Age | Commit message (Collapse) | Author |
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Starring: the overengineered error report system to make sure only one error
is reported.
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Reported/Patch by Alan Troth.
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I don't even know why this operator was ever made to work in object mode.
That said, since it does, we should have different options for it
(or rather, always do all faces for it).
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I removed the All Objects option. This doesn't make more sense now that
all the selected objects will be in edit mesh mode.
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Removing old commented out code. It includes progress bar and other bits
that were never implemented for this script since the 2.5 transition.
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Since the option is now hidden from the UI, add to the object menu
(without this the key binding isn't discoverable).
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They way Blender handles vertical alignment is very buggy:
- Top-Base: It works perfectly.
- Bottom: It is actually bottom-baseline,
and it fails when line size is != 1.0 when working with text boxes.
- Top: Poorly implemented, it should use font's ascent
(recommended distance from baseline),
so it has room for accents,
but it's not one line distance far from the origin (as it is now).
- Center: Poorly implemented.
This is tricky since there is no silver bullet.
To clear this situation I created a new option (Bottom-Baseline),
and addressed the issues above.
I'm getting the ascent and descent from freetype2,
and use this for padding above/below the text.
Also for vertically centering the text.
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Changes from reviewer (Dalai Felinto):
* pep8.
* Skip meshes that come from libraries.
* `Copy Mirrored UV coords > Copy Mirrored UV Coords`.
* Remove mesh(es) from warnings, report mesh or meshes based on number.
https://developer.blender.org/D3529
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This will look a bit better once horizontal expanded enums work.
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Conflicts:
source/blender/blenkernel/intern/collision.c
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Differential Revision: https://developer.blender.org/D3668
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These are quite obscure operations and are already available in the
"Face Data" menu.
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If a key is bound to activate a tool in the tool-system,
add this to the popup keymap.
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This implements angular bending springs for cloth simulation. This also
adds shearing springs for n-gons.
This angular spring implementation does not include Jacobian matrices,
as the springs can exist between polygons of different vertex counts,
rendering their relationships asymmetrical, and thus impossible to solve
with the current implementation. This means that the bending component
is solved explicitly. However, this is usually not a big problem, as
bending springs contribute less to instability than structural springs.
The the old linear bending model can still be used, and is the default for
existing files, to keep compatibility. However, the new angular bending
model is the default for any new simulation.
This commit makes small breaking changes, in that shearing springs are
now created on n-gons (also in linear bending mode), while n-gons were
previously ignored.
Reviewed By: brecht
Differential Revision: http://developer.blender.org/D3662
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This separates cloth stiffness and damping forces into tension,
compression, and shearing components, allowing more control over the
cloth behaviour.
This also adds a bending model selector (although the new bending model
itself is not implemented in this commit). This is because some of the
features implemented here only make sense within the new bending model,
while the old model is kept for compatibility.
This commit makes non-breaking changes, and thus maintains full
compatibility with existing simulations.
Reviewed By: brecht
Differential Revision: http://developer.blender.org/D3655
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When the description isn't set, the operators is used instead.
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The preset and decorator icons were updated to be monochrome and draw in the
same color as text. Other icons are unchanged, having them as separate icon IDs
prepares for an artist to make them.
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In the workspace properties a mode can now be configured that is
automatically enabled when switching to the workspace.
This is a test to validate how well it works. The weak point is
that if you don't have an appropriate object already select it will
not switch modes.
See T56475.
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This commit adds a new armature modifier for grease pencil. The deformations are done reusing the mesh deform routines.
There is also a new operator in weight paint mode to help the artist to generate weights base on armatures. This operator is required because 2D animation workflow is not equal to meshes when parent an object to armatures.
In the drawing engine has been added the option to handle the Fade object parameter used in armatures to see the strokes while move the bones.
When rename bones, all related data of grease pencil is renamed too. This not only affect new armature code, but also layers parented and hook modifiers.
Thanks @aligorith for his review and help.
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Now it's possible to add the weight of the current selected vertex group to any new stroke created.
This is very handy when add drawings after the weight paint was done and it will be required with Armatures.
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This matches 2.7x behavior
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While this isn't the most logical place, there are very few workspace
options and they don't need to be in such a prominent location.
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location.
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