Age | Commit message (Collapse) | Author |
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without frame change but running physics.
Interactive button added on time line.
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Instead of showing the transform handles for all selections,
move this functionality into a tool as done for the 3D view.
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Image toolbar now starts with a single column width
and snaps to button increments.
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These duplicate existing menu items.
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Now it's possible create rectangular shapes and disable the subdivisions to get only a rectangle
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This parameter allows to define the percentage of offset of a stroke when uses surface mode.
Before, this was a fixed value, but for some artists' purposes, it's good to have the option to change it.
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Users can select the main unit they want to use now.
Previously the displayed unit always depended on the magnitude of the value.
The old behavior can be restored by switching to the "Adaptive" mode for length, mass and time units.
Meters, kilograms and seconds are the default units for new and old scenes.
The selected unit is also the default unit for user input.
E.g. if cm is selected, whenever the user inputs a unitless number into a field of type length, it will be interpreted as cm.
Reviewer: brecht
Differential: https://developer.blender.org/D3740
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Currently some modes share tool keymaps, we might want to disable
this since it's confusing editing one thing in multiple places.
However this should be resolved in the tool definitions.
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Reviewers: brecht
Differential Revision: https://developer.blender.org/D3758
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To get the toolbar Key binding, the same operator needs to be
referenced from the tool.
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Having this setting here wasn't correct (the operator ignores it).
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Caused incorrect tooltips.
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The shadow needed a blur to make soft transitions and get a better effect.
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Allow raycasting in two directions and culling front or back faces.
Also implement a new Invert Cull option in both constraint and
modifier that can be used to aim for faces aligned with the project
axis direction when raycasting both ways.
Reviewers: mont29
Differential Revision: https://developer.blender.org/D3737
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Avoid using 'add' as a prefix, it reads like a method.
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Now we only use orientation_helper decorator.
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Now it's possible to disable the lasso effect of the fill color while drawing with a fill color.
This sometimes is required to see the lines and it's the first step to implement a new lasso brush.
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Initial implementation of effect to create a drop shadow of the strokes
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- Use exception message on error.
- Use 3D view cursor location (for local view).
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Now it's possible to define what material is used in the generated strokes and if the strokes are put in front of the original (default) or keep the original in front.
Before, the generated strokes have been always on top of the original because they were drawn later.
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Following the vertice delete menu logic here, where delete needs no verb
and the special case (dissolve here) gets the full verb + noun)
Note: This operator wasn't even listed in the T54646 task. I suspect other
operators may share the same fate.
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The orientation was layout vertical
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In order to get the same look and feel of modifiers, we need disable this single column option.
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The grid lines get a weird result and it's better keep disabled. Maybe in the future we implement a new shader with a full grid.
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This reduces UI vertical space.
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It's too easy to miss at the bottom of the screen, and if the status bar is
collapsed critical messages may not be seen at all. There might be a better
looking solution, but for now this solves the main usability problem.
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That new bpy_extras' node_shader_utils module is remotely based on
existing addons' cycles_shader_compat module. It has some key
differences though:
- It is based on Principled shader, instead of the noodle combination
of half a dozen simpler shaders.
- It does not do any value conversion (like e.g. clamping, which was
only suited for FBX). Any conversion/adaptation is to be done
by each IO add-on.
- It extensively uses accessors to offer:
- Easy read/write of values, hiding all the hairy noodly nodes
(principled shader helps a lot here).
- lazy creation of most nodes on accessing (when generating a
material), which avoids getting unused nodes in final shader.
- We only use Principled BSDF so far though, which means some features
supported by previous system are not yet implemented in new one.
Note that, even though we support 'exporting' side of things, this will
only work for a very specific (and basic) kind of shader. This will have
to be clearly explained in end-user documentation.
Also, that code has had some basic testing, but most certainly needs a
lot more refinement.
As proof-of-concept, OBJ IO script will be updated to use that new
system after that commit.
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The icons made too heavy for the UI
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I had to make the viewport navigation icons a bit smaller in the SVG since
the edges were being clipped off, we only support 16x16 icons currently.
They are a bit blurry because of this.
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This has been replaced with tools.
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