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2016-06-22Remove module reloading for preview operatorsCampbell Barton
This can be kept on file level but best keep out of operator functions.
2016-06-22Fix T48703: Name inconsistency w/ area maximize/fullscreenCampbell Barton
Name operator based on default behavior.
2016-06-21Fix T48697: Brush curve-stroke snaps strangelyCampbell Barton
Support Snapping screen-space 2d curves, (was applying world-space coords in screen-space). Also show snap settings in header.
2016-06-21Text Object: Vertical AlignmentDalai Felinto
A new option for Font/Text objects vertical alignment: * Top Base-Line (current mode) * Top * Center * Bottom The Top is the equivalent as the Top-Baseline with an empty line at the begin of the text. It's nice to have this option too though, since if we are driving the alignment via Python we don't want to add extra lines to the text only to accomodate to the desired vertical alignment. The Center and Bottom are as intuitive as their name suggest. When working with text boxes, the vertical alignment only work for paragraphs that are not vertically full. Many thanks to Campbell Barton (ideasman42 / @campbellbarton) for the code review, code comments, and overall suggestions and changes :) Reviewers: campbellbarton Differential Revision: https://developer.blender.org/D2061
2016-06-16Vertex paint color operationsCampbell Barton
D2050 by @metaraptor with edits Adds levels, brightness/contrast, hsv & invert operations.
2016-06-15Fix region_2d_to_origin_3d not working with ortho viewDalai Felinto
In some cases when: * the viewport was in the camera mode * the camera was ortho * the view was not fitting (as oppose to use HOME) region_2d_to_origin_3d would misbehave (and consequently region_2d_to_location_3d). Sample addon to test it: ``` import bpy from bpy_extras.view3d_utils import ( region_2d_to_location_3d, ) from mathutils import ( Vector, ) class MoveXYOperator(bpy.types.Operator): """Translate the view using mouse events""" bl_idname = "view3d.move_xy" bl_label = "Move XY" @classmethod def poll(cls, context): return context.object def modal(self, context, event): if event.type == 'MOUSEMOVE': self.move(context, event) elif event.type in {'LEFTMOUSE', 'RIGHTMOUSE', 'ESC'}: return {'FINISHED'} return {'RUNNING_MODAL'} def invoke(self, context, event): if context.space_data.type == 'VIEW_3D': self.ob = context.object context.window_manager.modal_handler_add(self) return {'RUNNING_MODAL'} else: self.report({'WARNING'}, "Active space must be a View3d") return {'CANCELLED'} def move(self, context, event): xy = region_2d_to_location_3d( context.region, context.space_data.region_3d, (event.mouse_region_x, event.mouse_region_y), Vector(), ).xy self.ob.location.xy = xy def register(): bpy.utils.register_class(MoveXYOperator) def unregister(): bpy.utils.unregister_class(MoveXYOperator) if __name__ == "__main__": register() ```
2016-06-13Keymap: include 'Dopesheet Generic'Campbell Barton
2016-06-12Docs: Support out-of-source reference-API buildsCampbell Barton
This was originally supported, however relative links to examples & templates made it fail. Now files in the source tree are copied to the build-dir, with ".." replaced with "__" to avoid having to mirror Blender's source-layout in the Sphinx build-dir. Also skip uploading the built docs when an SSH user-name isn't passed to sphinx_doc_gen.sh instead of aborting (so people w/o SSH access to our servers can use the shell-script).
2016-06-11UI Font: Fix bad kerning of Thai font.Bastien Montagne
Thai font is a complex script that assumes full featured unicode layout engine, while Blender only knows about basic kerning (offset of a char based on the previous one). So this commit edits Thai part of our i18n font to fix the very bad spacing of thai chars we had in Blender so far. Work done by Hồ Châu, many thanks!
2016-06-07World space switch for BI nodes.Alexander Romanov
At the moment light shading in Blender is produced in viewspace. Apparently, that's why shader nodes work with normals in camera space. But it is not convenient for artists. The more convenient approach is implemented in Cycles where normals are represented in world space. Blend4Web Team designed the engine keeping in mind shader parameters readability, so normals are interpreted in world space as well. And now our users have to use some tweaks, like empty node group with the name "Replace", which is replacing one input by another on the engine side (replacing working configuration in Blender Viewport by the configuration that has the same behavior in the engine). This patch adds the ability to switch to world space for normals and lamp vector in BI and Viewport. This patch is very important to us and we crave to see this patch in Blender 2.7 because it will significantly simplify Blend4Web material creation workflow. {F315547} {F315548} Reviewers: campbellbarton, brecht Reviewed By: brecht Subscribers: homyachetser, Evgeny_Rodygin, AlexKowel, yurikovelenov Differential Revision: https://developer.blender.org/D2046
2016-06-06EditNormal modifier: add some 'maximum angle' limit.Bastien Montagne
Allows to avoid generating flipped faces when using extreme normal modifications. Related to T48576.
2016-06-06Fix T48579: RNA shadows new custom propertiesCampbell Barton
2016-06-02Theme: 2.4x, correct graph region colorCampbell Barton
2016-06-01Usual UI/i18n message cleanup (get rid of last remaining 'addon' too).Bastien Montagne
2016-05-31Theme: 2.4x disabled menu text wasn't greyed outCampbell Barton
2016-05-30Fix T48527: Maya keymap fails w/ knife snapCampbell Barton
2016-05-25Add warning to Mesh.from_pydataCampbell Barton
2016-05-21GPencil: Add hotkeys for the "Delete Active Frame" operatorJoshua Leung
Usage: * D+X - Works anytime, anywhere * Shift-X - Works in EditMode only * Via Delete Menu - EditMode only Often doing video tutorials or perhaps during dailies/shot review you want to quickly get rid of a quick scribble you made for making a point, without having to undo (i.e. maybe you edited some objects in between) and/or without having to use the eraser (i.e. it'd take too long to cover the entire area).
2016-05-19Add Peak Memory as render stamp optionLukas Stockner
This commit adds Peak Memory to the stamp options, the value is the same one that is already shown in the image viewer. Requested by @nutel. Reviewers: campbellbarton Subscribers: campbellbarton, nutel Differential Revision: https://developer.blender.org/D1989
2016-05-18Cycles: Pole merging for spherical stereoSergey Sharybin
The idea of pole merge is to fade interocular distance after a certain altitude to zero when altitude goes closer to a pole. This should prevent annoyances looking up in the sky or down to the bottom. Works for both panorama and perspective cameras when Spherical Stereo is enabled. Reviewers: dfelinto, brecht Reviewed By: brecht Subscribers: sebastian_k Differential Revision: https://developer.blender.org/D1998
2016-05-18Fix: "Whole Character" Keying Set should not include Location on bones with ↵Joshua Leung
"connected" joint
2016-05-17Bendy Bones: Small ui tweakThomas Beck
Change the order of the bending controls ("Curve XY Offsets") so the user can activate both InX and OutX by holding down the left mouse button. This way, it's easy to bend symmetrically on X or Y.
2016-05-17Bendy Bones: Advanced B-Bones for Easier + Simple RiggingJoshua Leung
This commit/patch/branch brings a bunch of powerful new options for B-Bones and for working with B-Bones, making it easier for animators to create their own rigs, using fewer bones (which also means hopefully lighter + faster rigs ;) This functionality was first demoed by Daniel at BConf15 Some highlights from this patch include: * You can now directly control the shape of B-Bones using a series of properties instead of being restricted to trying to indirectly control them through the neighbouring bones. See the "Bendy Bones" panel... * B-Bones can be shaped in EditMode to define a "curved rest pose" for the bone. This is useful for things like eyebrows and mouths/eyelids * You can now make B-Bones use custom bones as their reference bone handles, instead of only using the parent/child bones. To do so, enable the "Use Custom Reference Handles" toggle. If none are specified, then the BBone will only use the Bendy Bone properties. * Constraints Head/Tail option can now slide along the B-Bone shape, instead of just linearly interpolating between the endpoints of the bone. For more details, see: * http://aligorith.blogspot.co.nz/2016/05/bendy-bones-dev-update.html * http://aligorith.blogspot.co.nz/2016/05/an-in-depth-look-at-how-b-bones-work.html -- Credits -- Original Idea: Daniel M Lara (pepeland) Original Patch/Research: Jose Molina Additional Development + Polish: Joshua Leung (aligorith) Testing/Feedback: Daniel M Lara (pepeland), Juan Pablo Bouza (jpbouza)
2016-05-13Fix script_paths(check_all=True) missing script pathsCampbell Barton
BLENDER_SYSTEM_SCRIPTS wasn't included in bpy.utils.script_paths()
2016-05-09GPencil: Added operators to select first and last points of strokesJoshua Leung
These are useful for removing overshoots at the end of closed strokes (for fills)
2016-05-09Info Header / URLs: Fix community link + https'ification.Aaron Carlisle
2016-05-08Tweak to GPencil layers UI layoutJoshua Leung
I'm still not happy with this layout as it is now, but it seems a bit less unbalanced than what I'd been trying before. So, let's leave this as-is for now.
2016-05-08Action Editor: Initial support for a Properties RegionJoshua Leung
This commit adds some of the initial support for a properties region in the Action Editor. There are currently no panels to display, as there is still a lot of work required to port over the required internal architecture to support the panels seen in the Graph Editor.
2016-05-08D1886: GPencil - Add smooth iterations parameter to get better qualityAntonio Vazquez
After some test, a new iteration parameter has been added in order to apply repetitive smoothing to the stroke. By default 1 iteration is applied, but can used any number between 1 and 3. The repetition uses different levels of intensity from 100% of the defined smooth factor for the first loop, 50% for the second and 25% for the third. We use in each loop a smaller value in order to avoid deform too much the stroke.
2016-05-08GPencil Fills: Small reshuffle of UI buttonsJoshua Leung
Now, stroke-related things (thickness, volumetric, points) and fill-related things (HQ fill) are in the relevant columns, instead of having some in each column.
2016-05-08D1705: Fix Grease Pencil Fill for Concave ShapesAntonio Vazquez
Improve filling for concave shapes using a triangulation of the stroke. The triangulation information is saved in an internal cache and only is recalculated if the stroke changes. The triangulation is not saved in .blend file. Reviewers: aligorith Maniphest Tasks: T47102 Differential Revision: https://developer.blender.org/D1705
2016-05-04Curve Draw: option to apply absolute offsetCampbell Barton
Offset used curve radius, which isn't useful drawing without any bevel radius.
2016-05-02Curve: new dissolve toolCampbell Barton
removes vertices, re-fitting the surrounding handles.
2016-04-27Minor code simplification in previous commit.Brecht Van Lommel
2016-04-27Nodes: sort builtin compositor/shader/texture nodes alphabetically in menusBrecht Van Lommel
Reviewed By: lukastoenne, dingto, Severin, carter2422 Differential Revision: https://developer.blender.org/D1957
2016-04-27Sequencer text strip color optionsCampbell Barton
D1930 by @NiKoZLaB
2016-04-26Hair edit: Add operator to uniform length of selected hairsSergey Sharybin
Request by Andy, should help him a lot doing weird and wonderful hair styles. A bit experimental yet, details of behavior might be changed after some real usage feedback.
2016-04-26Support multiple tangents for BI render & viewportAlexander Romanov
Normal Map node support for GLSL mode and the internal render (multiple tangents support). The Normal Map node is a useful node which is present in the Cycles render. It makes it possible to use normal mapping without additional material node in a node tree. This patch implements Normal Map node for GLSL mode and the internal render. Previously only the active UV layer was used to calculate tangents.
2016-04-20Mesh Deform Modifier - leave bind settings visible after bindingInes Almeida
The 'precision' and 'dynamic' settings for binding are now always visible. The settings that can not be edited after binding are disabled (not inactive). I find it useful to see with what settings a mesh was bound, in case the file is not mine or if I simply lost track of it.
2016-04-20Fix T46903: Missing Render Border Menu itemsSergey Sharybin
While other borders are more like a toggle, it is an intrinsic behavior of those operators. Render Border is intrinsicly split into two operators and trying to expose it as a toggle will end up with rather confusing situation when shortcut listed in the menu changes depending on the context.
2016-04-20Fix T48086: Smart UV Project fails w/ small facesCampbell Barton
Epsilon for small faces was too large. Also suppress exception when all faces area are below the epsilon.
2016-04-17"View Frame" now works in the sequencer tooJoshua Leung
2016-04-16Anim Editors: "View Frame" Operator - Code Cleanups/Reshuffling + ↵Joshua Leung
NLA/Timeline Support * Reshuffled code for existing "View Frame" implementations, and removed leftover comment from some of the the copy-and-paste used to build it. * Added support for this operator in the NLA and Timeline
2016-04-15Curve draw fix w/ surface offset + only-first enabledCampbell Barton
In this case the initial offset needs to be applied to the rest of the stroke.
2016-04-15New freehand curve drawing toolCampbell Barton
- Access with Shift-LMB or from the 'Create' toolbar tab. - Uses curve fitting for bezier curves, with error and corner angle options. - Optional tablet pressure to curve radius mapping. - Depth can use the cursor or optionally draw onto the surface, for the entire stroke or using the stroke start. - Stroke plane can optionally be perpendicular to, or aligned to the surface normal. - Optional radius tapering and for start/end points. - Supports operator redo and calling from Python.
2016-04-12Correct UI messages: hyphenate 'add-ons'Campbell Barton
2016-04-05Expose new Recast partitioning methods for navmesh generationReinier de Blois
This patch depends on D1747, which upgrades the Recast version. It exposes the new Recast partitioning methods in the navmesh generation. Reviewers: campbellbarton, moguri Reviewed By: moguri Projects: #bf_blender Differential Revision: https://developer.blender.org/D1748
2016-04-01Hide layers from UI in templateCampbell Barton
2016-03-31Usual ui messages fixes/tweaks.Bastien Montagne
2016-03-29Fix T47967: Select next active fails in some casesCampbell Barton
For cases when there are multiple matches, find the closest match (with increasingly fuzzy tests) instead of failing.