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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.
2016-03-29Add license text for OCIO configurationSergey Sharybin
2016-03-29Fix T47986: OBJ Import fails w/ imagepath encodingCampbell Barton
2016-03-27GPencil: Remove the old UserPrefs-based On/Off Stroke Smoothing methodJoshua Leung
This never really worked that well, and often ended up being far too strong to be of practical use. The new options do similar things, but with greater control, so removing this old method now.
2016-03-27GPencil: Smooth and Subdivision variable/setting namingJoshua Leung
On second thought, these might be better names for these... I'm still not 100% happy with these, but they will do for now. (Best results currently seem to be with smooth 0.7, and subdivision steps 1 or 2)
2016-03-27Improve grease pencil stroke qualityAntonio Vazquez
Improve the quality of current grease pencil strokes adding a new dynamic smooth and subdivision. The level of smooth and subdivide can be adjusted using UI parameters. These options are disabled by default in order to keep the grease pencil stroke compatible with any existing add-on. Both parameters are defined at layer level. Reviewers: aligorith Differential Revision: https://developer.blender.org/D1866
2016-03-24UI: Presets for scene unitsCampbell Barton
This adds simple preset menu for unit scale scene property. D1799 by @alm
2016-03-24Color sources for point density textures based on mesh verticesLukas Tönne
This patch adds support for coloring point density textures based on several mesh vertex attributes. * Vertex Color: Use a vertex color layer for coloring the point density texture * Vertex Weight: Use a weights from a vertex group as intensity values. (for Blender Render engine the additional color band is used) * Vertex Normals: Use object-space vertex normals as RGB values. The vertex color source enum is stored separately from the particle color source, to avoid invalid values when switching. Note that vertex colors are technically "corner colors" (MLoop), so each vertex can have as many colors as faces it is part of. For the purpose of point density the mloop colors are simply averaged, which is physically plausible because corners can be viewed as multiple points in the same location.
2016-03-23AnimEditors: Fuzzy/Multi-Word Name FilteringJoshua Leung
Thanks to D1080 by @rockets, I've now been able to easily implement the ability to type multiple word snippets/partial words into the text filter field (in the Animation Editors), and have it filter the channels which contain just some of those parts (instead of having to match everything). For example, the following search strings will now work: * "loc rot" or "lo ro" will now filter all location and rotation FCurves * "col loc" will filter all location and color FCurves * "scale" will also work as before to filter all scale FCurves But, the following will not work: * "lc rt" will NOT filter all location and rotation, as the fuzzy search only breaks down the search string based on whitespace placement By default, this is not enabled when using name filtering (i.e. magnifying glass is checked, and some filtering text is specified). Instead, you need to enable the "AZ" toggle beside the name field. This fuzzy matching is not enabled by default as it could end up being quite a bit slower on really heavy scenes. (There are probably some optimisation opportunities, but that's only a future option if someone really needs it)
2016-03-22Cleanup: style (80-width)Campbell Barton
2016-03-22Weight Paint: support accumulate for blur brushCampbell Barton
This re-applies smoothing based on the previous update. Can smooth more but harder to get such even distribution.
2016-03-22Fix add mesh templateBassam Kurdali
2016-03-21Correct strange icon scaling in preferencesCampbell Barton
2016-03-18Sequencer: expose GL preview alpha in scene UICampbell Barton
While this isn't essential, accessing this setting required navigating to each scene and using render menu. Expose in sequencer UI for more convenient access.
2016-03-17Sequencer: add frame-jump to menuCampbell Barton
2016-03-15PyAPI: Double performance of Mesh.from_pydataCampbell Barton
D1853 by @JacquesLucke The speedup is mainly possible by using the `foreach_set` method for polygon data.
2016-03-14Fix T47750: Edited hair: disconnect (and connect!) operator do not support redo.Bastien Montagne
As suggested by Sergey, do not register those anymore, this way we keep undo step, but user cannot 'redo' them (does not work, since cached DM in particle modifier data is not yet re-created by depsgraph update after undo when operator is redone). UI now has two buttons, one to (dic)connect current psys, the other to (dis)connect all. Also fixed similar issue with Connect Hair op.
2016-03-13Default Keyframe Type: Some UI tweaksJoshua Leung
* Don't show name of keyframe type in timeline header. It's getting a bit too crowded for that, so just show the keyframe icon. Hopefully that will be enough. * Tweaked the tooltip and label to make it clearer what the setting is for
2016-03-13Fancy procedural icons for Keyframe TypesJoshua Leung
The new "default keyframe type" dropdown on the timeline header (and also the "Keyframe Type" operator/properties in other places) now has procedurally generated icons which reflect what that keyframe type will look like when rendered in the Dope Sheet. This was achieved using the ancient "VICON" (vector icon) stuff that's lurking around in the dark parts of UI code. From memory, the only other things that use (or used to use) this stuff included some of the triangle icons for some dropdown buttons, or something like that. Notes: * Theme colour changes are reflected immediately by these icons. This is possible because they are all drawn procedurally * These icons scale with the DPI setting. I manually guessed the size of these icons. They can be adjusted further if needed. * I've documented the steps for adding voodoo icons like this on the wiki (http://wiki.blender.org/index.php/Dev:2.7/Source/Checklists/Vector_Icon) * It's true that the rendering of these keyframes doesn't quite fit the rest of the icons in the UI. However, since we're just leveraging the standard keyframe drawing methods (to avoid discreptancies between the two), we'll leave it as such for now. Maybe later we can consider blending in a bit of the glossy keyframe icons in the Icon Sheet?
2016-03-13Keyframing: Added ToolSetting for choosing default keyframe typeJoshua Leung
To make it easier for animators working in a multipass pose-to-pose workflow when inserting breakdown keyframes and so forth, it is now possible to specify the "type" of keyframe being created (i.e. the colour of the keyframe, when drawn in the Dope Sheet). Usage: 1) Choose the type of keyframe ("Keyframe", "Breakdown", "Extreme", etc.) from the new dropdown located between the AutoKeying and KeyingSet widgets on the timeline header. 2) Insert keyframes 3) Rejoyce that your newly created keyframes have now been coloured for you already in the DopeSheet. Todo: * Look into a way of using the actual keyframe colours (from the theme) for the icons of these types.
2016-03-13Full Inverse-Quadratic-Equation Lamp FalloffJack Andersen
This patch adds a new `falloff_type` ('Inverse Coefficients') for Lamps in Blender-Internal and GLSL. The current falloff modes use a formula like this inverse-square one: `I = E × (D^2 / (D^2 + Q × r^2))` While such a formula is simple for 3D-artists to use, it's algebraically cumbersome to work with. Game-designers authoring their own shaders could benefit much more by having direct control of falloff-coefficients: `I = E × (1.0 / (coefC + coefL × r + coefQ × r^2))` In this mode, the `distance` parameter is unused (except for 'Sphere' mode); instead relying on the designer to mathematically-model the falloff-behavior. The UI has been patched like so: {F153843} Reviewers: brecht, psy-fi Reviewed By: psy-fi Subscribers: brita_, antidote, campbellbarton, psy-fi Differential Revision: https://developer.blender.org/D1194
2016-03-10Multi-View: Cycles - Spherical Stereo support (VR Panoramas)Dalai Felinto
This is a new option for panorama cameras to render stereo that can be used in virtual reality devices The option is available under the camera panel when Multi-View is enabled (Views option in the Render Layers panel) Known limitations: ------------------ * Parallel convergence is not supported (you need to set a convergence distance really high to simulate this effect). * Pivot was not supposed to affect the render but it does, this has to be looked at, but for now set it to CENTER * Derivatives in perspective camera need to be pre-computed or we shuld get rid of kcam->dx/dy (Sergey words, I don't fully grasp the implication shere) * This works in perspective mode and in panorama mode. However, for fully benefit from this effect in perspective mode you need to render a cube map. (there is an addon for this, developed separately, perhaps we could include it in master). * We have no support for "neck distance" at the moment. This is supposed to help with objects at short distances. * We have no support to rotate the "Up Axis" of the stereo plane. Meaning, we hardcode 0,0,1 as UP, and create the stereo pair related to that. (although we could take the camera local UP when rendering panoramas, this wouldn't work for perspective cameras. * We have no support for interocular distance attenuation based on the proximity of the poles (which helps to reduce the pole rotation effect/artifact). THIS NEEDS DOCS - both in 2.78 release log and the Blender manual. Meanwhile you can read about it here: http://code.blender.org/2015/03/1451 This patch specifically dates from March 2015, as you can see in the code.blender.org post. Many thanks to all the reviewers, testers and minor sponsors who helped me maintain spherical-stereo for 1 year. All that said, have fun with this. This feature was what got me started with Multi-View development (at the time what I was looking for was Fulldome stereo support, but the implementation is the same). In order to make this into Blender I had to make it aiming at a less-specic user-case Thus Multi-View started. (this was December 2012, during Siggraph Asia and a chat I had with Paul Bourke during the conference). I don't have the original patch anymore, but you can find a re-based version of it from March 2013, right before I start with the Multi-View project https://developer.blender.org/P332 Reviewers: sergey, dingto Subscribers: #cycles Differential Revision: https://developer.blender.org/D1223
2016-03-09Correct UI active state w/ bevel-factorCampbell Barton
D1838 by @JacquesLucke
2016-03-07Simple Deform modifier: invert vgroup optionCampbell Barton
D1839 from @Orgold
2016-03-07Shrink Wrap modifier: invert vgroup optionCampbell Barton
D1839 from @Orgold
2016-03-04Fix typo in 'Vietnamese' language label (must have sneaked in while adding ↵Bastien Montagne
Basque one, grr).
2016-03-03Docs: add comment on reloading modulesCampbell Barton
2016-03-03Fix T47674: "Change Data/Files" setting incorrect filterJulian Eisel
Image filter was not set, but only if invoked from toolbar (image strip needs to be selected to see the button). Caused by rB7fa72b8970, Wasn't aware there's another button for this for image strips.
2016-03-03PyAPI: API for selectively writing data-blocksCampbell Barton
Useful for writing asset-libraries to a file, eg. `bpy.data.libraries.write(filepath, datablocks, relative_remap=False, fake_user=False)`
2016-03-03UI: move checkbox for missing add-ons to LHSCampbell Barton
2016-03-03Armature edit-mode: Add clear-roll operator, Alt-RCampbell Barton
2016-03-02Cleanup: replace dict /w list for module reloadCampbell Barton
Never used keys and better reload in same order loaded.
2016-03-01Add Basque (Euskara) new language.Bastien Montagne
Nothing critical, but would be nice to backport this to 2.77.
2016-03-01Batch-previews generation: add option to control whether we save backup ↵Bastien Montagne
.blend1 file or not. Requested by Aaron Carlisle (@blendify) over IRC.
2016-02-29User customizable keymap for eyedropper (modal operator)Julian Eisel
2016-02-29Add User Interface keymap (no items yet)Julian Eisel
Needed to allow modal UI keymaps, but I'm sure we'll need this more often in future. First item will be modal eyedropper keymap coming in a following commit.
2016-02-27Fix T47605: Elsyiun theme info text hard to readCampbell Barton
2016-02-27Fix T47596: Bone motion path - confusing UI in 3DView tools.Bastien Montagne
Now using same UI as in object/armature properties, also save one line in 3DView panesl. ;) Nothing crucial there, but nice & safe to backport to 2.77 imho.
2016-02-262.77 splashCampbell Barton
by Pokedstudio
2016-02-26Fix for object align not using local view cursorCampbell Barton