Age | Commit message (Collapse) | Author |
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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 commit des not change nothing only is required by visual studio git tool
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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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"New Note" and "New" datablock do the same, only show one.
Minor code comments cleanup.
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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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D3201 by @ambient w/ edits not to impact fonts used for rendering
(only change display for UI text).
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