Age | Commit message (Collapse) | Author |
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This allow create prests without import materials and include a requested predefined settings for Stroke only, Fill only and Stroke and Fill.
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* 3D Markers to Mesh
* Link Empty to Track
* Set as Background
Note, the "Setup Tracking Scene" was not addressed. Pending for this script is:
* Update world for EEVEE settings
* Adjust the layer code to use collections
* Remove broken world API
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This operator clean any stroke below a defined number of points. This is used because sometimes when use eraser some points keep missing.
Also some changes in the UI menu.
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The initial design assumed that there was only one object for each unique name, but that was not the case when instances were created.
Now, instances are supported and speed has been greatly improved when repetitions are used.
As a result of this change, the option to create objects has been removed in the Instances modifier. This option was strange and was also against Blender's design rules, since a modifier should never create objects. The old functionality of the modifier can be achieved with instances.
Also, several memory leakage problems that were not previously detected have been eliminated, and especially in the grid and in the drawing process
Onion Skin is not supported in multi-user datablocks. Support this, makes incompatible with instances. We need find a solution in the long term, but now it's better keep disabled and make instances work. Anyway, the new instances makes unnecessary to use muli-user datablocks.
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Add tool options to control how select operates (add/sub/set/and/xor).
Note: edit mode armature select still needs to support all options,
this is complicated by how it handles partial end-point selection.
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Currently no functional changes, just exposes all settings which we need
for OpenSubdiv, similar to what Subsurf modifier is doing already.
Reviewers: brecht
Reviewed By: brecht
Differential Revision: https://developer.blender.org/D3602
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Scale is a multiplicative quantity, so adding it doesn't make sense.
However, for backward compatibility reasons, and in case somebody
actually desires the old additive behavior, the old way remains as
an option.
Without this change the only way to properly combine scale is via
parenting or the complicated Transformation constraint.
The new mode is turned on by a flag for file compatibility, but the
RNA option is reversed so that the new behavior feels more default.
Reviewers: aligorith
Differential Revision: https://developer.blender.org/D3558
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For users it defines how accurate vertex positions are in terms
of limit surface (as in, how close the vertices locations to the
condition when they are calculated for an infinitely subdivided
mesh).
This affects things like:
- Irregular vertices (joint of 3 or more edges)
- Crease
Keep quality value low for performance.
NOTE: Going higher does not necessarily mean real improvement
in quality, ideal case might be reached well before maximum
quality of 10. Quality of 3 is a good starting point.
Internally quality is translated directly to adaptive subdivision
level.
Reviewers: brecht
Reviewed By: brecht
Differential Revision: https://developer.blender.org/D3599
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There are following reasons to do so:
- The plan is to replace it with some sort of object or viewport option,
so we can apply OpenSubdiv subdivisions on top of modifier stack and
keep modifier stack purely CPU side.
This will solve issues when adding some relation in scene will force
modifier to be evaluated on CPU.
- With new upcoming OpenSubdiv based CPU modifier implementation we can
cache topology similar to what GPU side was doing, which will already
be reasonably faster.
- OpenSubdiv GPU does not work since the OpenGL version bump, and is
to be rewritten with all the adaptive refine options kept in mind.
Since OpenSubdiv GPU was already broken and was only causing object
to become invisible, there is no reason to keep having that option in
the modifier.
Reviewers: brecht
Reviewed By: brecht
Differential Revision: https://developer.blender.org/D3598
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This replaces old single toggle option to subdivide UVs with
an enum which can have more options. The usecase for this is
to be compatible with other software. But we also might choose
different subdivision type as default in the future.
DNA and underlying code supports all possible options, but
only the ones which are compatible with old subdivision code
are currently exposes.
Reviewers: brecht
Reviewed By: brecht
Differential Revision: https://developer.blender.org/D3575
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Operators:
- add torus
- align objects
- bake physics
- make dupli faces
- smart project
Templates:
- 3D view ray cast
Other:
- Methods for bones/edit-bones
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Those axis buttons indeed affect instances orientation even when Create
Along Path is not defined...
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This was previously default behavior, now it's default.
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Now it's possible to define if the Tint, Hue and OPacity modifier affect the stroke color, fill color or both.
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This is because we can now optimize the use of SSS on shaders based on
socket input values.
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Thanks to Charlie Jolly (mistajolly@gmail.com) for his patch D3586 that added create materials to opacity modifier.
I had to do some more changes to get all running.
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The first group of object types is renderable geometry which this belongs
to more than the second group, which are unrenderable utility objects.
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The material created was not right when apply the modifiers.
These errors were related to the material modification from old palette system before the merge and for any reason this code was not changed in the right way.
Also changed the "Create Colors" to "Create Materials" to keep UI names aligned.
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This option was missing when old VFX modifers were backported as Shader FX.
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Also some renames and cleanups.
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It's more clear for user to see the name of the color
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The thickness is more important and must be below list of annotation layers.
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Also show particle brush in tool-properties panel.
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Changing a brush now updates the tool.
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Since most animators find Motion Paths more useful than Armature Ghosting:
* Move Motion Paths before Ghosting settings (less scrolling)
* Collapse Ghosting panel by default
* Open Motion Paths panel by default instead
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Rendering OpenGL/Preview is accessible from each editor.
Render settings are accessible from the Film menu when in OpenGL/Preview engine.
It wasn't always predictable especially with Workspaces without or with many viewports.
Also reordering of items, renaming and removal of superfluous icons.
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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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Single-column layout and tweaks to tooltips.
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Avoid double label for same properties in single-column.
Onion Skinning: Group custom colors together, and frame before/after together.
Small changes to tooltips.
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Top bar is only for settings that apply to the next action
not a way to change existing data.
If each stroke could have a different color this would work as expected,
however it was adjusting the current layer color.
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Rename "Seq. Strip" to Strip Name, "Sequence Strip" to Use Strip Metadata.
Plus re-arrange of properties and separators for sections.
Thanks @fsiddi for the feedback.
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