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2017-02-09Draw buttons for editing collections in outlinerJulian Eisel
2017-02-08Merge branch 'master' into blender2.8Sybren A. Stüvel
# Conflicts: # source/blender/blenloader/intern/writefile.c
2017-02-07Clay-Engine (merge clay-engine)Clément Foucault
Initial work by Clément Foucault with contributions from Dalai Felinto (mainly per-collection engine settings logic, and depsgraph iterator placeholder). This makes Blender require OpenGL 3.3. Which means Intel graphic card and OSX will break. Disable CLAY_ENGINE in CMake in those cases. This is a prototype render engine intended to help the design of real render engines. This is mainly an engine with enphasis in matcap and ambient occlusion. Implemented Features -------------------- * Clay Render Engine, following the new API, to be used as reference for future engines * A more complete Matcap customization with more options * Per-Collection render engine settings * New Ground Truth AO - not enabled Missing Features ---------------- * Finish object edit mode - Fix shaders to use new matrix - Fix artifacts when edge does off screen - Fix depth issue - Selection sillhouette - Mesh wires - Use mesh normals (for higher quality matcap) - Non-Mesh objects drawing - Widget drawing - Performance issues * Finish mesh edit mode - Derived-Mesh-less edit mode API (mesh_rende.c) * General edit mode - Per-collection edit mode settings * General engines - Per-collection engine settings (they are their, but they still need to be flushed by depsgraph, and used by the drawing code)
2017-02-07Render Layers and Collections (merge from render-layers)Dalai Felinto
Design Documents ---------------- * https://wiki.blender.org/index.php/Dev:2.8/Source/Layers * https://wiki.blender.org/index.php/Dev:2.8/Source/DataDesignRevised User Commit Log --------------- * New Layer and Collection system to replace render layers and viewport layers. * A layer is a set of collections of objects (and their drawing options) required for specific tasks. * A collection is a set of objects, equivalent of the old layers in Blender. A collection can be shared across multiple layers. * All Scenes have a master collection that all other collections are children of. * New collection "context" tab (in Properties Editor) * New temporary viewport "collections" panel to control per-collection visibility Missing User Features --------------------- * Collection "Filter" Option to add objects based on their names * Collection Manager operators The existing buttons are placeholders * Collection Manager drawing The editor main region is empty * Collection Override * Per-Collection engine settings This will come as a separate commit, as part of the clay-engine branch Dev Commit Log -------------- * New DNA file (DNA_layer_types.h) with the new structs We are replacing Base by a new extended Base while keeping it backward compatible with some legacy settings (i.e., lay, flag_legacy). Renamed all Base to BaseLegacy to make it clear the areas of code that still need to be converted Note: manual changes were required on - deg_builder_nodes.h, rna_object.c, KX_Light.cpp * Unittesting for main syncronization requirements - read, write, add/copy/remove objects, copy scene, collection link/unlinking, context) * New Editor: Collection Manager Based on patch by Julian Eisel This is extracted from the layer-manager branch. With the following changes: - Renamed references of layer manager to collections manager - I doesn't include the editors/space_collections/ draw and util files - The drawing code itself will be implemented separately by Julian * Base / Object: A little note about them. Original Blender code would try to keep them in sync through the code, juggling flags back and forth. This will now be handled by Depsgraph, keeping Object and Bases more separated throughout the non-rendering code. Scene.base is being cleared in doversion, and the old viewport drawing code was poorly converted to use the new bases while the new viewport code doesn't get merged and replace the old one. Python API Changes ------------------ ``` - scene.layers + # no longer exists - scene.objects + scene.scene_layers.active.objects - scene.objects.active + scene.render_layers.active.objects.active - bpy.context.scene.objects.link() + bpy.context.scene_collection.objects.link() - bpy_extras.object_utils.object_data_add(context, obdata, operator=None, use_active_layer=True, name=None) + bpy_extras.object_utils.object_data_add(context, obdata, operator=None, name=None) - bpy.context.object.select + bpy.context.object.select = True + bpy.context.object.select = False + bpy.context.object.select_get() + bpy.context.object.select_set(action='SELECT') + bpy.context.object.select_set(action='DESELECT') -AddObjectHelper.layers + # no longer exists ```
2017-02-03Fix T50125: Shortcut keys missing in menus for Clear Location, Rotation, and ↵Bastien Montagne
Scale. Menu entries and shortcuts did not have exact same behavior, now they do (using shortcuts' behavior).
2017-02-02Merge branch 'master' into blender2.8Bastien Montagne
2017-02-01UI: Add missing colonAaron
2017-01-31Merge branch 'master' into blender2.8Bastien Montagne
Conflicts: source/blender/blenkernel/intern/depsgraph.c source/blender/blenkernel/intern/library_query.c
2017-01-31Freestyle: Use of the Fill Range by Selection operator in the mesh edit mode.Tamito Kajiyama
This revision extends the functionality of the "Fill Range by Selection" button in the "Distance from Camera/Object" modifiers so that only selected mesh vertices in the edit mode are taken into account (instead of considering all vertices when in the object mode) to compute the min & max distances from the reference. This will give users much finer control on the range values.
2017-01-30Freestyle: Fix (unreported) wrong distance calculation in the Fill Range by ↵Tamito Kajiyama
Selection operator. Distance calculation performed by the "Fill Range by Selection" button of the "Distance from Camera" color, alpha and thickness modifiers was incorrect, limiting the usefulness of the functionality. The problem was that the distance between the camera and individual vertex locations was calculated in the world space, which was inconsistent with the distance calculation done by the modifiers in the camera space.
2017-01-29Fix blurry iconsraa
2017-01-27UI: Move Scene Game Properties to the Scene Tab (was in world)Aaron Carlisle
2017-01-26Merge branch 'master' into blender2.8Sergey Sharybin
2017-01-25Revert "UI: Add missing menu item"Aaron Carlisle
This reverts commit 1ad842d432ccacd1f822d7f2b8ff3c542d25e976.
2017-01-25UI: Add missing menu itemAaron Carlisle
2017-01-25Remove commented codeAaron
2017-01-24Merge branch 'master' into blender2.8Sergey Sharybin
2017-01-24Use new manual URLAaron Carlisle
2017-01-22Merge branch 'master' into blender2.8Julian Eisel
Conflicts: source/blender/editors/space_action/action_draw.c
2017-01-20D1873: Customize style for animation motion pathsAntonio Vazquez
New options to define the style of the animation paths in order to get better visibility in complex scenes. Now is possible define the color, thickness and several options relative to the style of the lines used to draw motion path.
2017-01-19UI: Fix capitalization inconsistencyAaron Carlisle
2017-01-18Reproject Strokes - To Surface/GeometryJoshua Leung
Experimental option for the Reproject Strokes operator to project strokes on to geometry, instead of only doing this in a planar (i.e. parallel to viewplane) way. The current implementation is quite rough, and may need to be improved before it is really ready for use. Potential issues: * Loss of precision (i.e. stairstepping artifacts) from the 3D -> 2D -> 3D conversion as we don't have float version of one of the projection funcs * Jagged depth if there are gaps, since it will default back to the 3d-cursor plane if no geometry was found (instead of doing some fancy interpolation scheme) * I'm not sure if it's that useful for adapting GP strokes to deforming geometry yet...
2017-01-18GPencil: "Add Blank Frame" operator (D+B)Joshua Leung
This operator adds a new frame with nothing in it on the current frame. If there is already a frame there, all existing frames are shifted one frame later. Quite often when animating, you may want a quick way to get a blank frame, ready to start drawing something new. Or maybe you just need a quick way to add a "placeholder" frame so that a suddenly-appearing element does not show up before its time.
2017-01-18GP Interpolation: "Remove Breakdowns" operatorJoshua Leung
To make it faster to try different interpolation curves, there's a new operator "Remove Breakdowns" which will delete all breakdowns sandwiched by normal keyframes (i.e. all the ones that the previous run of the Interpolation op created)
2017-01-18GP Interpolate Sequence: Tool settings for controlling the shape of ↵Joshua Leung
interpolation This commit introduces the ability to use the Robert Penner easing equations or a Custom Curve to control the way that the "Interpolate Sequence" operator interpolates between keyframes. Previously, it was only possible to get linear interpolation between the gp frames. Workflow: 1) Place current frame between a pair of GP keyframes 2) Open the "Interpolate" panel in the Toolshelf 3) Choose the interpolation type (under "Sequence Options") 4) Adjust settings (e.g. if you're using "Custom Curve", use the curvemap widget to define the way that the interpolation proceeds) 5) Click "Sequence" to interpolate 6) Play back/scrub the animation to see if you've got the result you want 7) If you need to make some tweaks, undo, or delete the generated keyframes, then repeat the process again from step 4 until you've got the desired result.
2017-01-18GP Interpolate: Move settings from "gp_sculpt" to a new toolsettings struct ↵Joshua Leung
- "gp_interpolate" The "gp_sculpt" settings should be strictly for stroke sculpting, and not abused by other tools. (Similarly, if other general GP tools need one-off options, those should go into the normal toolsettings->gpencil_flag) Furthermore, this paves the way for introducing new settings for controlling the way that GP interpolation takes place (e.g. with easing equations, or a custom curvemap)
2017-01-17Add 'Layer Weight' node to Blender internal node itemsAlexander Romanov
2017-01-12Merge branch 'master' into blender2.8Bastien Montagne
2017-01-12Add Add Modifiers tab to the NLA & VSE editorsAaron Carlisle
This is a follow up to rBca935ab Differential Revision: https://developer.blender.org/D2442
2017-01-11Merge remote-tracking branch 'origin/master' into blender2.8Dalai Felinto
2017-01-05Make button span the full width of the properties editorAaron Carlisle
2017-01-05Remove instances of old vector iconsAaron Carlisle
I checked and this makes consistent with other area of blender. See https://developer.blender.org/rBf86eccb1ca2388ae203df2a59285a2f2fb9b6aa8#131061
2017-01-05Merge branch 'master' into blender2.8Julian Eisel
Conflicts: source/blender/editors/gpencil/drawgpencil.c
2017-01-04Fix T50350: Quick Explode time frame problemDalai Felinto
The settings.frame_start rna was clamping frame start to frame end when frame start was bigger than frame end. The fix is simply to set frame end first
2017-01-03Revert "Remove double menu entries"Aaron Carlisle
This reverts commit e2d7efc9503720770b9652284e25006eecbec8d4.
2017-01-02GPencil: Per-layer option to always show onion skinningJoshua Leung
Sometimes it can be useful to be able to keep onion skins visible in the OpenGL renders and/or when doing animation playback. In particular, there are two use cases where this is quite useful: 1) For creating a cheap motion-blur effect, especially when the before/after values are also animated. 2) If you've animated a shot with onion skinning enabled, the poses may end up looking odd if the ghosts are not shown (as you may have been accounting for the ghosts when making the compositions). This option can be found as the small "camera" toggle between the "Use Onion Skinning" and "Use Custom Colors" options.
2016-12-29Merge branch 'master' into blender2.8Bastien Montagne
Please **DO NOT** add changes from master when it's totally uneeded! Changes to BLI_ area most certainly shall *always* be done in master, there is absolutely no point in adding more diff between the two branches than needed, will only makes merging more cumbersome! Conflicts: CMakeLists.txt source/blender/blenlib/intern/math_vector_inline.c
2016-12-29Edits to user prefs NDOF UIAaron Carlisle
Small changes: - Remove "NDOF" from each setting - Change tooltip for deadzone - Unrelated typo in cmake comment Reviewers: merwin, Severin Reviewed By: merwin, Severin Tags: #bf_blender, #user_interface Differential Revision: https://developer.blender.org/D2319
2016-12-28Revert particle system and point cache removal in blender2.8 branch.Lukas Tönne
This reverts commit 5aa19be91263a249ffae75573e3b32f24269d890 and b4a721af694817fa921b119df83d33ede7d7fed0. Due to postponement of particle system rewrite it was decided to put particle code back into the 2.8 branch for the time being.
2016-12-28Update manual links in 'add object' py template.Bastien Montagne
Patch D2328 by @blendify, thanks.
2016-12-28Tweak error message when external image editor launching fails.Bastien Montagne
Include idea that Blender may fail to launch it even if path is correct, in some cases (dear Windows...). Based on idea from @lijenstina and @blendify (D2349), thanks.
2016-12-17Merge branch 'master' into blender2.8Bastien Montagne
Conflicts: intern/cycles/blender/CMakeLists.txt source/blender/editors/gpencil/drawgpencil.c source/blender/editors/physics/physics_ops.c
2016-12-16Remove double menu entriesAaron Carlisle
These were already present in the "Select" menu.
2016-12-14Fresnel node support for Blender Internal RenderAlexander Romanov
2016-12-14Usual UI messages/i18n fixes/tweaks.Bastien Montagne
2016-12-13Small cleanup: Remove unused codeAaron Carlisle
This code has not been used for a long time if not ever. Most of the code was removed in rB1d3609262704f88c9e30b2cebdb236110b25cdc9 however, this was forgoten.
2016-12-12Merge branch 'master' into blender2.8Bastien Montagne
Conflicts: source/blender/blenkernel/intern/depsgraph.c source/blender/blenloader/intern/versioning_270.c source/blender/depsgraph/intern/builder/deg_builder_relations.cc source/blender/makesrna/intern/rna_main_api.c source/blender/makesrna/intern/rna_particle.c
2016-12-06UI: add a message to indicate when using a modifier that wasn'tKévin Dietrich
compiled. This adds a short message to the smoke, remesh and boolean modifiers' UI when trying to use them when their compilation was turned off. This was already implemented for the fluid and ocean simulation modifiers. This also makes the 'quick fluid' and 'quick smoke' operator abort and report when trying to use them when unavailable.
2016-12-01UI: Previews for screen layoutsJulian Eisel
Basically all this does is drawing layout previews into the opened layout search menu. https://youtu.be/RHYWtZP7pyA The previews are drawn using offscreen rendering so they can't use multi-threading (yet!). But that shouldn't be an issue since only a handful of previews are drawn at the same time. Normally we only need to redraw the preview if a screen layout was changed. Would be nice if PreviewImage could store if it supports threaded rendering. Previews are saved in files, might be useful if you later want to support appending layouts. Adds a new file screen_draw.c.
2016-12-01GPencil: Include various new operators into the 3D View menus tooJoshua Leung
Quite a few of the operators added for 2.78 were not included in the menus