Age | Commit message (Collapse) | Author |
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of the values
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Before, the list kept the reverse order enabled in the filter. Now the filter is reset when the option is disabled and don't need any user change or restart.
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This allows to configure the system as any other 2D software with the layers in a Top/Down order.
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Now, it was possible to invert the order of the UIlist using the filter, but it was impossible to know if the list was inverted or not.
The problem with this is that any other element depending of this value could not be adjusted.
See https://devtalk.blender.org/t/how-to-access-uilist-properties/2268
The new parameter allows to set the reverse order by default. When the list is set as reverse, it cannot be inverted again, so the invert button is removed of the filter.
This change is needed to fix a requested feature for Grease Pencil (T56985) and because a lot of 2D softwares use the drawing layers in the inverse order used in Blender.
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If the caller wants loop-tris, there is a function to calculate them.
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New shader to simulate a glow of the color.
The glow can be generated by luminance threshold or using a selection color.
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Loop triangles are tessellated triangles create from polygons, for renderers
or exporters that need to match Blender's polygon tesselation exactly. These
are a read-only runtime cache.
Tessfaces are a legacy data structure from before Blender supported n-gons,
and were already mostly removed from the C code.
Details on porting code to loop triangles is in the release notes.
Differential Revision: https://developer.blender.org/D3539
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lockaxis -> lock_axis
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Now the canvas can me moved in X/Y axis.
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For now we have categories collection, object, object data, modifiers &
constraints, and shading. The icons can be categorized by adding e.g.
DEF_ICON_OBJECT() in UI_icons.h.
Light themes will need to be updated to use darker colors to keep icons
visible in the outliner.
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This is a monochrome icon set, with a more modern look and icons for
various features that did not have a proper icon before.
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Now by default the UVs are calculated with a fixed size and this makes easier to add patterns for drawings like Manga. Before, the texture changed depending of the stroke size.
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Add an option to display contour lines tracing through points with the
same interpolated weight value in weight paint mode. This can be useful
for working on gentle gradients over a relatively high resolution mesh,
where the difference in color between adjacent vertices is very small.
The contour grid has 3 levels of detail going down to step 0.001,
which automatically fade in or out based on the weight gradient.
Fade out works by capping both screen space and weight space line
width, and reducing alpha when the screen space width becomes too
small for moire and noise-less rendering.
Reviewers: fclem
Differential Revision: https://developer.blender.org/D3749
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This caused crashes with addon enabling/disabling and template loading.
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There were two issues here:
* cutsom_shape_transform was not properly tagged as not-owned pointer.
* custom_shape_transform and bbone_start/_end could be set to a pchan from
another data-block (not from UI, but RNA access code itself allowed it).
Those two issues were specificaly breaking complex rigs in static
override case.
EDIT: since yesterday, bbone_start/_end are mere accessors to edit_bone
data in RNA, so most of fix related to those was ditched (they still needed
to be 'deactivated' from RNA diffing with PROPOVERRIDE_NO_COMPARISON).
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Both original handle types are based on location, and Absolute uses it
in a weird way: the Start handle uses the head, while End uses the tail.
This makes controlling the shape of the B-Bone via control bone rotation
really non-intuitive, especially if trying to add a single control for
the tangent in the middle of a B-Bone chain.
To remedy this, add a new custom handle type that uses the orientation
of the control bone, while completely ignoring location. It is even
possible to control both ends of one B-Bone with the same handle bone,
resulting in an S shape.
Reviewers: brecht
Differential Revision: https://developer.blender.org/D3769
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This happens when you build without sound libraries and such.
Without that the console is spammed with tons of RNA messages because
the enum is empty.
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This currently conflicts with the UV-sculpt toggle being manually set,
ideally this would work more like other paint modes in Blender.
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See: T56648
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See: T56648
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The grid now can be configured by object because this helps to identify objects and allows to define diferent grid parameters for each objects.
Also added a color option.
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Custom handle settings actually affect the B-Bone rest shape,
so they should be changed in Edit mode rather than Pose mode.
This is necessary to be able to display the correct rest shape
of the bone in Edit Mode.
Also, instead of flags, introduce an enum to specify the handle
operation modes, so that new ones could be added later.
Differential Revision: https://developer.blender.org/D3588
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Now it's possible create rectangular shapes and disable the subdivisions to get only a rectangle
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This parameter allows to define the percentage of offset of a stroke when uses surface mode.
Before, this was a fixed value, but for some artists' purposes, it's good to have the option to change it.
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Users can select the main unit they want to use now.
Previously the displayed unit always depended on the magnitude of the value.
The old behavior can be restored by switching to the "Adaptive" mode for length, mass and time units.
Meters, kilograms and seconds are the default units for new and old scenes.
The selected unit is also the default unit for user input.
E.g. if cm is selected, whenever the user inputs a unitless number into a field of type length, it will be interpreted as cm.
Reviewer: brecht
Differential: https://developer.blender.org/D3740
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This matches mesh add methods, and doesn't force it to be a keyword arg.
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evaluated or original data-block.
Since RNA depagraph API mostly returns evaluated data, it is mandatory
to have access to original datablocks now...
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COW data.
It is crucial that scripts do not write, and even more importantly, do
not store any references to those. Otherwise, that’s a rather straight
path to crash.
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This allows gizmo groups to store properties in the tool.
This makes sense for gizmo options which only control gizmo display and
don't control operator execution.
Unlike similar kinds of properties,
this isn't accessible via the gizmo-group-type instance.
For now the it's only stored in the workspace tool as can be done for
operator properties, so each instance doesn't have different settings
which would be confusing from a user perspective and complicate access
from the top-bar.
Later we could add gizmo-group properties if needed.
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Prepare for storing different kinds of properties in tools.
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The shadow needed a blur to make soft transitions and get a better effect.
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