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2015-05-10UI: consistent naming for operator propsCampbell Barton
2015-05-10UI: move sharp/smooth out of vertex menuCampbell Barton
Was confusing to have shade smooth/soft in both edge & vertex menu named differently. This is an edge-flag, so keep in the edge-menu, use vertex option when in vertex mode.
2015-05-04Follow up to previous commit, remove depth of field from UI inAntony Riakiotakis
wireframe/boundbox mode.
2015-04-22Cleanup: pep8, spellingCampbell Barton
2015-04-14Cleanup: don't use single sets for comparisonsCampbell Barton
2015-04-12making add>lamp its own menu so it can be extended by addonsInes Almeida
2015-04-06Multi-View and Stereo 3DDalai Felinto
Official Documentation: http://www.blender.org/manual/render/workflows/multiview.html Implemented Features ==================== Builtin Stereo Camera * Convergence Mode * Interocular Distance * Convergence Distance * Pivot Mode Viewport * Cameras * Plane * Volume Compositor * View Switch Node * Image Node Multi-View OpenEXR support Sequencer * Image/Movie Strips 'Use Multiview' UV/Image Editor * Option to see Multi-View images in Stereo-3D or its individual images * Save/Open Multi-View (OpenEXR, Stereo3D, individual views) images I/O * Save/Open Multi-View (OpenEXR, Stereo3D, individual views) images Scene Render Views * Ability to have an arbitrary number of views in the scene Missing Bits ============ First rule of Multi-View bug report: If something is not working as it should *when Views is off* this is a severe bug, do mention this in the report. Second rule is, if something works *when Views is off* but doesn't (or crashes) when *Views is on*, this is a important bug. Do mention this in the report. Everything else is likely small todos, and may wait until we are sure none of the above is happening. Apart from that there are those known issues: * Compositor Image Node poorly working for Multi-View OpenEXR (this was working prefectly before the 'Use Multi-View' functionality) * Selecting camera from Multi-View when looking from camera is problematic * Animation Playback (ctrl+F11) doesn't support stereo formats * Wrong filepath when trying to play back animated scene * Viewport Rendering doesn't support Multi-View * Overscan Rendering * Fullscreen display modes need to warn the user * Object copy should be aware of views suffix Acknowledgments =============== * Francesco Siddi for the help with the original feature specs and design * Brecht Van Lommel for the original review of the code and design early on * Blender Foundation for the Development Fund to support the project wrap up Final patch reviewers: * Antony Riakiotakis (psy-fi) * Campbell Barton (ideasman42) * Julian Eisel (Severin) * Sergey Sharybin (nazgul) * Thomas Dinged (dingto) Code contributors of the original branch in github: * Alexey Akishin * Gabriel Caraballo
2015-04-02Propagate Pose: Added 'Selected Keyframes' modeJoshua Leung
This commit adds a new mode for the Propagate Pose tool. With this new option, the Propagate Pose will copy the current pose over to all selected keyframes after the current frame. For reference, some of the other/existing options are: to copy it to each subsequent keyframe with the same value (WHILE_HELD - the default), to the next keyframe, or to the last keyframe.
2015-03-23Remove 'lorem ipsum' operatorCampbell Barton
its a very specific function, and not hard to paste body text from elsewhere. We can make an addon if its important to some users.
2015-03-23Fix T44076, SSAO in solid mode will disable antialiasing in wireframeAntony Riakiotakis
mode. Yes it will, because those modes stay active. So on user side, expose depth of field option always (I don't see why not), but disable SSAO in wireframe/bounding box mode. It is a known limitation that compositing does not support antialiasing yet, but better give users some more control. This could be included in final release but it's not that serious either.
2015-03-19Armature Symmetrize toolCampbell Barton
D1147 by @julien, with fixes/improvements Duplicate bones where needed, otherwise use existing. Keeps parent relations intact, can operate on parts of an armature.
2015-03-12View3D: Quad-view opposite axis switchingCampbell Barton
Pressing Numpad9 now orbits to the opposite side in any viewport, with the advantage that it can switch locked-quadview axis to their opposite side.
2015-02-24Fix T43743 R key not working after recent rake/random sourceAntony Riakiotakis
refactoring. Use a new menu instead of old enum key.
2015-02-16BMesh: Connect path, use select orderCampbell Barton
Could connect a pair of verts previously, now connect all vertices along the path, running a second time closes the loop. Can also be used for without faces to connect edges between selected points.
2015-02-13cleanupCampbell Barton
2015-02-12Viewport compositing - first codeAntony Riakiotakis
This commit introduces a few ready made effects for the 3D viewport and OpenGL rendering. Included effects are Depth of Field, accessible from camera view and screen space ambient occlusion. Those effects can be turned on and tweaked from the shading panel in the 3D viewport. Off screen rendering will use the settings of the current camera. WIP documentation can be found here: http://wiki.blender.org/index.php/User:Psy-Fi/Framebuffer_Post-processing
2015-02-04Cleanup: name flip x/yCampbell Barton
2015-02-04Support rotation and flipping for background images, patch by Andre D.Antony Riakiotakis
(T34583) with minor changes. Thanks for the patch!
2015-02-02BMesh: tool to ensure all faces are convexCampbell Barton
Access from Mesh -> Cleanup
2015-01-29Followup for previous commit: fix mismatches between menu entry and shortcut ↵Bastien Montagne
properties. For now, did most of the changes in menu entries (i.e. py space UI scripts). Note we do not get 100% same results as previously, but current situation is globally better than previous one, though the whole system to retrieve shortcuts remains a bit weak...
2015-01-29cleanup: pep8Campbell Barton
also remove empty class parenthesis
2015-01-14UI: Eyedropper for view-depthCampbell Barton
Currently this is mainly useful for picking camera DOF depth. - EKey over a distance field prompts you to pick a depth from the camera. - WKey (Specials menu) to pick from the 3D view (when the active camera's selected).
2015-01-11Transfer data: cleanup: Remove 'vertex_group_transfer_weight' operator.Bastien Montagne
We can now use 'generic' data transfer instead. Note new one is not an exact replacement, it should be able to do everyting old op could do though, and more.
2015-01-09Transfer Data: add main core code and operators.Bastien Montagne
This add code needed to map a CD data layout from source mesh towards destination one, and code needed to actually transfer data, using BKE's mesh remap generated data. This allows to transfer most CD layers (vgroups, vcols, uvs...) as well as fake, boolean ones (like smooth/sharp edges/faces, etc.). Some types are not yet transferable, mainly shape keys, this is known TODO. Data transfer can also use some advanced mixing in some cases (mostly, vgroups and vcols). Notes: * New transfer operators transfer data from active object towards selected ones. * Modifier will be committed separately. * Old weight transfer code (for vgroups) is kept for now, mostly because it is the only usable one in weightpaint mode (it transfers from selected object to active one, this is not sensible in Object mode, but needed in WeightPaint one). This will be addressed soon. Again, heavily reviewed and enhanced by Campbell, thanks!
2015-01-01Fix same operator (curve.separate) in double in Curve menu.Bastien Montagne
Reported by Leon Cheung on IRC, thanks.
2014-12-01Bugfix T42763: In GPencil Edit Strokes: Proportional edit mode hidden when ↵Joshua Leung
there is no active object in scene
2014-11-30Grease Pencil - Storyboarding Features (merge from GPencil_EditStrokes branch)Joshua Leung
This merge-commit brings in a number of new features and workflow/UI improvements for working with Grease Pencil. While these were originally targetted at improving the workflow for creating 3D storyboards in Blender using the Grease Pencil, many of these changes should also prove useful in other workflows too. The main highlights here are: 1) It is now possible to edit Grease Pencil strokes - Use D Tab, or toggle the "Enable Editing" toggles in the Toolbar/Properties regions to enter "Stroke Edit Mode". In this mode, many common editing tools will operate on Grease Pencil stroke points instead. - Tools implemented include Select, Select All/Border/Circle/Linked/More/Less, Grab, Rotate, Scale, Bend, Shear, To Sphere, Mirror, Duplicate, Delete. - Proportional Editing works when using the transform tools 2) Grease Pencil stroke settings can now be animated NOTE: Currently drivers don't work, but if time allows, this may still be added before the release. 3) Strokes can be drawn with "filled" interiors, using a separate set of colour/opacity settings to the ones used for the lines themselves. This makes use of OpenGL filled polys, which has the limitation of only being able to fill convex shapes. Some artifacts may be visible on concave shapes (e.g. pacman's mouth will be overdrawn) 4) "Volumetric Strokes" - An alternative drawing technique for stroke drawing has been added which draws strokes as a series of screen-aligned discs. While this was originally a partial experimental technique at getting better quality 3D lines, the effects possible using this technique were interesting enough to warrant making this a dedicated feature. Best results when partial opacity and large stroke widths are used. 5) Improved Onion Skinning Support - Different colours can be selected for the before/after ghosts. To do so, enable the "colour wheel" toggle beside the Onion Skinning toggle, and set the colours accordingly. - Different numbers of ghosts can be shown before/after the current frame 6) Grease Pencil datablocks are now attached to the scene by default instead of the active object. - For a long time, the object-attachment has proved to be quite problematic for users to keep track of. Now that this is done at scene level, it is easier for most users to use. - An exception for old files (and for any addons which may benefit from object attachment instead), is that if the active object has a Grease Pencil datablock, that will be used instead. - It is not currently possible to choose object-attachment from the UI, but it is simple to do this from the console instead, by doing: context.active_object.grease_pencil = bpy.data.grease_pencil["blah"] 7) Various UI Cleanups - The layers UI has been cleaned up to use a list instead of the nested-panels design. Apart from saving space, this is also much nicer to look at now. - The UI code is now all defined in Python. To support this, it has been necessary to add some new context properties to make it easier to access these settings. e.g. "gpencil_data" for the datablock "active_gpencil_layer" and "active_gpencil_frame" for active data, "editable_gpencil_strokes" for the strokes that can be edited - The "stroke placement/alignment" settings (previously "Drawing Settings" at the bottom of the Grease Pencil panel in the Properties Region) is now located in the toolbar. These were more toolsettings than properties for how GPencil got drawn. - "Use Sketching Sessions" has been renamed "Continuous Drawing", as per a suggestion for an earlier discussion on developer.blender.org - By default, the painting operator will wait for a mouse button to be pressed before it starts creating the stroke. This is to make it easier to include this operator in various toolbars/menus/etc. To get it immediately starting (as when you hold down DKEy to draw), set "wait_for_input" to False. - GPencil Layers can be rearranged in the "Grease Pencil" mode of the Action Editor - Toolbar panels have been added to all the other editors which support these. 8) Pie menus for quick-access to tools A set of experimental pie menus has been included for quick access to many tools and settings. It is not necessary to use these to get things done, but they have been designed to help make certain common tasks easier. - Ctrl-D = The main pie menu. Reveals tools in a context sensitive and spatially stable manner. - D Q = "Quick Settings" pie. This allows quick access to the active layer's settings. Notably, colours, thickness, and turning onion skinning on/off.
2014-11-24Allow explicit control over world background.Antony Riakiotakis
Previosuly, world was shown on the background if "Render Only" was used. Now user should be able to set it independently. This is a prelude to (drumroll)...
2014-10-23Fix T42352.Jonathan Williamson
Add Recalcuate Normals to the Faces menu, next to other shading options. Differential revision: https://developer.blender.org/D841 Signed-off-by: Thomas Dinges
2014-10-14Fullscreen Editor (new fullscreen mode for clean UI)Dalai Felinto
Organize Maximize/Fullscreen mess and add a new fullscreen mode with no UI * Maximize Editor: (old Ctrl+Up) * Full Screen Window: (old Alt + F11) * Full Screen Editor: new operator (Alt + F10) * Change Show/Hide Header: (Alt + F9) When the mode is on moving the mouse near the top right corner of the editor shows an icon to go back to the normal editor mode. This was originally intended for the multiview branch, but this functionality also benefits non-stereo workflows, thus it can be reviewed and committed independently. Development notes: * This includes cleanups in the code to sanitize the naming of fullscreen/maximize across the window/editor code. * Originally the idea was to make the window fullscreen as well, but this idea was dropped. * You can see the clicking area when debug is 1 * Technically the user can be left with an unfaded icon in the corner (specially when using a tablet). If we think this is too bad we can increase the action zone to be the whole screen, or something similar. Reviewers: campbellbarton [1], ton [2], fsiddi [2] [1] actual code review [2] design review Differential Revision: https://developer.blender.org/D678
2014-10-08Select Random in Particle Edit Mode, by jezvLukas Tönne
Added the select random functionality in particle edit mode for hairs or control points. Reviewers: campbellbarton, lukastoenne Reviewed By: lukastoenne Subscribers: campbellbarton, kevindietrich, jezv Projects: #quick_hacks, #bf_blender, #physics Maniphest Tasks: T37873 Differential Revision: https://developer.blender.org/D809
2014-09-27Add Face Region to 'Select-Similar' menuCampbell Barton
2014-09-21Paint systemAntony Riakiotakis
* Add unified color settings to brush menus. * Add notifier on fill tool from drag and drop to refresh icons
2014-09-17Cleanup: pep8Campbell Barton
2014-08-26Sculpt mode: fix 'stroke method' of Brush menu.Bastien Montagne
2014-08-25SplitNormals UI tweaks: add own color for normals drawing, and own 'face ↵Bastien Montagne
corner' icon.
2014-08-18BMesh: intersect toolCampbell Barton
Modeling tool to cut intersections into geometry (like boolean, without calculating inside/outside). Faces are split along intersections, leaving new edges selected. Access from Face menu.
2014-08-12Added support for Feestyle edge/face marks in the 3D view window in Cycles.Tamito Kajiyama
2014-07-21GSOC 2013 paintAntony Riakiotakis
Yep, at last it's here! There are a few minor issues remaining but development can go on in master after discussion at blender institute. For full list of features see: http://wiki.blender.org/index.php/Dev:Ref/Release_Notes/2.72/Painting Thanks to Sergey and Campbell for the extensive review and to the countless artists that have given their input and reported issues during development.
2014-07-11Add mesh tool to split faces by wire edges (face menu)Campbell Barton
This can be used in a similar way to the knife tool, but the edges are manually setup first.
2014-06-17Correct menu nameCampbell Barton
2014-06-13New Editmesh Tool: Extend Vertex, (Alt+D) D512Campbell Barton
Helps to easily add details to existing edges. Similar to the rip tool it depends on cursor location to choose the edge to extend along.
2014-06-06Fix T40520: Properties panel in properties region in 3D view does not go away.Bastien Montagne
Ignore '_RNA_UI' IDP...
2014-05-29UI: make it clear edge functions handle multiple loops/ringsCampbell Barton
2014-05-17Text 3D: remove hardcoded keymaps from menuCampbell Barton
2014-05-08Remove 'Autosmooth' settings from Item 3DView panel.Bastien Montagne
Not that happy with this, but this Item panel is a bit stupid, and we could add more useful settings as well. So better get a design decision first, here.
2014-04-293D Text: edit menu was hiddenCampbell Barton
2014-04-25Fix T39895: Displaying the armature layers popup in edit mode always fails.Bastien Montagne
In fact, armature layers operators (set layers, and show all) were kind of messy and broken in Edit mode (Select layers had two different operators for Pose and Edit modes, both using the same funcs that could only work in Pose mode, Show All was supposed to be used in both modes but again, its exec code could only work in Pose one). Fixed that by: * Using only one op for each task, for both modes (with adapted poll func). * Replacing 'object from context' access by an helper that returns the right Armature object in both Edit and Pose modes.
2014-04-24Code cleanup: unused python vars & importsCampbell Barton
Use frosted rather then pyflakes
2014-04-16Add Edge sharp/smooth to 3DView shading panel, as well as new Vert sharp/smooth.Bastien Montagne