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2016-07-09Fix: Apply Scale to Delta Scale was doubling the effectJoshua Leung
2016-07-08BMesh: add decimate edit-mode toolCampbell Barton
Support applying decimate to the mesh selection.
2016-07-07RNA: rename sorting -> sortCampbell Barton
Shorter and consistent with other RNA.
2016-07-07Cleanup: use static sets, remove redundant copyCampbell Barton
2016-07-07Revert "ChildOf Constraint: Hide the Loc/Rot/Scale toggles"Joshua Leung
This reverts commit 4fd78bb06faa31f265af6a5f247cf4255b5ac479. After further testing, it turns out that these options are less-broken than I remember them being (and have been hearing about). Specifically, as long as you disable all 3-axes of a transform component (i.e. all location, all rotation, all scale) you're not likely to have problems, whereas if you only disabled one axis (i.e. y-rotation), you may have problems in some cases. So, restoring these to the UI.
2016-07-07Transforms to Delta TransformsJoshua Leung
* Added new operators to take the current transform value (loc/rot/scale or all 3) and convert/apply that transform to a corresponding delta transform value. By default, the transform value will be zeroed out again afterwards, so you don't end up with a double transform. * These operators can be found in the "Apply" menu (Ctrl-A) * The "Animated Transforms to Deltas" (which does a similar job, except it adjusts all existing animation data instead of the current transform) has also been moved to the Apply menu (it was in the Transform menu instead)
2016-07-07Animation Editors: Object datablocks are now sorted alphabetically by defaultJoshua Leung
A long requested feature has been to have objects appear in alphabetical order in the animation editors, so that it is easier to find where they occur. This commit implements support for this. The main sticking point has been the performance impact of having this sorting happening all the time (as the actual list of "bases" cannot be modified, as the old depsgraph still needs random-looking unsorted order of objects for scheduling updates). However, it recently occurred to me that perhaps by restricting it to the one case where the ordering actually matters (i.e. when we're getting the channel list for drawing all channels, vs operating on them), and adding a toggle to turn the sorting off in heavy scenes when it might bog down things, that it will probably be acceptable enough in general. Furthermore, if things get really bad, we can investigate putting in place some sort of caching scheme for this too - though hopefully the new depsgraph will make that unnecessary (i.e. it doesn't sort the bases directly anymore).
2016-07-07NLA: Indicate position of action-local markers on stripsJoshua Leung
To make it easier to synchronise timing across multiple strips, if you add markers locally to an action, these will show up in the NLA strip in the NLA Editor. These markings can then be used to line up the start/end of another strip, or even to make sure that the markers from two different strips end up lining up. By default, this is turned on, but it can be disabled (via the View menu) if it adds too much visual noise.
2016-07-05Render border: make it work together with with cache result / save buffers / ↵Brecht Van Lommel
full sample. Differential Revision: https://developer.blender.org/D2080
2016-07-04Environment lighting for the GLSL modeAlexander Romanov
Environment lighting (aka ambient) is a key component of any renderer. It's implemented like the Environment lighting of BI render for Approximate Gather mode. It support "Sky Color" and "White" Environment lighting modes. It would be great if the user could see actual lighting conditions right in the Blender viewport instead of waiting for the renderer to complete the final image, exporting for external renderer or for a game engine. Before: {F113921} After: {F113922} Example file: {F319013} Original author: valentin_b4w Alexander (Blend4Web Team) Reviewers: valentin_b4w, campbellbarton, merwin, brecht Reviewed By: brecht Subscribers: panzergame, youle, duarteframos, AlexKowel, yurikovelenov, dingto, Evgeny_Rodygin Projects: #rendering, #opengl_gfx Differential Revision: https://developer.blender.org/D810
2016-07-01UI: move dyntopo button to headerCampbell Barton
This looks a bit odd, but being able to see if dyntopo is enabled when the panel is collapsed is handy.
2016-06-28Usual i18n/UI messages cleanup & fixes.Bastien Montagne
2016-06-28Cleanup: Python importsCampbell Barton
2016-06-27Rename script stubCampbell Barton
Was clear from name this is to run external scripts.
2016-06-23ChildOf Constraint: Hide the Loc/Rot/Scale togglesJoshua Leung
The RNA properties are still there (in case you really need them), except now they will not be shown in the UI anymore, as this constraint really didn't work well/at all when any of those was disabled. Most people shouldn't really need to worry about this change. If anyone wants a matrix-math challenge, they're welcome to try getting those working for real, so that we can show these toggles again.
2016-06-23Dopesheet: Lasso and Circle Select tools work for selecting keyframesJoshua Leung
This only works in the Action and Dopesheet modes (which operate on FCurve keyframes). Support for Grease Pencil and Mask Keyframes though is still pending.
2016-06-23Code Cleanup - Circle/Lasso select in the Graph EditorJoshua Leung
2016-06-23GPencil UI: Streamline toolbar options a bitJoshua Leung
As suggested by mendiobox: * Don't show "enable editing" in the 3D view. You can already do this by switching into stroke editing mode here, so no need for the duplication. (In other editors though, this can't be done yet, so we don't do it) * Make the "Convert" button into a dropdown so that you don't need to deal with a a separate popup menu * In the 3D view, don't show the selection + transform operators that can be easily found in the menus too (as well as having commonly used shortcuts)
2016-06-23GPencil: Added a new version of the "delete active frame" operator which ↵Joshua Leung
deletes on all editable layers This new operator will delete any GP frame it finds on the current frame, regardless of whether it's on the active layer or not. It will only remove the frames if the layer is editable, but otherwise, it will just go for it. The existing operator is great for use in the panel (where it only applies to the active frame), but it was not so good for all the other places where tools can be invoked (e.g. D-X, or Delete) as you're typically thinking about the whole scene more holisticaly than just caring about a particular layer.
2016-06-22Remove module reloading for preview operatorsCampbell Barton
This can be kept on file level but best keep out of operator functions.
2016-06-22Fix T48703: Name inconsistency w/ area maximize/fullscreenCampbell Barton
Name operator based on default behavior.
2016-06-21Fix T48697: Brush curve-stroke snaps strangelyCampbell Barton
Support Snapping screen-space 2d curves, (was applying world-space coords in screen-space). Also show snap settings in header.
2016-06-21Text Object: Vertical AlignmentDalai Felinto
A new option for Font/Text objects vertical alignment: * Top Base-Line (current mode) * Top * Center * Bottom The Top is the equivalent as the Top-Baseline with an empty line at the begin of the text. It's nice to have this option too though, since if we are driving the alignment via Python we don't want to add extra lines to the text only to accomodate to the desired vertical alignment. The Center and Bottom are as intuitive as their name suggest. When working with text boxes, the vertical alignment only work for paragraphs that are not vertically full. Many thanks to Campbell Barton (ideasman42 / @campbellbarton) for the code review, code comments, and overall suggestions and changes :) Reviewers: campbellbarton Differential Revision: https://developer.blender.org/D2061
2016-06-16Vertex paint color operationsCampbell Barton
D2050 by @metaraptor with edits Adds levels, brightness/contrast, hsv & invert operations.
2016-06-15Fix region_2d_to_origin_3d not working with ortho viewDalai Felinto
In some cases when: * the viewport was in the camera mode * the camera was ortho * the view was not fitting (as oppose to use HOME) region_2d_to_origin_3d would misbehave (and consequently region_2d_to_location_3d). Sample addon to test it: ``` import bpy from bpy_extras.view3d_utils import ( region_2d_to_location_3d, ) from mathutils import ( Vector, ) class MoveXYOperator(bpy.types.Operator): """Translate the view using mouse events""" bl_idname = "view3d.move_xy" bl_label = "Move XY" @classmethod def poll(cls, context): return context.object def modal(self, context, event): if event.type == 'MOUSEMOVE': self.move(context, event) elif event.type in {'LEFTMOUSE', 'RIGHTMOUSE', 'ESC'}: return {'FINISHED'} return {'RUNNING_MODAL'} def invoke(self, context, event): if context.space_data.type == 'VIEW_3D': self.ob = context.object context.window_manager.modal_handler_add(self) return {'RUNNING_MODAL'} else: self.report({'WARNING'}, "Active space must be a View3d") return {'CANCELLED'} def move(self, context, event): xy = region_2d_to_location_3d( context.region, context.space_data.region_3d, (event.mouse_region_x, event.mouse_region_y), Vector(), ).xy self.ob.location.xy = xy def register(): bpy.utils.register_class(MoveXYOperator) def unregister(): bpy.utils.unregister_class(MoveXYOperator) if __name__ == "__main__": register() ```
2016-06-13Keymap: include 'Dopesheet Generic'Campbell Barton
2016-06-12Docs: Support out-of-source reference-API buildsCampbell Barton
This was originally supported, however relative links to examples & templates made it fail. Now files in the source tree are copied to the build-dir, with ".." replaced with "__" to avoid having to mirror Blender's source-layout in the Sphinx build-dir. Also skip uploading the built docs when an SSH user-name isn't passed to sphinx_doc_gen.sh instead of aborting (so people w/o SSH access to our servers can use the shell-script).
2016-06-11UI Font: Fix bad kerning of Thai font.Bastien Montagne
Thai font is a complex script that assumes full featured unicode layout engine, while Blender only knows about basic kerning (offset of a char based on the previous one). So this commit edits Thai part of our i18n font to fix the very bad spacing of thai chars we had in Blender so far. Work done by Hồ Châu, many thanks!
2016-06-07World space switch for BI nodes.Alexander Romanov
At the moment light shading in Blender is produced in viewspace. Apparently, that's why shader nodes work with normals in camera space. But it is not convenient for artists. The more convenient approach is implemented in Cycles where normals are represented in world space. Blend4Web Team designed the engine keeping in mind shader parameters readability, so normals are interpreted in world space as well. And now our users have to use some tweaks, like empty node group with the name "Replace", which is replacing one input by another on the engine side (replacing working configuration in Blender Viewport by the configuration that has the same behavior in the engine). This patch adds the ability to switch to world space for normals and lamp vector in BI and Viewport. This patch is very important to us and we crave to see this patch in Blender 2.7 because it will significantly simplify Blend4Web material creation workflow. {F315547} {F315548} Reviewers: campbellbarton, brecht Reviewed By: brecht Subscribers: homyachetser, Evgeny_Rodygin, AlexKowel, yurikovelenov Differential Revision: https://developer.blender.org/D2046
2016-06-06EditNormal modifier: add some 'maximum angle' limit.Bastien Montagne
Allows to avoid generating flipped faces when using extreme normal modifications. Related to T48576.
2016-06-06Fix T48579: RNA shadows new custom propertiesCampbell Barton
2016-06-02Theme: 2.4x, correct graph region colorCampbell Barton
2016-06-01Usual UI/i18n message cleanup (get rid of last remaining 'addon' too).Bastien Montagne
2016-05-31Theme: 2.4x disabled menu text wasn't greyed outCampbell Barton
2016-05-30Fix T48527: Maya keymap fails w/ knife snapCampbell Barton
2016-05-25Add warning to Mesh.from_pydataCampbell Barton
2016-05-21GPencil: Add hotkeys for the "Delete Active Frame" operatorJoshua Leung
Usage: * D+X - Works anytime, anywhere * Shift-X - Works in EditMode only * Via Delete Menu - EditMode only Often doing video tutorials or perhaps during dailies/shot review you want to quickly get rid of a quick scribble you made for making a point, without having to undo (i.e. maybe you edited some objects in between) and/or without having to use the eraser (i.e. it'd take too long to cover the entire area).
2016-05-19Add Peak Memory as render stamp optionLukas Stockner
This commit adds Peak Memory to the stamp options, the value is the same one that is already shown in the image viewer. Requested by @nutel. Reviewers: campbellbarton Subscribers: campbellbarton, nutel Differential Revision: https://developer.blender.org/D1989
2016-05-18Cycles: Pole merging for spherical stereoSergey Sharybin
The idea of pole merge is to fade interocular distance after a certain altitude to zero when altitude goes closer to a pole. This should prevent annoyances looking up in the sky or down to the bottom. Works for both panorama and perspective cameras when Spherical Stereo is enabled. Reviewers: dfelinto, brecht Reviewed By: brecht Subscribers: sebastian_k Differential Revision: https://developer.blender.org/D1998
2016-05-18Fix: "Whole Character" Keying Set should not include Location on bones with ↵Joshua Leung
"connected" joint
2016-05-17Bendy Bones: Small ui tweakThomas Beck
Change the order of the bending controls ("Curve XY Offsets") so the user can activate both InX and OutX by holding down the left mouse button. This way, it's easy to bend symmetrically on X or Y.
2016-05-17Bendy Bones: Advanced B-Bones for Easier + Simple RiggingJoshua Leung
This commit/patch/branch brings a bunch of powerful new options for B-Bones and for working with B-Bones, making it easier for animators to create their own rigs, using fewer bones (which also means hopefully lighter + faster rigs ;) This functionality was first demoed by Daniel at BConf15 Some highlights from this patch include: * You can now directly control the shape of B-Bones using a series of properties instead of being restricted to trying to indirectly control them through the neighbouring bones. See the "Bendy Bones" panel... * B-Bones can be shaped in EditMode to define a "curved rest pose" for the bone. This is useful for things like eyebrows and mouths/eyelids * You can now make B-Bones use custom bones as their reference bone handles, instead of only using the parent/child bones. To do so, enable the "Use Custom Reference Handles" toggle. If none are specified, then the BBone will only use the Bendy Bone properties. * Constraints Head/Tail option can now slide along the B-Bone shape, instead of just linearly interpolating between the endpoints of the bone. For more details, see: * http://aligorith.blogspot.co.nz/2016/05/bendy-bones-dev-update.html * http://aligorith.blogspot.co.nz/2016/05/an-in-depth-look-at-how-b-bones-work.html -- Credits -- Original Idea: Daniel M Lara (pepeland) Original Patch/Research: Jose Molina Additional Development + Polish: Joshua Leung (aligorith) Testing/Feedback: Daniel M Lara (pepeland), Juan Pablo Bouza (jpbouza)
2016-05-13Fix script_paths(check_all=True) missing script pathsCampbell Barton
BLENDER_SYSTEM_SCRIPTS wasn't included in bpy.utils.script_paths()
2016-05-09GPencil: Added operators to select first and last points of strokesJoshua Leung
These are useful for removing overshoots at the end of closed strokes (for fills)
2016-05-09Info Header / URLs: Fix community link + https'ification.Aaron Carlisle
2016-05-08Tweak to GPencil layers UI layoutJoshua Leung
I'm still not happy with this layout as it is now, but it seems a bit less unbalanced than what I'd been trying before. So, let's leave this as-is for now.
2016-05-08Action Editor: Initial support for a Properties RegionJoshua Leung
This commit adds some of the initial support for a properties region in the Action Editor. There are currently no panels to display, as there is still a lot of work required to port over the required internal architecture to support the panels seen in the Graph Editor.
2016-05-08D1886: GPencil - Add smooth iterations parameter to get better qualityAntonio Vazquez
After some test, a new iteration parameter has been added in order to apply repetitive smoothing to the stroke. By default 1 iteration is applied, but can used any number between 1 and 3. The repetition uses different levels of intensity from 100% of the defined smooth factor for the first loop, 50% for the second and 25% for the third. We use in each loop a smaller value in order to avoid deform too much the stroke.
2016-05-08GPencil Fills: Small reshuffle of UI buttonsJoshua Leung
Now, stroke-related things (thickness, volumetric, points) and fill-related things (HQ fill) are in the relevant columns, instead of having some in each column.
2016-05-08D1705: Fix Grease Pencil Fill for Concave ShapesAntonio Vazquez
Improve filling for concave shapes using a triangulation of the stroke. The triangulation information is saved in an internal cache and only is recalculated if the stroke changes. The triangulation is not saved in .blend file. Reviewers: aligorith Maniphest Tasks: T47102 Differential Revision: https://developer.blender.org/D1705