Welcome to mirror list, hosted at ThFree Co, Russian Federation.

git.blender.org/blender.git - Unnamed repository; edit this file 'description' to name the repository.
summaryrefslogtreecommitdiff
AgeCommit message (Collapse)Author
2015-06-25Weight Paint: replace Blend with Smooth toolCampbell Barton
Improved behavior - can smooth # iterations - option to expand/contract weights - optionally mix with all/selected/unselected
2015-06-15BMesh: edge-offset feature (Ctrl+Shift+R)Campbell Barton
Ability to quickly add 2x edge loops on either side of selected loops.
2015-05-26Fix T44821: Making warp shortcut failsCampbell Barton
Using OBJECT prefix for editmode operators causes shortcuts to go into the wrong keymap.
2015-05-17Fix T44737: Missing 'Spin' op entry in surface (NURBS) tools/menu.Bastien Montagne
2015-05-10UI: consistent naming for operator propsCampbell Barton
2015-05-06Feature request: Dyntopo detail expressed in percentage of brush radius.Antony Riakiotakis
Not sure how useful this will be but people have requested it so, here it is...
2015-04-28Project Paint: Add symmetry supportCampbell Barton
- Access from symmetry panel (as with sculpt) - Supports multiple axis at once. - Supports all brush types including clone.
2015-04-14Cleanup: don't use single sets for comparisonsCampbell Barton
2015-04-02Expose the Pose Propagate tool a bit more in the UIJoshua Leung
From the various forum threads and the fact that a new addon has cropped up, it appears that it is not that well known that this tool exists, and that it can be used solve a very common problem that animators face. Namely: When you've gone through blocking out your key poses and then realise that you need to adjust parts of the rig which don't change much, this tool solves the problem of needing to go through doing grunt-work to fix all the other keyframes which now need to change as well. So, this tool is now available in the following two places (in addition to the existing Pose -> Propagate menu): * Toolbar - The "Propagate" button will use the default mode (or the last used mode for each subsequent invocation). The arrow-button beside this will allow choosing between the different modes. (NOTE: The UI team may have different thoughts on this, but, let's give this a try for a while first, to see if this sort of thing works) * Alt-P - In Pose Mode, this will now bring up a menu allowing you to choose which mode is used. Since this sort of thing is something that does get run several times in a row when you need it, having this hotkey will make it a bit more convenient.
2015-02-24Add Inset Faces to the mesh edit mode toolbar.Jonathan Williamson
Inset has been missing from the toolbar for a long time, even though it's a fundamental mesh tool. It now lives, happily, alongside Extrude.
2015-02-13cleanupCampbell Barton
2015-02-11Cavity masking - add curve control to cavity mask and move relevantAntony Riakiotakis
structs to paint struct (might be useful for vertex paint too in the future) Cavity masking now has a curve control. The control will set the amount of masking for positive cavity ("pointness") or negative cavity ("cavity") with x axis being the amount of cavity and 0.0 = full cavity, 1.0 = full pointness, 0.5 = no cavity and the y axis being the amount of alpha.
2015-02-10Cavity mask support for texture painting.Antony Riakiotakis
Title says it all, options can be found in the options panel, A slider controls the amount of cavity masking that is applied while it's also possible to invert the mask and paint outside or inside cavities. Again we might greatly benefit from caching of the cavity result, but that should only affect startup time for the stroke.
2015-01-29Gooseberry request: Dithering support for byte images when painting onAntony Riakiotakis
projection painting (2D will be separate commit).
2015-01-29cleanup: pep8Campbell Barton
also remove empty class parenthesis
2015-01-28Fix warning from previous commit:Antony Riakiotakis
Set slot to NULL when no active slot is found.
2015-01-28Texture painting, support cycles UV Map nodes:Antony Riakiotakis
Support UV Map nodes for determining active UV layer. Now when an image node is enocuntered, the system will recursively search the node's input sockets for any UV Map nodes. Obviously this won't fetch any coordinate transforms into painting, and it will only choose the first UV Map node encountered if more than one UV Map nodes are combined. However it should allow custom UV setups per materials and tweaking of the UV Map node's UV layer from the Slots panel.
2015-01-27Fix T43408: Putting steps and keys properties into an inactive sublayoutLukas Tönne
based on the interpolate property does not make any sense at all. These settings are still totally confusing - this code has not been touched since 2009 at least! Go figure ...
2015-01-20New hair editing feature "Shape Cut", for cutting hair based on a meshLukas Tönne
shape instead of a brush tool. The brush cutting tool for hair, while useful, is not very accurate and often requires rotating the model constantly to get the right trimming on every side. This makes adjustments to a hair shape a very tedious process. On the other hand, making proxy meshes for hair shapes is a common workflow. The new operator allows using such rough meshes as boundaries for hair. All hairs that are outside the shape mesh are removed, while those cutting it at some length are shortened accordingly. The operator can be accessed in the particle edit mode toolbar via the "Shape Cut" button. The "Shape Object" must be set first and stays selected as a tool setting for repeatedly applying the shape.
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!
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.
2014-11-24Typo fix (not related to previous drumroll)Antony Riakiotakis
2014-11-15Add Make Edge/Face to mesh Edit Mode toolbar.Jonathan Williamson
The Mesh Tools have quite few crucial tools that're missing from the toolbar. This is the main one. The tools that're here should also be reorganized a bit to introduce actual orgnization, as it's quite sporadic at the moment. Will do that later.
2014-10-31Texture Paint Add Simple UVs:Antony Riakiotakis
Add simple uvs now does a cube unwrap and pack operation. Result is not optimal by far but it should not result in crashes and it will be quite usable for simple cases.
2014-10-23Fix T42330 game engine does not allow texture slots generation.Antony Riakiotakis
2014-10-10Fix T42168 mask texture UI missing. Own sillyness after last data fixAntony Riakiotakis
commit. If we include the data cleanup commit to an alpha version for 2.72a this should be included as well
2014-10-06Texture painting:Antony Riakiotakis
Do not generate materials/images/UVs if they are missing. Now we spawn a panel ("Missing Data") with operators to generate the missing data and pop a warning if user tries to paint without them. The reason we have reverted this is that it is too easy to end up with more textures than we wanted. It was impossible to enter texture paint without having textures added, and code makes too many assumptions about what user may want. Discussed during Sunday's meeting. This might be a candidate for 2.72a but I'm not sure how other artists will take this (and how refined and crash-free it is), better make a few iterations first. And for interested parties...test please, don't wait until after a release to poke with such issues. Also, add slot operator now adds a new unconnected image node in cycles. Only used in the "Missing Data" panel. This should be a separate commit but I am squashing it into the same commit because it relies too much on changes done here and can be reverted easily if complainstorm occurs again.
2014-10-03Sculpting:Antony Riakiotakis
Grab and Snake hook brushes now support strength. To keep compatibility with older brushes, this commit also sets strength to 1.0 for those brushes.
2014-09-21Another minor correction, use "Mask" instead of "Stencil" so users canAntony Riakiotakis
correlate the panel to the mask tool.
2014-09-21Minor polishing, add UV layer selection in image projection paintingAntony Riakiotakis
mode.
2014-09-17Cleanup: pep8Campbell Barton
2014-08-28Texture painting:Antony Riakiotakis
Include explicit control for texturing: This commit introduces a painting mode option, available in the slots panel. The default value "Material" will create slots from the blender material, same as just merged from the paint branch. The new option "Image", will use an explicit image field that artists can use to select the image to paint on. This will should allow painting regardless of the renderer used or for use in modifiers.
2014-08-28Texture paint system:Antony Riakiotakis
* Add ability to choose blend type and enable/disable toggle for each slot for blender internal.
2014-08-26Add operator that deletes a texture paint layer for blender internal.Antony Riakiotakis
2014-08-26Fix T39020: Undo/Redo/History buttons missing in "Edit mode"Bastien Montagne
Remotely based on patch by kevindietrich (Kévin Dietrich), but using a single generic panel here, as suggested by UI team. Note we add this panel in all modes (only one tweak in scuplt mode, where there is no history menu generated it seems, unlike other 'paint-like' modes), we can decide to move it into its own tab later. Differential Revision: https://developer.blender.org/D733
2014-08-25Based on user input that we never listen to:Antony Riakiotakis
* Move "save all edited" operator to layer tab * Duplicate operator in image menu in image editor.
2014-08-14Switch sampler icon to the right, it's easier for artists to access.Antony Riakiotakis
2014-07-25Minor changes:Antony Riakiotakis
* Changing UV map updates the UV editor. * UV Layer -> UV Map
2014-07-24Fix UI still allowing addition of slots in cycles if material did notAntony Riakiotakis
use nodes.
2014-07-24Fixes:Antony Riakiotakis
* Crash with image drag'n'drop * Drag'n drop color to paint 2d canvas not working * Change "Layers" to "Slots" to appease purists.
2014-07-24Move stencil options to own panel under layer tab.Antony Riakiotakis
2014-07-24UI cleanup:Antony Riakiotakis
New layer in texture painting will now allow entering image parameters, similar to new image.
2014-07-24Allow renaming images from list in layers panel by double clicking.Antony Riakiotakis
Thanks to Sebastian Koenig for the report!
2014-07-23Texture painting:Antony Riakiotakis
Add ability to select UV layer from the layer panel.
2014-07-22Fix T41141, can't paint texture in cycles.Antony Riakiotakis
The issue is actually that creating a new image in texture paint mode will set it always as a stencil image. Internally, the code checks if the painted image is the same as the stencil and if it is, no painting is done. Solution is to expose a boolena to the operator for setting the image as a stencil (could be an enum in th future for more uses) Stencil UI is a bit weird here, will definitely redesign.
2014-07-22Cleanup: pep8 & redundant varsCampbell Barton
2014-07-21Make clone tool UI slightly less horrible.Antony Riakiotakis
Move clone tool options as well as layer selection to the brush panel. That should make its use more apparent and, most importantly, easy.
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.
2014-06-14Expose Weigth tools for edit modegaiaclary
Most weight tools also work in edit mode. This change exposes all applicable tools within a separate weight tool panel in the tools tab of the tool shelf Reviewers: campbellbarton Reviewed By: campbellbarton Differential Revision: https://developer.blender.org/D592