Age | Commit message (Collapse) | Author |
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https://developer.blender.org/D643
Separates graphics context creation from window code in Ghost so that they can vary separately.
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Do not generate materials/images/UVs if they are missing.
Now we spawn a panel ("Missing Data") with operators to generate the missing data and
pop a warning if user tries to paint without them.
The reason we have reverted this is that it is too easy to end up with more textures
than we wanted. It was impossible to enter texture paint without having textures added,
and code makes too many assumptions about what user may want.
Discussed during Sunday's meeting.
This might be a candidate for 2.72a but I'm not sure how other artists will take this
(and how refined and crash-free it is), better make a few iterations first.
And for interested parties...test please, don't wait until after a release to poke with such issues.
Also, add slot operator now adds a new unconnected image node in cycles. Only
used in the "Missing Data" panel. This should be a separate commit but I am squashing it into the same commit because
it relies too much on changes done here and can be reverted easily if complainstorm occurs again.
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slot.
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Grab and Snake hook brushes now support strength. To keep compatibility
with older brushes, this commit also sets strength to 1.0 for those
brushes.
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Disallow blur radius zero (versioning error).
Also fix gaussian distibution for blurring
This is to be included in the final release.
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* Make clone UI a bit more descriptive
* Don't set images to image editors that have a pinned image.
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apart from stencil(texture) and face masks.
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* Add unified color settings to brush menus.
* Add notifier on fill tool from drag and drop to refresh icons
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* Remove some duplication in deletion code
* Fix crash when restoring file from last saved state.
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Move projection paint data ensure function to projective texture
painting. Also, cleanup draw data when generating a new image for
painting in image paint mode.
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Blend brush color with texture before converting to srgb
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* As always, make sure all slots of the object have a material
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Issue here is that indices of edges will be incorrect when index of
vertices forming the edge is 3-0 or 2-0.
There are still issues here at uv edges where seam polygons intersect
each other but to solve that we need a better pass that detects uv edges
and pushes polygons along the "normal" of the edge instead of scaling
the polygon itself.
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painting.
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Include explicit control for texturing:
This commit introduces a painting mode option, available in
the slots panel. The default value "Material" will create slots from the
blender material, same as just merged from the paint branch.
The new option "Image", will use an explicit image field that artists can use
to select the image to paint on. This will should allow painting regardless
of the renderer used or for use in modifiers.
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* Add ability to choose blend type and enable/disable toggle for each
slot for blender internal.
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internal.
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internal.
This should eliminate some confusion when people use external render
engines.
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Disallow kernels bigger than 2x2 for blur/sharpen in projective painting
due to performance considerations.
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This reverts commit 7c7cb01aa5641414d9f0c39ab81df0f57205f362.
The smoothing weights will cause shifting in the image if not calculated
as they were in the branch. Solution for better performance will be to force-clip
kernel to a square of size two for projective painting.
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Any mfaces using those materials will cause a crash.
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kopias on irc, thanks.
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was first thought and could mess up tweaking events for the left mouse.
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Attempt to make soften brush faster by allowing non-symmetric kernels.
Projective painting supports those naturally but for 2D painting there's
a small hack to avoid shifting of the texture. Not totally correct but
it works for now.
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Sampling still samples the texture color in transparent areas. This is
not so bad but users may get confused when clicking on a white spot and
picking black instead of the mesh color.
Krita also has this uncertainty when picking in transparent areas but we
do not interpolate with an explicit "transparent" looking texture during
viewport drawing (maybe we should), so it's not so apparent what happens
here.
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