Age | Commit message (Collapse) | Author |
|
|
|
|
|
|
|
Conflicts:
source/blender/editors/interface/interface_intern.h
|
|
* Remove sticky keys
* Remove all pie menus
Left some icon changes to some properties and some reordering of enums
to look better for pie menus (Might go away in a later iteration).
Some pies will make it back as an Add-On (will be a separate commit)
|
|
|
|
Added a small menu with a few helper oerators next to each group panel:
* Remove group from all objects
* Select objects in group
More could be added possibly in the future.
Thanks to Campbell for the advice here.
|
|
T35358 by Codemanx
|
|
no need to have this anymore)
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
After discussion with Campbell use combination of drag/click style
interaction and ommit option:
If initial button is released while the menu is still within the
threshold then switch to click style. If not then do regular selection.
|
|
accelerators as they are used to.
|
|
This reverts commit 0d92435a71b8dfe7896a5f28b0ac778fdf383e15.
The reason is that the operator needs greater changes for this to work
correctly, may even better to have a new operator for this operation
|
|
* Editmesh selection pie can spawn combinations.
* Remove extraneous flag from operators.
|
|
|
|
* Rename Align -> Center points in pivot menu
* Turn Manipulator on when a manipulator is selected in manipulator pie
|
|
|
|
* Snapping sticky pie (comma key)
* Pivot sticky pie (period key)
|
|
|
|
* Remove testing pie menu
* Fix enums with missing items not using radial layout
* Fix recentering on bounds not working anymore
* View pie was missing material mode in blender internal.
|
|
This allows adding a "fake" sun beam effect, simulating crepuscular rays
from light being scattered in a medium like the atmosphere or deep water.
Such effects can be created also by renderers using volumetric lighting,
but the compositor feature is a lot cheaper and is independent from 3D
rendering. This makes it ideally suited for motion graphics.
The implementation uses am optimized accumulation method for gathering
color values along a line segment. The inner buffer loop uses fixed
offset increments to avoid unnecessary multiplications and avoids
variables by using compile-time specialization (see inline comments
for further details).
|
|
|
|
* Changing UV map updates the UV editor.
* UV Layer -> UV Map
|
|
|
|
Conflicts:
source/blender/editors/interface/interface_handlers.c
source/blender/editors/sculpt_paint/paint_ops.c
source/blender/editors/space_api/spacetypes.c
|
|
use nodes.
|
|
* Crash with image drag'n'drop
* Drag'n drop color to paint 2d canvas not working
* Change "Layers" to "Slots" to appease purists.
|
|
|
|
* Clone from layer UI not working
* Get trash color when entering texture painting for the first time
|
|
New layer in texture painting will now allow entering image parameters,
similar to new image.
|
|
Thanks to Sebastian Koenig for the report!
|
|
|
|
|
|
In addition to D319, this patch updates the parameter editor, the UI of Freestyle.
Using new API functionality and experience gained in making D319, this patch
provides a quite noticable speedup for commonly-used Freestyle linestyle modifiers.
As this patch touches a lot of code (and mainly the foundations) it is likely that
mistakes are made. The patch has been tested with a regression suite for Freestyle
(https://github.com/folkertdev/freestyle-regression-tests/tree/master), but testing
with scenes used in production is very much appreciated.
Differential revision: https://developer.blender.org/D623
Author: flokkievids (Folkert de Vries)
Reviewed by: kjym3 (Tamito Kajiyama)
|
|
|
|
Add ability to select UV layer from the layer panel.
|
|
Was an issue with python interpretation error. Second part of the bug is
fixed by Campbell.
also minor UI tweak for occlusion UI.
|
|
This patch creates an interface for selection mechanisms in opengl. This
makes it possible to switch between occlusion query based or select
rendermode based selection transparently.
This is really useful on graphics drivers that do not accelerate the
select rendermode path (some ATI cards are notorious for this, and the
new path is used by default there), since occlusion queries are always
hardware accelerated due to their use in games.
The option can be found under system - selection. Auto just enables
occlusion queries for ATI users while the rest of the options enforce
one of the two methods always.
There is just one known change, previous code enforced nearest bone to
always get selected, even when mouse selecting near the same position, I
couldn't replicate the behaviour though.
patch by me with edits and review by Campbell.
Thanks!
|
|
The issue is actually that creating a new image in texture paint mode
will set it always as a stencil image. Internally, the code checks if
the painted image is the same as the stencil and if it is, no painting
is done.
Solution is to expose a boolena to the operator for setting the image as
a stencil (could be an enum in th future for more uses)
Stencil UI is a bit weird here, will definitely redesign.
|
|
Render properties window.
The button was intended to guide new users of Freestyle, but actually that is a matter
of documentation. The button is unlikely to be frequently used once users get familiar
with Freestyle panels in other contexts. Now that Freestyle has been part of Blender
since a while, it seems time to clean the UI.
|