Age | Commit message (Collapse) | Author |
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Conflicts:
release/scripts/addons
release/scripts/startup/bl_ui/space_view3d_toolbar.py
source/blender/editors/space_outliner/outliner_draw.c
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This commit merge the full development done in greasepencil-object branch and include mainly the following features.
- New grease pencil object.
- New drawing engine.
- New grease pencil modes Draw/Sculpt/Edit and Weight Paint.
- New brushes for grease pencil.
- New modifiers for grease pencil.
- New shaders FX.
- New material system (replace old palettes and colors).
- Split of annotations (old grease pencil) and new grease pencil object.
- UI adapted to blender 2.8.
You can get more info here:
https://code.blender.org/2017/12/drawing-2d-animation-in-blender-2-8/
https://code.blender.org/2018/07/grease-pencil-status-update/
This is the result of nearly two years of development and I want thanks firstly the other members of the grease pencil team: Daniel M. Lara, Matias Mendiola and Joshua Leung for their support, ideas and to keep working in the project all the time, without them this project had been impossible.
Also, I want thanks other Blender developers for their help, advices and to be there always to help me, and specially to Clément Foucault, Dalai Felinto, Pablo Vázquez and Campbell Barton.
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This ignores the scene color managment view settings for solid mode and
lookdev when not using scene lights and world. The scene settings are
intended for tweaking renders and should not affect studio lighting and
matcaps.
There may be cases where a simple sRGB transform is better than Filmic
and we could add configuration for this. Not sure if it really matters
and it may be better if we just assume matcaps and studiolights are all
created for one view transform.
Differential Revision: https://developer.blender.org/D3569
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These were made by the community and curated by Pablo and William.
Thanks to everyone who contributed!
https://devtalk.blender.org/t/call-for-content-matcaps/737
Command used for compression:
oiiotool %s --ch R,G,B -d half --compression dwab -o output/%s
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Darker color for group nodes and minor adjustments
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This is a quick way to see if some of the object types in the
scene are hidden or unselected.
Icon design may change.
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A toggle for this is no longer required now that both header and background
colors are RGBA (disabling Show Header is the same setting the alpha to 0).
Thanks Brecht for reviewing!
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Based on feedback from the 'User Feedback' devtalk forum
* More opaque panels for the viewport
* Darker state colors
* Current frame color consistency for MCE
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Now we light with just a user defined HDRI by default, which is useful
for material setup and texture painting and lighting without having to
set up any scene lights.
Previously it would use the scene world without lights by default, which
in some files is just black.
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More unification of colors and roundness.
Also use accent color as current_frame indicator.
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Restore theem setting default for Graph Editor's vertex,
with default alpha set to 1.0. The alpha value here needs
to be non-zero, as the alpha values currently get used
when drawing verts.
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Workaround for now until all editors tabs share the dedicated Tab theme
settings under User Interface (which the top bar is currently using).
Thanks SimonStorl-Schulke from devtalk forum for feedback.
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Matches Flatty Light
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Needed for showing helper line to plane.
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Also make the selected list items not as bright, boxes darker and
adjustments for contrast and accessibility.
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Selected color is now .9 alpha so keyed/animated/driven statuses
show through when widget is active. Assign color for overriden state.
Also fix progress bar not visible.
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The shortcut labels now use the "Item" theme color. Its contrast for hovered
items is a bit low, but not too bad.
Note that this also changes the color of the little toolbar triangle to be grey
(the same color we use for the keymap label). IMHO that looks better though.
This doesn't update any themes other than the default one.
Part of T54711.
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Also make text & number editing use same colors.
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Having everything tinted gives isn't good for color perception.
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Would too easily loose contrast with shaded objects.
See: T55673
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Remove unused colors (colors which RNA has no access to).
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The outline wasn't being set causing it not to draw.
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The preview files had all the other collections excluded from the view layer.
Although this fix the problem, it probably means we ignored some existing
2.8 files in recent changes. Which is likely fine anyways given that 2.8 is
experimental.
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MSVC doesn't support
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MSVC doesn't support
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The theme is now stored in generated C code,
which can be extracted from existing user preferences.
This theme can then be used for version patching themes
instead of duplicating values
Note that theme versioning has been removed,
since minor changes from now on won't apply well on top of 2.7x theme.
Theme colors from interface_widgets.c have been removed too.
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Monochrome icons from jendryzch
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H hides selected objects, Shift+H hides unselected objects, and Alt+H
reveals hidden objects.
This hiding state is distinct from restrict viewport and render, and
meant for temporarily hiding objects without affecting more persistent
collection hiding.
Object hiding is per view-layer, same as selection. It affects the
viewport and any preview renders in there, but not final renders.
In the outliner, different icons are now used for temporary hiding, and
restrict viewport and render. Hidden objects are greyed out.
Remaining design issues:
* For lamps we probably still want to keep their effect on the scene,
currently they are fully disabled by hiding. Arguably mesh lights or
even objects being reflected or casting shadows are not that different
but perhaps the special lamp exception from local view should remain.
* We need a feature still to disabled this hiding for specific viewports,
for render or animation preview where you want to see the entire scene
while working in another view.
* We need a new icon for restrict viewport, for now it uses a grid similar
to the 2.4 icon.
* Hiding objects does not preserve selection state as it did in 2.7,
it's probably convenient to support this again?
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assuming sRGB
I've limited it to just the RGB<->XYZ stuff for now, correct image handling is the next step.
Reviewers: brecht, sergey
Differential Revision: https://developer.blender.org/D3478
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Moves the preset into a menu for the panel header, so it can be changed
without opening the panel and takes up less space. Two remaining issues:
* For long lists the add new preset button can be scrolled off screen.
* We should support showing the name of the chosen preset in the panel
header, but the current preset system does not support detecting which
preset is used.
Differential Revision: https://developer.blender.org/D3366
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The ClayEngine was introduced to test the blender2.8 architecture during
development. As currently we have the wanted features implemented with
matcaps we are going to remove the clay engine as it was never intended
to be an official releasable engine
Note: The test cases are never run. But when enabled will be skipped as
they were implemented over the Clay Engine
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- users can use their own matcaps
.config/blender/2.80/datafiles/studiolights/matcap/ folder
- upto 100 matcaps can be loaded
- color of the matcap is influenced by the color of the material/single
color etc. To show the plain matcap use single color at 1.0
- chosing a matcap is at lighting level (flat/studio/matcap)
- matcap only possible in solid mode
- also works for X-Ray mode
As the old matcaps are still in used by the clay engine I didn't remove
it yet.
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