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2018-06-14Merge branch 'master' into blender2.8Bastien Montagne
Conflicts: source/blender/modifiers/intern/MOD_normal_edit.c source/blender/windowmanager/intern/wm_files.c
2018-06-14Move call to drw_state_ensure_not_reused() inside the region locked by ↵Clément Foucault
DST.gl_context_mutex. Currently with a debug build there is a race condition where the mutex is released before the DST structure is reset to 0xFF, meaning when multiple threads are using the DRWManager it can get cleared when the main thread is using it, causing crashes. Reviewers: fclem, brecht Reviewed By: fclem Tags: #bf_blender_2.8 Differential Revision: https://developer.blender.org/D3476
2018-06-14T55406: Flip MatcapJeroen Bakker
- Icon represent the flipped matcap in the shading menu - Added template_icon to display any icon in scale.
2018-06-14Fix T55470: Add option to not fix polygons' winding to Edit Normals modifier.Bastien Montagne
this is actually adding option to add buggy behavior, but.. NPR often expects buggy behaviors, and its one of the main targets for normal editing. So think it's reasonable to add that option (disabled by default of course). Note that am not really happy with UI, but: * Not sure where to put it, it's kind of own self-contained area option. * Don't to make it too much visible, using this should be the exception!
2018-06-13UI: preset popover buttons in panel headers.Brecht Van Lommel
Moves the preset into a menu for the panel header, so it can be changed without opening the panel and takes up less space. Two remaining issues: * For long lists the add new preset button can be scrolled off screen. * We should support showing the name of the chosen preset in the panel header, but the current preset system does not support detecting which preset is used. Differential Revision: https://developer.blender.org/D3366
2018-06-13UI: Make NLA header consistent with dopesheetDalai Felinto
2018-06-13Cleanup: double quotes for non-enum stringsCampbell Barton
2018-06-13UI: center align 3D view header snap, pivot etcCampbell Barton
2018-06-13UI: Fix clip editor double text-less icon situationDalai Felinto
2018-06-13Cleanup: tool settings accessCampbell Barton
2018-06-13UI: add back pivot pointCampbell Barton
Was accidentally removed after recent changes.
2018-06-12UI: Name N-Key toggle to SidebarCampbell Barton
2018-06-12WM: hide internal operator settingsCampbell Barton
These are set in the interface and aren't useful to show to users. Other minor changes - Rename 'Ruler/Protractor' -> 'Ruler' - Rename Subdivide 'Quad/Tri Mode' -> 'Create N-Gons' (and invert).
2018-06-12UI: move auto-merge option to mesh options panelCampbell Barton
This can be used even w/o snap.
2018-06-12UI: re-arrange object mode and 3D view buttonsCampbell Barton
After some consideration we're moving 3D view settings that impact the 3D view back. See T55386 for details.
2018-06-12T55454: removal of clay engineJeroen Bakker
The ClayEngine was introduced to test the blender2.8 architecture during development. As currently we have the wanted features implemented with matcaps we are going to remove the clay engine as it was never intended to be an official releasable engine Note: The test cases are never run. But when enabled will be skipped as they were implemented over the Clay Engine
2018-06-12UI: remove redo popover from topbarCampbell Barton
See: T55039
2018-06-11Fix accidental addons submodule change in previous commit.Brecht Van Lommel
2018-06-11Fix crash with OpenGL rendering in multiple threads on macOS.Edmund Kapusniak
On macOS we must always go through BLI_thread_local_get/set(). Differential Revision: https://developer.blender.org/D3470
2018-06-11UI: split left/right header buttonsCampbell Barton
- Added flexible separators to Clip, Graph, Dopesheet, Image, Node, Timeline, 3D View. - Added graying out for Proportional Editing menus to avoid popping when right-aligned. - Slightly re-arranged some controls, so they can be on correct side of the separators. Patch by @billreynish
2018-06-11Workbench: API ChangesJeroen Bakker
- merged matcap and studioLight api
2018-06-11UI: Separator spacerDalai Felinto
This support layout.separator_spacer() to be used by headers as a way to dynamically separate the ui buttons. Right now no UI file is changed, though we can use this right away in the timeline, and shortly after in the viewport header (moving settings from the topbar to it). Original design by William Reynish. Review: Campbell Barton D3468
2018-06-11Shading: Change icon of userpreference in Shading popoverJeroen Bakker
2018-06-11Merge branch 'master' into blender2.8Sergey Sharybin
2018-06-11Fix T55278: Lightmap Pack > New Image broken when active object is NonePhilipp Oeser
thanx bblanimation (Christopher Gearhart) for spotting the issue and providing the fix! Reviewed By: brecht Differential Revision: https://developer.blender.org/D3449
2018-06-11Overlays: Reserve space for a "Onion Skins" overlayJoshua Leung
While we probably won't be getting a general purpose "Onion Skinning" overlay anytime soon for meshes, etc. (at least not before the depsgraph stabilises, and we also get geometry caching working), for the Grease Pencil integration at least, it makes sense to move GP objects to using a more general/future-proof solution, instead of continuing to use a special/dedicated button in the header. Currently the UI part of this is commented out. Also, the GP branch doesn't need to move to this pre-merge. But, since 2.8 changes move fast, it's better to reserve the space now to have it next to motionpaths, than introduce it later.
2018-06-10Sub-panel for camera DoF for EEVEEPablo Vazquez
2018-06-10UI: Add redo last to edit-menuCampbell Barton
2018-06-10UI: change toolbar icon size from 38 -> 32Campbell Barton
2018-06-10UI: use property split for UV mask panelCampbell Barton
2018-06-10UI: correct jitter buttonCampbell Barton
2018-06-10UI: use split property for tool settingsCampbell Barton
Patch by @billreynish w/ edits
2018-06-10UI: remove tab use in the tool-settingsCampbell Barton
2018-06-10UI: use two columns for the overlay popoverCampbell Barton
Also use sub-panels. Patch by @billreynish w/ edits.
2018-06-10UI: Use flow layout for object properties contextPablo Vazquez
Mainly as a proof of concept and test to use in other contexts.
2018-06-09UI: use draw_header function for popover buttonsCampbell Barton
Add 'is_popover' for panel draw functions to check if they're in a popup. This puts dyntopo toggle next to the popover.
2018-06-08UI: remove tools space type, use properties contextCampbell Barton
We've decieded to use tools context in properties editor.
2018-06-08Workbench: XFlip Matcap per 3D ViewJeroen Bakker
Note: Icons are not yet updated.
2018-06-08Code cleanupJeroen Bakker
2018-06-08Workbench: Custom StudioLight UIJeroen Bakker
2018-06-08Workbench: Lights user prefJeroen Bakker
2018-06-08Workbench: UI for custom studio lights/matcapsJeroen Bakker
- all known image types are supported - BpyAPI for studiolights added - added open user pref operator in shading menu - possible to add multiple files in a single run For now refreshing studio lights will free all studiolights and reinit the whole mechanism. This can be improved by only freeing deleted, reset updated and add new custom studiolights. details to show currently only shows the path we perhaps want to add other information also
2018-06-07Keymap: continued testing/developmentCampbell Barton
After testing in the studio and extending the event system for drag events, we've agreed on adjustments to the new keymap, see: T55162 - Tab: Edit-mode toggle. - Tab + Cursor Drag: mode switching pie menu. - Accent/Grave: for 3D view pie menu. - F3: Search - 1..3, Shift-1..3: Edit mesh vertex/edge/face toggle. Other minor changes were made, however they aren't part of the design. - Ctrl-Shift-S: Image editor Save-As (was F3) - Ctrl-Alt-R: Repeat history (was F3)
2018-06-07Rename "Viewport Display SSAO" sub-panel name to Screen Space Ambient OcclusionPablo Vazquez
Since it is already a sub-panel of Viewport Display anyway
2018-06-07Bone selection: user control contrastJeroen Bakker
Experiment: let the user be in control of the alpha channel as some rigs are hard too see during bone selection. Especially rigs that were designed for 2.79 wireframe mode.
2018-06-06View3DShading popover: Naming + alignmentJeroen Bakker
2018-06-06View3D: Shading PopupJeroen Bakker
- layout so cavity options are better visible - fixed issues showing wrong options in Material mode - added labels + seperators
2018-06-06T55333 Workbench: Cavity ShaderJeroen Bakker
A cavity shader based on SSAO. Works on all workbench deferred passes. Per 3d viewport the cavity shader options can be set as different shading needed different options. Some global options are in the Viewport Display of the scene like num samples and distance. Experimental: Naming of Ridges and Valleys
2018-06-06Move Time Remapping into a sub-panelPablo Vazquez
2018-06-06UI: add particle brush to topbarCampbell Barton