Age | Commit message (Collapse) | Author |
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Show folders and start in the users home.
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Differential Revision: https://developer.blender.org/D3926
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Matches edit-mesh mode.
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Using double-click with selection breaks selection cycling behavior
(making you have to wait to click again to cycle-select the next item).
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One cannot assign to Class.__dict__, that is not a 'real' dictionnary...
Thanks to @JacquesLucke for noting the issue.
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Nice side-effect of using new __annotations__ thingy to store
dynamically-generated fields in a class: __annotations__ dict is not
ensured to exist for a given class, so we may end up modifying on of the
parents' one!
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this operator was only working in editmode and we now have a dedicated
tool for this.
Fixes T58495
thanx @billreynish for usability advice
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Operator.is_registered needs to use RNAMeta class.
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This adds an elliptical arc primitive.
Press CKEY for toggling closed/open arc.
Press FKEY key for flipping arc.
Additional changes to gpencil primitives.
Increases default edges of circle to 64.
Keymap changes to allow primitives to be drawn with Shift or Alt key.
Allow Plus/Minus key to adjust number of edges.
Missing: Toolbar icon
Differential Revision: https://developer.blender.org/D4024
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structural_stiffness.
Presets were not updated when parameter were changed in rBe3d31b8dfbdc.
Note that will also check on generating more resistent py code for that
kind of presets, since that will also affect any custom preset made by
users...
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Ensure we use lists for keymap items and item properties.
This means scripts can access keymap definitions from other layouts,
manipulating them without sometimes encountering a tuple that needs
to be converted into a list.
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Top-bar and properties-editor were near duplicates.
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Poll checks for an object, no need to check for non-object
materials in the draw function.
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This makes the keymap consistent with Grease Pencil.
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Copy settings let users create variations more easily.
Ovewrite prompt is there to be able to edit already existing studiolight.
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There was a bug due to non-aligned struct in the DNA that prevented us
to increase the size of the userdef light array.
Since the studio lights are now presets and stored in external files,
there is no need to keep backward compatibility with theses lights.
Remove the old array and create a new one.
Add blue tint light for specular.
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Shadow focus let the user choose how hard are is the shadows transition.
Harder shadow transition can be used for stylistic effects or more uniform
shading.
Make shadow orientation respect the same orientation as the studio light
(view from +Y direction aka. front view). Make the default shadow direction
more similar to the default light position (the default light object, not
the default studio lighting).
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This was the old, obscure, little known, M shortcut operator when in local view
back in the 2.7x days.
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Now matches mesh vertex/edge/face menu placement.
Also move some menu items to match mesh vertex menu.
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This makes it more clean why you cannot choose studio lights in this mode.
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This option is per viewport.
Having view space shading make sense when working on isolated objects like
if you were holding them in your hands. But for entire scene work, it is
better to have the lighting fixed to have a better spatial representation.
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This changes a bit how the userprefs solid lights works. They are not
visible until enabling the "Edit Solid Light" checkbox. Once enabled the
current studiolight used for solid mode will be overwritten.
Once the lighting settings are tweaked, the user can click the
"Save as Studio light" button to save the current settings.
This makes it easy to create new lighting without messing the other
presets.
The studio lights are stored as ASCII files on the disk using a dead
simple custom format.
The UI/UX is not perfect and will be improved in other commits.
Also includes:
* Separate LookDev HDRI selection from Solid Lights
* Hide LookDev HDRIs from the Solid Lights selection list
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This one focuses on the development fund campaign. We plan to do more
more splash updates during the Beta.
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