Age | Commit message (Collapse) | Author |
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properties.
For now, did most of the changes in menu entries (i.e. py space UI scripts).
Note we do not get 100% same results as previously, but current situation is
globally better than previous one, though the whole system to retrieve shortcuts
remains a bit weak...
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Makes usage of those funcs much more clear, we even had mixed '!strcmp(foo, bar)'
and 'strcmp(foo, bar) == 0' in several places...
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A development addon can be used now to enable the debug drawing, without
the need to add UI code for this in the release files.
The SimDebug feature should also get an overall build flag and use
function stubs unless enabled. That way any possibility of overhead in
releases is eliminated.
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This way it doesn't have to be stored as DNA runtime pointers or passed
down as a function argument. Currently there is now no property or
button to enable debugging, this will be added again later.
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Conflicts:
source/blender/blenkernel/intern/particle.c
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Without this certain debug tasks become very hard to visualize.
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visualizing scalar fields.
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Conflicts:
source/blender/blenkernel/intern/key.c
source/blender/blenkernel/intern/particle_system.c
source/blender/makesrna/intern/rna_particle.c
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Without this the particle system only shows the actual non-simulated
hairs ("guide hairs") during edit mode. These hairs are used for goals
as well, so showing them in the regular viewport is pretty important.
Also the usual hair curves are interpolated along the entire length,
which makes it very difficult to see exact vertex positions, unless
using exact powers of 2 for the segment number and match the display
steps.
Conflicts:
source/blender/blenkernel/intern/particle.c
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as forces, velocities, contact points etc.
This uses a hash table to store debug elements (dots, lines, vectors at
this point). The hash table allows continuous display of elements that
are generated only in certain time steps, e.g. contact points, while
avoiding massive memory allocation. In any case, this system is really
a development feature, but very helpful in finding issues with the
internal solver data.
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Font height was ignoring DPI in some cases (camera-name & eyedropper).
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Also adds safe-area presets.
D325 by Diego Gangl with own edits.
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Added so viewport options only used in a camera view wont cause all 3d-views to redraw.
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Happens because material setting now occurs in the derived mesh drawing
routine as it should. However that means that it also happens during
selection and that influenced the drawing state somehow.
In 2.72 this did not occur because material setting happened during draw
setting (skip or draw) instead of after the draw setting passed (so
selection would skip it by use another draw setting function). Of course
this violated design but worked.
Made it now so backbuffer selection does not enable materials (it's
redundant in those cases anyway).
This could be ported to a possible 'a' release but as is classic with
display code there may be some other places that it could backfire.
Tested fix with texture/vertex painting and selection which use
backbuffer for both subsurf and regular meshes and it seems to work OK.
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Offscreen viewport drawing wasn't properly restoring the theme.
Add API calls to store/restore the theme so it can be temporarily overridden.
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This changes BKE's fitting code to use `BKE_camera_params_compute_viewplane` instead of
`BKE_camera_view_frame`. This allows that code to work with orthographic projection too.
Also, two funcs were added to rna's Object, to resp. get the projection matrix of that
object (mostly useful for cameras and lamps objects), and return position this object
should be to see all (to fit) a given set of points.
Reviewers: campbellbarton
Reviewed By: campbellbarton
Differential Revision: https://developer.blender.org/D961
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paint too.
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can be reused by other paint systems too.
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did that anyway, just kept the result in an intermediate variable)
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D948, reviewed by @mont29 (thanks for that)
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side/front/top ortho views would no more adapt their snapping unit to zoom factor.
This code would need slightly more refactor actually, but this will be for after release!
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This fixes both transform snapping in persp views, and 'snap cursor to grid' feature.
Was only really visible with Imperial units.
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strips in sequencer
After double checking the sequencer code, there doesn't seem to be any reason to
exclude these from the sequencer previews. This makes it possible to use the
sequencer to non-destructively chain together difference Grease Pencil animated
shots together without having to render each image sequence first, allowing for
a smoother workflow.
Just in case the initial assumption isn't entirely correct, I've put in place
an extra arg to the relevant functions which can be hooked up to a suitable
option on the scene strip later to turn this on/off as needed.
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Internal selected edges were distracting when painting images.
Also remove unused flag.
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* Same issue as T42760 was also reproducible in some cases in 3DView.
* You got an error message about missing RNA prop in some drop-called operators.
* You could not drop a movie file in nodes, (some cases of) 3DView, nor ImageEditor.
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I'd kept the code around in the codebase until after the merge back to master
to avoid having too many conflicts if things changed there (or in case we
needed to roll back). Now, it's safe to jettison this!
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This merge-commit brings in a number of new features and workflow/UI improvements for
working with Grease Pencil. While these were originally targetted at improving
the workflow for creating 3D storyboards in Blender using the Grease Pencil,
many of these changes should also prove useful in other workflows too.
The main highlights here are:
1) It is now possible to edit Grease Pencil strokes
- Use D Tab, or toggle the "Enable Editing" toggles in the Toolbar/Properties regions
to enter "Stroke Edit Mode". In this mode, many common editing tools will
operate on Grease Pencil stroke points instead.
- Tools implemented include Select, Select All/Border/Circle/Linked/More/Less,
Grab, Rotate, Scale, Bend, Shear, To Sphere, Mirror, Duplicate, Delete.
- Proportional Editing works when using the transform tools
2) Grease Pencil stroke settings can now be animated
NOTE: Currently drivers don't work, but if time allows, this may still be
added before the release.
3) Strokes can be drawn with "filled" interiors, using a separate set of
colour/opacity settings to the ones used for the lines themselves.
This makes use of OpenGL filled polys, which has the limitation of only
being able to fill convex shapes. Some artifacts may be visible on concave
shapes (e.g. pacman's mouth will be overdrawn)
4) "Volumetric Strokes" - An alternative drawing technique for stroke drawing
has been added which draws strokes as a series of screen-aligned discs.
While this was originally a partial experimental technique at getting better
quality 3D lines, the effects possible using this technique were interesting
enough to warrant making this a dedicated feature. Best results when partial
opacity and large stroke widths are used.
5) Improved Onion Skinning Support
- Different colours can be selected for the before/after ghosts. To do so,
enable the "colour wheel" toggle beside the Onion Skinning toggle, and set
the colours accordingly.
- Different numbers of ghosts can be shown before/after the current frame
6) Grease Pencil datablocks are now attached to the scene by default instead of
the active object.
- For a long time, the object-attachment has proved to be quite problematic
for users to keep track of. Now that this is done at scene level, it is
easier for most users to use.
- An exception for old files (and for any addons which may benefit from object
attachment instead), is that if the active object has a Grease Pencil datablock,
that will be used instead.
- It is not currently possible to choose object-attachment from the UI, but
it is simple to do this from the console instead, by doing:
context.active_object.grease_pencil = bpy.data.grease_pencil["blah"]
7) Various UI Cleanups
- The layers UI has been cleaned up to use a list instead of the nested-panels
design. Apart from saving space, this is also much nicer to look at now.
- The UI code is now all defined in Python. To support this, it has been necessary
to add some new context properties to make it easier to access these settings.
e.g. "gpencil_data" for the datablock
"active_gpencil_layer" and "active_gpencil_frame" for active data,
"editable_gpencil_strokes" for the strokes that can be edited
- The "stroke placement/alignment" settings (previously "Drawing Settings" at the
bottom of the Grease Pencil panel in the Properties Region) is now located in
the toolbar. These were more toolsettings than properties for how GPencil got drawn.
- "Use Sketching Sessions" has been renamed "Continuous Drawing", as per a
suggestion for an earlier discussion on developer.blender.org
- By default, the painting operator will wait for a mouse button to be pressed
before it starts creating the stroke. This is to make it easier to include
this operator in various toolbars/menus/etc. To get it immediately starting
(as when you hold down DKEy to draw), set "wait_for_input" to False.
- GPencil Layers can be rearranged in the "Grease Pencil" mode of the Action Editor
- Toolbar panels have been added to all the other editors which support these.
8) Pie menus for quick-access to tools
A set of experimental pie menus has been included for quick access to many
tools and settings. It is not necessary to use these to get things done,
but they have been designed to help make certain common tasks easier.
- Ctrl-D = The main pie menu. Reveals tools in a context sensitive and
spatially stable manner.
- D Q = "Quick Settings" pie. This allows quick access to the active
layer's settings. Notably, colours, thickness, and turning
onion skinning on/off.
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Basically this commit gets rid of most of the derived mesh immediate mode
drawing (cases such as subsurf excluded). Even when VBO is turned off
in user preferences, we still use vertex arrays, which are very similar to
VBOs but memory is client side. Vertex arrays are OpenGL 1.1 so compatibility
is not an issue here.
Reviewers: campbellbarton, sergey, jwilkins
Differential Revision: https://developer.blender.org/D919
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subsurf needs the same modifications in its derived mesh function or
materials don't get updated at all anymore.
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Basically, our drawing code assumed we always use the edit mesh
materials, which can be different from the derived mesh
materials in modifiers doing overrides. We usually we want to use the
derived mesh when it is available instead.
There are two fixes here for both solid and textured mode. Unfortunately
the fixes do not help to make the display code less labyrinthian but I
expect this "should work" (tm and famous last words)
Solid mode fix is 95% from Bastien, thanks!
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Reviewers: campbellbarton
Differential Revision: https://developer.blender.org/D917
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environmental mapping when crossing the seam boundary.
Also output our favourite magenda on missing texture.
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This is added in the spirit of the general cycles GLSL system
which is pretty much WIP still.
This will only work on cycles at the moment but generating for blender
internal is possible too of course though it will be done in a separate
commit.
This hasn't been tested with all and every node in cycles, but
environment and regular textures with texture coordinates work.
There is some difference between the way cycles treats some coordinates,
which is in world space and the way GLSL treats them, which is in view
space.
We might want to explore and improve this further in the future.
...also </drumroll>
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rendering in that case, not user preference also set alpha to 1.0
(transparent drawing just clears to zero)
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Previosuly, world was shown on the background if "Render Only" was used.
Now user should be able to set it independently. This is a prelude to
(drumroll)...
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