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2018-07-01Revert "Experimental Tweak: Only show relationship lines between objects ↵Campbell Barton
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.
2018-06-29Merge branch 'master' into blender2.8Campbell Barton
2018-06-28Draw relationship lines for rigid body constraintsSybren A. Stüvel
2018-06-24Object Mode: Add Shape visual for spot and point lampsClément Foucault
Since Eevee and Cycles both use lamp size for point lamps, displaying the shape is now more relevant than before.
2018-06-24Wireframe Overlay: Add back the per edge hidingClément Foucault
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.
2018-06-22PaintMode: Full Shading Boolean => SliderJeroen Bakker
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.
2018-06-19Revert: EditMode Inactive edge drawingJeroen Bakker
Did it manually as there was some refactoring done that has value
2018-06-183D View: support outline overlay optionCampbell Barton
2018-06-17Edit Mesh: Fix buggy occlusion when in xray mode.Clément Foucault
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.
2018-06-17Edit Mesh: tweak active face edge widthCampbell Barton
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.
2018-06-17Cleanup: codestyleCampbell Barton
2018-06-17Outlines: Don't draw Xray mode outlines in material or render modeClément Foucault
2018-06-16Edit Mesh: Simplify the overlay shader.Clément Foucault
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.
2018-06-16Edit Mode: Fix bad display of edges when limit selection mode is Off.Clément Foucault
2018-06-15Edit Mesh: tweak vertex size & edge widthCampbell Barton
- 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.
2018-06-15Cleanup: warningCampbell Barton
2018-06-15MeshEditMode: refactorJeroen Bakker
- added a lib for shaded functions - decreased active face inner size
2018-06-14Cleanup: styleCampbell Barton
2018-06-14Edit Mesh: Fix blending function of edgesClément Foucault
This fix the ugly (usually) dark outline that was around selected edges.
2018-06-14GPU: consistenly use mipmap on/off in all draw modes.Brecht Van Lommel
This is important for good texture paint performance.
2018-06-14T55456 EditMeshModeJeroen Bakker
- see the face selection color when face is active - test different masks for active face, finally chosen for no mask at all.
2018-06-13T55456: EditDrawModeJeroen Bakker
reorganized shader compilation
2018-06-13Revert "T55456: EditDrawMode"Jeroen Bakker
This reverts commit da6ed54569d03d18512e46ae08629bf72a592a82.
2018-06-13T55456: EditDrawModeJeroen Bakker
- removed the dithering from the active face
2018-06-13T55456: EditMode DrawingJeroen Bakker
- Hide facedots, except when in V3D_ZBUF_SELECT mode `use_occluded_geometry` - Different theme (wire_inactive) when not in edge selection mode
2018-06-11Outlines: Make Xray outlines 2px thick instead of 3pxClément Foucault
2018-06-11Outlines: Make outlines in xray mode not occluded.Clément Foucault
This is visually too distracting (flickering). Until we have a better solution, just disable occlusion fading.
2018-06-10Workbench: Xray: Add selected/active non-occluded outlinesClément Foucault
This Fix the problem when multiple objects are selected and one of them occlude the others. You cannot see clearly what is selected. With this option, selection is more clear when Xray mode is enabled.
2018-06-10Experimental Tweak: Only show relationship lines between objects when either ↵Joshua Leung
the parent/child object is selected As in Pose Mode, the idea here it to try to reduce viewport complexity without requiring users to turn off the overlay completely all the time. For example, a background prop (e.g. a tree with a tyre hanging off it, or a branch with hand-placed leaves) won't be cluttering the viewport with its relationship lines all the time, when you're trying to do something else. When you really do need to see these lines, you can still select the object in question, and you'll see the lines for which objects are its children or what its parent is. And to see all lines, you can still always select all objects.
2018-06-10Viewport: "Show Relationship Lines" overlay toggle is now respected by ↵Joshua Leung
Object Mode & Armatures (Edit/Pose)
2018-06-07Wireframe: Fix edges or non manifold meshes not showing.Clément Foucault
This will show the associated edges to the vertices but that's the only workaround I can think of right now.
2018-06-07Wireframe: Change / Optimize the limited wireframe visibility option.Clément Foucault
This make the limited wireframe not a performance problem anymore. However, this does change the number of edges displayed as the threshold is now computed per vertex instead of per edges. For this reason we extended (internaly) the range of the slider so that the users can hide more edge.
2018-06-07Wireframe: Frustum cull them.Clément Foucault
2018-06-07Armature: Fix flickering outline on planar custom bones.Clément Foucault
2018-06-07Draw: Don't take cache existence into account for draw typeSergey Sharybin
2018-06-07Draw: Use proper continue when psys is disabledSergey Sharybin
2018-06-07Bone selection: user control contrastJeroen Bakker
Experiment: let the user be in control of the alpha channel as some rigs are hard too see during bone selection. Especially rigs that were designed for 2.79 wireframe mode.
2018-06-06Particle edit: Fix crash when trying to edit particles without cacheSergey Sharybin
Particles in EMITTER mode needs to have cache.
2018-06-05Wireframe: Add slider to hide edges from coplanar facesClément Foucault
The default behaviour is to show the same amount of edges as 2.7. The slider makes it possible to show all edges or even less.
2018-06-04Wireframe: Lower line thickness and front color blending.Clément Foucault
2018-06-03DRW: Hair: Add additionnal subdivision smoothing support.Clément Foucault
Only use catmull-rom interpolation for now. It's smoother and does not exhibit artifacts.
2018-06-03Wireframe: Optimization for intel GPUs.Clément Foucault
Intel GPU take more advantage of the geometry shader than other vendors. Using a simple geom shader approach in this case is more performant.
2018-06-02Eevee: CodeStyle: Fix naming and confusion about the hairs vectors.Clément Foucault
2018-06-01T54991: Restore support for Motion Path drawing in 2.8Joshua Leung
This commit restores support for Motion Path drawing in 2.8 (as it wasn't ported over to the new draw engines earlier, and the existing space_view3d/drawanimviz.c code was removed during the Blender Internal removal). Notes: * Motion Paths are now implemented as an overlay (enabled by default). Therefore, you can turn all of them on/off from the "Overlays" popover * By and large, we have kept the same draw style as was used in 2.7 Further changes can happen later following further design work. * One change from 2.7 is that thicker lines are used by default (2px vs 1px) Todo's: * There are some bad-level calls introduced here (i.e. the actgroup_to_keylist() stuff). These were introduced to optimise drawing performance (by avoiding full keyframes -> keylist conversion step on each drawcall). Instead, this has been moved to the calculation step (in blenkernel). Soon, there will be some cleanups/improvements with those functions, so until then, we'll keep the bad level calls. Credits: * Clément Foucault (fclem) - Draw Engine magic + Shader Conversion/Optimisation * Joshua Leung (Aligorith) - COW fixes, UI integration, etc. Revision History: See "tmp-b28-motionpath_drawing" branch (rBa12ab5b2ef49ccacae091ccb54d72de0d63f990d)
2018-06-01Object Mode: Display loose edges if overlays are enables.Clément Foucault
This fix T55280 Loose edges not visible in object mode
2018-06-013D View: respect text option for edit-mode infoCampbell Barton
2018-05-31Overlay: Add Wireframe overlay.Clément Foucault
This overlay is showing mesh topology. It is usable with transparency even if the mesh order can mess up with the expected result (some object more prominent than others). Edge thickness and alpha values are hardcoded for now but can easily be added to theme or object settings.
2018-05-30Cleanup: whitespaceCampbell Barton
2018-05-30Object Mode: Add Texture space visualization.Clément Foucault
2018-05-30DRW: Add new GPU hair system.Clément Foucault
This new system use transform feedback to compute subdivided hair points position. For now no smoothing is done between input points. This new system decouple the strands data (uv, mcol) with the points position, requiring less update work if only simulation is running. In the future, we can have compute shader do the work of the feedback transform pass since it's really what it's meant to. Also we could generate the child particles during this pass, releasing some CPU time. draw_hair.c has been created to handle all of the Shading group creations as well as subdivision shaders. We store one final batch per settings combination because multiple viewport or render could use the same particle system with a different subdivision count or hair shape type.