon for incremental grid snapping and use its old one for absolute grid snapping.
This also touches the library_data_broken icon .dat files, seems some changes on its .svg entry landed in upstream without updating the other icon files (already noticed this when committing icon for auto-offset, but removed it from commit - leaving it in now to avoid further confusion)
Icon by @plyczkowski (made a tiny edit as it looked a bit blurry in 16x16). Thx!
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Implements "Auto-offset" (called "insert offset" in code) feature for Node Editor, developed during and after LSOC :)
Idea and sponsoring by Sebastian König, blendFX, Mathias Eimann, Mikavaa, Knick Design
When you drop a node with at least one input and one output socket onto a an existing connection between two nodes, Auto-offset will, depending on the direction setting, automatically and animated move the left or right and all of its following nodes away to make room for the new node.
The direction for offsetting can be toggled while you are moving the node by pressing „T“.
The auto-offset is enabled by default but can be disabled in the header of the node-editor. The offset margin can be changed in the editing section of the User Preferences.
Thanks a lot to the sponsors, and especially to Sebastian who helped *a lot* with this. That's how users can help developing Blender!
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by Gooseberry team
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We were missing many of the complex diacritics combinations in latin extended additional code block...
Alawyas a pleasure to edit this font... :|
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Looks like the droidsans hebrew font we used back in the days had some kerning bug or so...
Updated with latest version from Debian Testing repo, works nice now.
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Need to match convention and sum up to 1.0 (previous set had a minor
10^(-10) overflow) Thanks to Campbell for taking notice.
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calculation.
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by Manu Järvinen
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Differential Revision: https://developer.blender.org/D1003
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Nothing much to say here, basic tool to make normals point toward a target,
or to make them point 'outward' as if object was a spheroid (useful for game bushes etc.).
Also, forgot a big thank you to Campbell for the extensive review work he has done on this project!
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D888 by @sambler
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Note differences in those five icons are invisible by eye, just for sake of consistency.
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Name each icon group from its define in Blender.
Simplifies searching for a given icon (in one way or the other), and could also be
useful one day in some scripting.
Also, removed/fixed more empty and stray groups...
Finally, found that we have several svg icons not linked to any defines, and one define
with no icon (dyntopo), would be nice to sort this one way or the other too.
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Made sure each icon has its own, 'private' group.
Removed empty groups, and some stray paths and rects (among other benefits,
'make icons' do not generate anymore that half o dozen of empty icons one had to remove
by hand before committing ;) ).
Note: double checked, only five generated icons differ (on binary level) from before,
with no actual visual diff.
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for 'show hidden' param.
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