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2018-05-18Collections and groups unificationBrecht Van Lommel
OVERVIEW * In 2.7 terminology, all layers and groups are now collection datablocks. * These collections are nestable, linkable, instanceable, overrideable, .. which opens up new ways to set up scenes and link + override data. * Viewport/render visibility and selectability are now a part of the collection and shared across all view layers and linkable. * View layers define which subset of the scene collection hierarchy is excluded for each. For many workflows one view layer can be used, these are more of an advanced feature now. OUTLINER * The outliner now has a "View Layer" display mode instead of "Collections", which can display the collections and/or objects in the view layer. * In this display mode, collections can be excluded with the right click menu. These will then be greyed out and their objects will be excluded. * To view collections not linked to any scene, the "Blender File" display mode can be used, with the new filtering option to just see Colleciton datablocks. * The outliner right click menus for collections and objects were reorganized. * Drag and drop still needs to be improved. Like before, dragging the icon or text gives different results, we'll unify this later. LINKING AND OVERRIDES * Collections can now be linked into the scene without creating an instance, with the link/append operator or from the collections view in the outliner. * Collections can get static overrides with the right click menu in the outliner, but this is rather unreliable and not clearly communicated at the moment. * We still need to improve the make override operator to turn collection instances into collections with overrides directly in the scene. PERFORMANCE * We tried to make performance not worse than before and improve it in some cases. The main thing that's still a bit slower is multiple scenes, we have to change the layer syncing to only updated affected scenes. * Collections keep a list of their parent collections for faster incremental updates in syncing and caching. * View layer bases are now in a object -> base hash to avoid quadratic time lookups internally and in API functions like visible_get(). VERSIONING * Compatibility with 2.7 files should be improved due to the new visibility controls. Of course users may not want to set up their scenes differently now to avoid having separate layers and groups. * Compatibility with 2.8 is mostly there, and was tested on Eevee demo and Hero files. There's a few things which are know to be not quite compatible, like nested layer collections inside groups. * The versioning code for 2.8 files is quite complicated, and isolated behind #ifdef so it can be removed at the end of the release cycle. KNOWN ISSUES * The G-key group operators in the 3D viewport were left mostly as is, they need to be modified still to fit better. * Same for the groups panel in the object properties. This needs to be updated still, or perhaps replaced by something better. * Collections must all have a unique name. Less restrictive namespacing is to be done later, we'll have to see how important this is as all objects within the collections must also have a unique name anyway. * Full scene copy and delete scene are exactly doing the right thing yet. Differential Revision: https://developer.blender.org/D3383 https://code.blender.org/2018/05/collections-and-groups/
2018-05-18Tool System: set cursors for draw & transformCampbell Barton
2018-05-18Tool System: add cursor (currently unused)Campbell Barton
2018-05-18Cleanup: remove tool definition access functionCampbell Barton
No longer needed since names not values are compared when checking if a tool is active.
2018-05-17Tool System: use context modeCampbell Barton
Was using object mode in the workspace API which isn't useful for accessing tools.
2018-05-17Tool System: per space/mode tool supportCampbell Barton
This patch adds support for: - Per space-type tools (3D view and edit). - Per mode tools (object, edit, weight-paint .. etc). The top-bar shows the last activated tools options, this is a design issue with using a global topbar to show per-space settings. See D3395
2018-05-17Outliner: add ID type filter option for Blender File and Orphaned Data.Brecht Van Lommel
2018-05-17Outliner: move filter menu to the left in header.Brecht Van Lommel
2018-05-17Outliner: rename Data-Blocks to Data API, to make clear it's low level stuff.Brecht Van Lommel
2018-05-17Move Clay properties into sceneDalai Felinto
Per collection overrides are gone now.
2018-05-17Move EEVEE properties into sceneDalai Felinto
We handle doversion for the scene properties, but not for the view layer overrides. Overrides will be implemented in a different way via dynamic overrides. For now this data is completely lost.
2018-05-16Tool System: pass space type when setting toolCampbell Barton
Internal change only, needed because object mode is now in top-bar.
2018-05-16Eevee: Fix missing Ambient Occlusion node in add node menu.Clément Foucault
2018-05-16Shader Node Editor: Add Closure to RGB convertion node.Clément Foucault
Patch D3205 by Kanzaki Wataru Only implemented in Eevee for now. Collapse a closure to RGBA so we can do NPR stuff on the resulting color. Use an emission shader to convert the color back to a closure. Doing this will break PBR and will kill any SSR and SSS effects the shader the shader rely on. That said screen space refraction and ambient occlusion are supported due to the way they are implemented.
2018-05-16Workbench: World based studio lightingJeroen Bakker
Disabled shadows for now as the calculation of the light direction is still to bogus.
2018-05-16Popover for snapping settingsPablo Vazquez
See T55038
2018-05-16Popover for Pivot Point in top barPablo Vazquez
From T55038
2018-05-15Workbench: Renamed Overlap to OutlineJeroen Bakker
Outline is reserved for the Overlap Overlay
2018-05-15Workbench: Cleaner Shadow edges own shadowJeroen Bakker
2018-05-15Add icon placeholders for all the armature ops that got recently added in ↵Joshua Leung
the toolbar The icon designers still need to create these, but it's better to have placeholders so they remember to do it.
2018-05-15Pose Toolbar: Added Breakdowner/Push/Relax as separate toolsJoshua Leung
Currently all are stacked together, but perhaps if we don't get any other tools in the meantime, it would make sense to have them separate. Notes: * No icons for now... * There are some 2.8 bugs with the underlying operators (notably multi object)
2018-05-15Edit Armature Toolbar: Added some tools for "Shrink Fatten" (Alt-S) type ↵Joshua Leung
bone transform tools For fun, I tried adding some more edit armature tools to the toolbar to check how this is all working. Icons are missing currently, but it's a nice test.
2018-05-14Fix UI failing for vertex paintDalai Felinto
2018-05-14UI Tweaks in 3D ViewPablo Vazquez
* Move Shading modes out of the popover * Move Show Overlays out of the popover * Test moving the Mode to the topbar again * Move submode (select vertex, edge, face) to the topbar * Remove icon from show_manipulator toggle
2018-05-13EditMesh: Use tweak for extrude toolCampbell Barton
Could too easily click to extrude without any offset.
2018-05-13EditMesh: show XYZ axis for extrudeCampbell Barton
Always show normal axis since this is the most used, even when another orientation is selected.
2018-05-13Fix issue w/ recent tool name useCampbell Barton
Use the context space type, not the workspace. Broke setting tools for the first time.
2018-05-13Icons: updated transform iconsCampbell Barton
2018-05-13Icons: fix z-sortingCampbell Barton
Was depth sorting per mesh.
2018-05-13Icons: optionally use material colorCampbell Barton
The RGB node is used if it exists, this is multiplied by the vertex color.
2018-05-13Tool System: tools are now set by nameCampbell Barton
This avoids having to store the tool definition in the operator properties (on redraw). Now just set the name, note this means we can't show the keymap in the tool-tip anymore. This will eventually be shown in the status bar.
2018-05-13WM: Operator to set the tool by nameCampbell Barton
Needed to bind keys to tools (T55036).
2018-05-13Cleanup: indentationCampbell Barton
2018-05-13Cleanup: add function to get class from space typeCampbell Barton
2018-05-13Cleanup: call toolsystem static methods directlyCampbell Barton
Note, may move these static methods into their own module.
2018-05-12UI: move pivot to the topbarCampbell Barton
Pivot variables are now stored in scene toolsettings.
2018-05-12UI: move snap & pet options into the topbarCampbell Barton
See: T55038
2018-05-12UI: use icons for orientation typesCampbell Barton
See: T55038
2018-05-12UI: move GL render to view menuCampbell Barton
This was taking valuable header room for a rarely used operator.
2018-05-12UI: move orientation to the topbarCampbell Barton
Move manipulator toggle to overlay popover.
2018-05-12UI: move general mode options to right of topbarCampbell Barton
2018-05-11Icons: simpler flattened icon styleCampbell Barton
Update from @billreynish
2018-05-11Cleanup: remove unused RNA variableCampbell Barton
2018-05-11Tool System: curve draw optionsCampbell Barton
2018-05-11Tool System: inset & shrink/fatten optionsCampbell Barton
2018-05-11Tool System: mesh rip fill optionCampbell Barton
2018-05-11Merge branch 'master' into blender2.8Campbell Barton
2018-05-11EditMesh: remove duplicate rip macroCampbell Barton
Change the fill setting in the keymap, this allows tool access the macro with either setting.
2018-05-11Workbench: StudioLight HDRI'sJeroen Bakker
The Studio lights are now loaded from disk. The location is `datafiles/studiolights` they need to be JPG for now. JPG cannot store HDRI color range but they are clamped inside the Workbench engine for speed reason. I didn't select JP2K as it might not be enabled. Users can add upto 20 HDRI files. This limitation is inside the RNA_space.c Currently the icons are calculated when you first open the selection box for the HDRI's. We could add them to a background rendering later. I added 2 test files a sky texture rendered in Cycles and an HDRI from cloud.blender.org.
2018-05-11Use Light Probe iconsPablo Vazquez