Age | Commit message (Collapse) | Author |
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This commit merge the full development done in greasepencil-object branch and include mainly the following features.
- New grease pencil object.
- New drawing engine.
- New grease pencil modes Draw/Sculpt/Edit and Weight Paint.
- New brushes for grease pencil.
- New modifiers for grease pencil.
- New shaders FX.
- New material system (replace old palettes and colors).
- Split of annotations (old grease pencil) and new grease pencil object.
- UI adapted to blender 2.8.
You can get more info here:
https://code.blender.org/2017/12/drawing-2d-animation-in-blender-2-8/
https://code.blender.org/2018/07/grease-pencil-status-update/
This is the result of nearly two years of development and I want thanks firstly the other members of the grease pencil team: Daniel M. Lara, Matias Mendiola and Joshua Leung for their support, ideas and to keep working in the project all the time, without them this project had been impossible.
Also, I want thanks other Blender developers for their help, advices and to be there always to help me, and specially to Clément Foucault, Dalai Felinto, Pablo Vázquez and Campbell Barton.
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Also, fix missing cleanup of Object.runtime when copying Object
datablocks!
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So all shading settings are in this struct and can be reused in the OpenGL
render engine.
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This does not fix the smokesim. It only port the drawing method.
The Object mode engine is in charge of rendering the velocity debugging.
Things left to do:
- Flame rendering.
- Color Ramp coloring of volume data.
- View facing slicing (for now it's only doing sampling starting from the
volume bounds which gives a squarish look)
- Add option to enable dithering (currently on by default.
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While this is a fairly obscure option,
it means it's possible to disable all overlays except for any
overlays the users wants to see.
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Setting accidentally impacted in ortho view.
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This hides extra wires and details you may want to disable,
name may be changed.
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This makes tagging much more generic and make the world updates more in
line with the new tagging system (Depsgraph).
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Allows drawing motion paths without the bones.
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Trying to have a single option for this is too likely to be
insufficient in some cases.
Instead, support object type visibility & selectability per view-port.
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Remove flag defines, use object types directly.
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Technical all options are still there for finetuning.
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HIDE needs less code also in the future, RNA still uses SHOW.
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This patch will allow users to customize what object types will be drawn by the object mode overlay.
It supports: Empties, Lamps, Cameras, Speakers, Armatures and Lightprobes.
It currently does not support Physics objects due to the overlap it has with other objects types.
Also be aware that in pose mode the armature is drawn, but not by the object mode overlay
Reviewers: campbellbarton
Tags: #bf_blender_2.8
Differential Revision: https://developer.blender.org/D3524
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This reverts commit f7ec70895c78900db8e7db88d3713ebb9aa62730.
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Added a option to the overlay popover that controls the visibility of
non-renderable objects like lamps, cameras, speakers, armatures, curves
empties and force fields.
After discussion we went for a single option with more detailed check in
the object_mode draw engine.
Differential Revision: https://developer.blender.org/D3524
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Fix T55758
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Selection changes weren't showing.
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This was visible when vertices were very close to the near clip plane.
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when either the parent/child object is selected"
This reverts commit 912931964723cb69dafd4adebe3daf093e3e78c1.
This meant users needed to select everything to see relationship lines,
this isn't always easy since objects can have limit-selection set.
This could be made into an enum option if it's important.
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Since Eevee and Cycles both use lamp size for point lamps, displaying
the shape is now more relevant than before.
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This method is a bit more optimized than the very first one
because it does not rely on the adjacent faces properties.
That said it's still a bit slower than the per vertex method.
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There was a Full Shading bool that was shared across the WP, VP and TP
modes. This commit makes some changes:
- Replace the bool with a factor. This gives the user more control on
the visibility.
- Also draw it on top of the Material and Rendered mode so the user can
control what he needs. In certain cases you don't want to see the final
rendered material, but the actual texture.
- Removed the skipping of objects when in paint modes. As now the paint
modes are blended.
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Did it manually as there was some refactoring done that has value
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This mimics the behaviour of the old wireframe mode. When in Xray mode,
don't use the limit selection to visible option.
Also hide the option if Xray is enabled.
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This rewinds a change from own commit e3d88b021c07d
The only took edge overlay into account (crease, seam.. etc)
Currently active-face also uses this width.
While the difference is subtle,
this makes the active-face stand out more clearly.
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Remove all the clip cases and just pass the vertices screen position to the
fragment shader.
This does put a bit more pressure on the fragment shader but it seems to be
faster than before. And it simplify the code a lot.
It seems to fix some long standing issue on some intel GPU.
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- Vertex size now matches the theme setting.
- Edge width is closer to a single pixel line.
- Face dot was scaled up to be drawn as a circle,
but is currently a square.
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- added a lib for shaded functions
- decreased active face inner size
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This fix the ugly (usually) dark outline that was around selected edges.
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