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2017-10-27Eevee: Unlock volumetric shader nodes.Clément Foucault
2017-10-27Eevee: Make Smoke sim panel visible with EEVEEClément Foucault
2017-10-27Eevee: Overhaul the volumetric system.Clément Foucault
The system now uses several 3D textures in order to decouple every steps of the volumetric rendering. See https://www.ea.com/frostbite/news/physically-based-unified-volumetric-rendering-in-frostbite for more details. On the technical side, instead of using a compute shader to populate the 3D textures we use layered rendering with a geometry shader to render 1 fullscreen triangle per 3D texture slice.
2017-10-27Showing Clay collection settings when clay is the workspace not the scene engineDalai Felinto
2017-10-26Skip loading tool keymaps in background modeCampbell Barton
2017-10-26Move background images into the cameraCampbell Barton
This moves background images out of the 3D viewport, to be used only as camera reference images. For 3D viewport references, background images can be used, see: D2827 Some work is still needed (background option isn't working at the moment).
2017-10-26Tool System: experimental low-poly constructionCampbell Barton
Tool for creating polygons, exact usage may change based on feedback. LMB to add faces at boundaries (tris from edges, quads from verts). - Ctrl splits edges - Alt to dissolve edges/verts. Works well with vertex snap & auto-merge. This uses selection hover but isn't intended to introduce more widely pre-selection highlighting, at least it will be restricted to this tool.
2017-10-25Fix freestyle UI after workspace > engine changesDalai Felinto
2017-10-23Fix OpenGL extension report in system info operator.Antony Riakiotakis
2017-10-21Manipulator: move 'Scale Cage' to its own toolCampbell Barton
Was activated with the regular scale manipulator, move to own tool since they are different ways to access scale.
2017-10-21WM: Initial Tool SystemCampbell Barton
The tool-system it's self is primitive and may be changed. Adding to 2.8 to develop operators and manipulators as tools. Currently this is exposed in the toolbar, collapsed by default. Work-flow remains unchanged if you don't change the active tool. Placing the 3D cursor is now a Click instead of a Press event, this allows tweak events to be mapped to tools such as border select, keeping click for 3D cursor placement when selection tools are set.
2017-10-21Merge branch 'master' into blender2.8Campbell Barton
2017-10-21Cleanup: use relative imports in bl_uiCampbell Barton
2017-10-19Merge branch 'master' into blender2.8Campbell Barton
2017-10-19Merge branch 'master' into blender2.8Campbell Barton
2017-10-19Merge branch 'master' into blender2.8Campbell Barton
2017-10-19Merge branch 'master' into blender2.8Campbell Barton
2017-10-19Merge branch 'master' into blender2.8Campbell Barton
2017-10-19Cleanup: redundant commentsCampbell Barton
Class names are readable, no need for explanations of each one.
2017-10-19UI: 3D View, object menuCampbell Barton
Changes from D2876 by @meta-androcto /w own edits - Move "Relations" into own menu.
2017-10-19UI: 3D View, undo menu reorganizationCampbell Barton
Changes from D2876 by @meta-androcto /w own edits Move 3x undo items into Undo menu, these are such common operations they're typically accessed by keys. Also add to menus which didn't have undo (seemed random which modes had undo, undo history in their menus).
2017-10-19UI: 3D View, minor menu reorganizationCampbell Barton
Changes from D2876 by @meta-androcto - Move "Delete" to the first menu item in most toplevel menus. - Add separators. - Consistent order of Undo/Redo
2017-10-19UI: 3D View Mesh "Select" menu reorganizationCampbell Barton
Changes from D2876 by @meta-androcto /w own edits - Move "Select Linked" into own menu. - Move "Select Loop" into own menu.
2017-10-19UI: 3D View "View" menu reorganizationCampbell Barton
Changes from D2876 by @meta-androcto /w own edits - Move view axis & camera selection into "Viewpoint" menu. - Move render border and clipping into border menu. - Move Camera operators into own menu. - View Selected was located in two menus, Only expose the "use_all_regions" version when quad-view is used.
2017-10-19Cleanup: pep8/line lengthCampbell Barton
2017-10-19Docs: correct descriptionsCampbell Barton
2017-10-16Fixup for recent workspace changes: Python filesDalai Felinto
I wrongly changed some of these files via sed, and apparently overdid it in some false positives.
2017-10-16Workspace: Move engines to workspace and Properties Editor cleanupDalai Felinto
Engine is not stored in WorkSpaces. That defines the "context" engine, which is used for the entire UI. The engine used for the poll of nodes (add node menu, new nodes when "Use Nodes") is obtained from context. Introduce a ViewRender struct for viewport settings that are defined for workspaces and scene. This struct will be populated with the hand-picked settings that can be defined per workspace as per the 2.8 design. * use_scene_settings * properties editor: workshop + organize context path Use Scene Settings ================== For viewport drawing, Workspaces have an option to use the Scene render settings (F12) instead of the viewport settings. This way users can quickly preview the final render settings, engine and View Layer. This will affect all the editors in that workspace, and it will be clearly indicated in the top-bar. Properties Editor: Add Workspace and organize context path ========================================================== We now have the properties of: Scene, Scene > Layer, Scene > World, Workspace [Scene | Workspace] > Render Layer > Object [Scene | Workspace] > Render Layer > Object > Data (...) Reviewers: Campbell Barton, Julian Eisel Differential Revision: https://developer.blender.org/D2842
2017-10-14Merge branch 'master' into blender2.8Campbell Barton
2017-10-14Add some basic 4K render presets.Bastien Montagne
This difinition is becomming rather common now, time to add it to our collection imho (requested in T53064).
2017-10-11Merge branch 'master' into blender2.8Sergey Sharybin
2017-10-11Eevee: Probe: Add Cubemap Resolution option.Clément Foucault
2017-10-09UI: VSE strip menu reorganizationAaron Carlisle
Add Inputs and Transform submenus.
2017-10-07Eevee: Shadows: Add Contact ShadowsClément Foucault
This add the possibility to add screen space raytraced shadows to fix light leaking cause by shadows maps. Theses inherit of the same artifacts as other screenspace methods.
2017-10-06Merge branch 'master' into blender28Campbell Barton
2017-10-06Vertex Paint: move normal falloff into the brushCampbell Barton
All related settings are already in the brush, so it's inconvenient to switch panels to change this one option.
2017-10-06Vertex Paint: use brush front-face settingCampbell Barton
Follow sculpt mode more closely by using the brush front-face option.
2017-10-05Fix T53002: Batch-Generate Previews generate empty or none image for large ↵Bastien Montagne
objects. Camera clipping was left to default values, which won't work well for very large (or small) objects. Now recompute valid clipping start/end based on boundingbox of rendered data, and final location of camera.
2017-10-05Sculpt Mode: 2D falloff optionCampbell Barton
This makes brush influence into a tube instead of a sphere. It can be used along the outline of a mesh to adjust it's silhouette. Note that all this takes advantage of changes from vertex paint, from testing this seems useful so exposing from the brush options.
2017-10-04Merge branch 'master' into blender2.8Sergey Sharybin
2017-10-04Fix i18n messages extraction script, and a few more UI messages...Bastien Montagne
2017-10-03Some UI/messages fixes.Bastien Montagne
2017-10-03Eevee: Some changes to the Render / Render layers settings panel.Clément Foucault
- Separate the Post Processes settings into sub panel. - Rename "Viewport Anti-Aliasing" to sampling & super-sampling as it also reduce the noise of other effects. - Remove Temporal Anti-Aliasing toggle and make it always active unless the number of samples is 1.
2017-10-03Vertex Paint: remove accumulate (soc-2017-vertex_paint)Campbell Barton
This secondary accumulation option accumulated brush falloff. The same option in image painting accumulates color as vertex paiht 'Spray' does. Giving this option different behavior for vertex paint seems strange. Also this is basically increasing falloff over time. Remove the new code, expose existing 'Spray' as 'Accumulate' to match other paint modes.
2017-10-03Merge branch 'master' into blender2.8Sergey Sharybin
Notes: - Changes in paint_vertex.c were simple to merge, mainly related on passing evaluation context. - Conflicts in EditDM and drawmesh.c are solved using code from blender2.8 branch. Those areas are deprecated and not to be used in final release. However, it's possible that some reference code from master is lost, so keep attention when adding alpha support for vertex painting.
2017-10-02Vertex Paint: projection optionsCampbell Barton
This makes vertex paint match image painting more closely. - Add falloff shape option sphere/circle where sphere uses a 3D radius around the cursor and circle uses a 2D radius (projected), like previous releases. - Add normal angle option so you can control the falloff. - Add Cull option, to paint onto faces pointing away. Disabling normals, culling and using circle falloff allows you to paint through the mesh.
2017-10-01Eevee : Add a setting for the number of indirect light bounce.Clément Foucault
This is used to tweak the overall spread of the lighting. It is a per renderlayer setting.
2017-10-01LightProbe : Fix UI : display panels.Clément Foucault
2017-09-30Merge branch 'master' into blender2.8Campbell Barton
2017-09-29Weight Paint: accumulate supportCampbell Barton
- Clamp accumulate so it doesn't exceed brush strength. - Was multiplying by brush strength twice.