Age | Commit message (Collapse) | Author |
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- Added icon for To Sphere
- Added icon for Shear
- Added icons for adding mesh objects
- Added icon for Curve Draw
- Add Curve Extrude to Cursor icon
- Tweak Curve Draw icon
- Simplified Hair Cut icon. Was hard to read
- Tweaks to Hair Puff and Smooth icons
- Added icon for Extrude Along Normals
- Updated Extrude Individual icon to become clearer and more consistent
with "Extrude Along Normals". Now it's easy to see the difference.
- Rip Edge and Rip Region icon tweaks
Note, many icons are regenerated in this commit which
weren't intended to be changed, in some cases this looks to be caused
by material color. Generating again doesn't modify so it
shouldn't be changing every time in future.
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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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This is a quick way to see if some of the object types in the
scene are hidden or unselected.
Icon design may change.
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Monochrome icons from jendryzch
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The ClayEngine was introduced to test the blender2.8 architecture during
development. As currently we have the wanted features implemented with
matcaps we are going to remove the clay engine as it was never intended
to be an official releasable engine
Note: The test cases are never run. But when enabled will be skipped as
they were implemented over the Clay Engine
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Minor changes to fit w/ new icons.
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This adds vertex paint & sculpt icons + other minor changes.
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Also add bevel tool.
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- black outlines (better readability).
- add bone roll.
- add extrude to cursor.
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MSVC users weren't getting icons installed, since glob isn't reliable,
list all files in a section which the update script maintains.
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Without this, adding/removing icons wouldn't force cmake to re-run
making builds fail.
This is the same issue with globbing source code.
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While SCons building system was serving us really good for ages it's no longer
having much attention by the developers and started to become quite a difficult
task to maintain.
What's even worse -- there started to be quite serious divergence between SCons
and CMake which was only accumulating over the releases now. The fact that none
of the active developers are really using SCons and that our main studio is also
using CMake spotting bugs in the SCons builds became quite a difficult task and
we aren't always spotting them in time.
Meanwhile CMake became really mature building system which is available on every
platform we support and arguably it's also easier and more robust to use.
This commit includes:
- Removal of actual SCons building system
- Removal of SCons git submodule
- Removal of documentation which is stored in the sources and covers SCons
- Tweaks to the buildbot master to stop using SCons submodule
(this change requires deploying to the server)
- Tweaks to the install dependencies script to skip installing or mentioning
SCons building system
- Tweaks to various helper scripts to avoid mention of SCons folders/files
as well
Reviewers: mont29, dingto, dfelinto, lukastoenne, lukasstockner97, brecht, Severin, merwin, aligorith, psy-fi, campbellbarton, juicyfruit
Reviewed By: campbellbarton, juicyfruit
Differential Revision: https://developer.blender.org/D1680
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Yep, at last it's here!
There are a few minor issues remaining but development can go on in
master after discussion at blender institute.
For full list of features see:
http://wiki.blender.org/index.php/Dev:Ref/Release_Notes/2.72/Painting
Thanks to Sergey and Campbell for the extensive review and to the
countless artists that have given their input and reported issues during
development.
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this allows for updating icons without committing a new PNG each time
(which is inefficient with git). The data files are converted into a
PNG at builds time and used just as they were before.
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but gives nasty "false changes" in svn. Let's try not to forget to update PNGs when needed, then!
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now)... Expects Inkscape program.
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include conflicts later on.
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from regular diffuse to more shiny, stone, wax, eflective, glass and two non-realistic ones.
The menu now shows it in 3 rows. I made the previews a bit smaller, 96 pixels,
like the brushes for painting.
Thanks everyone for submitting pics! I updated the credit file too, but name
from one person is missing still, will be added next.
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Patch by Sergey, .blend by Thomas and some further tweaks by me.
Still to solve later: allow external engines to specify own preview .blend, for
now the code here is doing too much magic hacking on the preview scene still.
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Full log is here:
http://wiki.blender.org/index.php/Dev:Ref/Release_Notes/2.66/Usability#Matcap_in_3D_viewport
Implementation notes:
- Matcaps are an extension of Solid draw mode, and don't show in other drawmodes.
(It's mostly intended to aid modeling/sculpt)
- By design, Matcaps are a UI feature, and only stored locally for the UI itself, and
won't affect rendering or materials.
- Currently a set of 16 (GPL licensed) Matcaps have been compiled into Blender.
It doesn't take memory or cpu time, until you use it.
- Brush Icons and Matcaps use same code now, and only get generated/allocated on
actually using it (instead of on startup).
- The current set might get new or different images still, based on user feedback.
- Matcap images are 512x512 pixels, so each image takes 1 Mb memory. Unused matcaps get
freed immediately. The Matcap icon previews (128x128 pixels) stay in memory.
- Loading own matcap image files will be added later. That needs design and code work
to get it stable and memory-friendly.
- The GLSL code uses the ID PreviewImage for matcaps. I tested it using the existing
Material previews, which has its limits... especially for textured previews the
normal-mapped matcap won't look good.
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- Exported via Inkscape a 16 and 32 pixel bitmap version
- Use these as mipmap levels for OpenGL texture drawing.
- Changed code to get right sizes for drawing icons - better than last week's method.
Todo:
- Custom icons don't work yet (old one)
- Missing icons in the svg
- The .sh script for inkscape needs changed to support this
(now do manual saving)
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Also changed shebang to '#!/usr/bin/env python', this is more portable across unixes...
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time.
note: this is currently very slow in cmake, will address this next.
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made some changes to startup.c
- change default player to internal since its working now.
- added new screen for full screen 3d viewport (nice for demo's and navigating)
- disable cursor depth option (was enabled by default because of re-used flag)
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used when drawing frames with a custom color (which is just RGB).
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- Added mask sculpt brush
- Draw brush was removed from sculpt mode -- there's SculptDraw brush
- Made default strength for draw brush 1.0 which makes much more sense
especially for weight painting
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Skin modifier documentation:
http://wiki.blender.org/index.php/User:Nicholasbishop/SkinModifier
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in particular.
For an detailed user-level description of new features see the following blogpost:
http://code.blender.org/index.php/2012/05/node-editing-tweaks/
TL;DR:
* Frame node gets more usable bounding-box behavior
* Node resizing has helpful mouse cursor indicators and works on all borders
* Node selection/active colors are themeable independently
* Customizable background colors for nodes (useful for frames visual
distinction).
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When operator method property is not set, the operator uses the one from current scene settings. We must update the operator property accordingly...
Also updated default startup.blend file, to match default AngleBased method (was on Conformal one).
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- Displays dopesheet information for selected tracks, and currently does not
support any kind of editing.
- Changed regions to use the whole main region for such views as curves and dopesheet.
This allows to have own panels with tools/properties in this area.
- Active clip is getting synchronized between different clip editor editors in the
same screen, so updating of curve/dopesheet views happens automatically when one
changes current clip in one of this editors.
- Panels in toolbox and properties panels are now separated to rely on current view
mode, but some operators and poll functions still need to be updated.
- Added new screen called "Movie Tracking" where layout is configured to
display timeline, main clip window, curves and dopesheet.
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Special thanks to Mango team for awesome splash screen!
And everybody else who made this release! :)
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Pardon for updating this so close to release, but it's annoying to have
such a layer and in some cases it leads to unwanted sideeffects.
This layer was added by accident when was fixing flags for brushes,
didn't notice entering vertex paint mode automatically creates
vertex color layer.
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- fix error in ctodata.py (was adding dummy bit)
- make UV hide from last commit more readable.
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every load.
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