Age | Commit message (Collapse) | Author |
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* Settings pie menu (DQ) can now be used to quickly check on and adjust
key properties for the active layer. In particular, it's particularly
helpful for quickly checking colours and turning onion skinning on/off.
* Fleshed out the "More" pie with many of the other tools as well. Also
included a link back to the main tools pie (i.e. the one launched with Ctrl-D)
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EditMode too
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frames without existing keys
This feature makes it easier to do pose-to-pose animation using the strokes editing
stuff, as you don't have to remember to deliberately duplicate an existing frame
so that your edits end up on a new frame.
There is the possibility though that you didn't intend to create a new frame,
in which case this option will be more of a pain. Let's try this out for a bit
before deciding whether it should stay or go.
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* Entering/exiting stroke editmode now updates the headers, so that the right
proportional editing options get shown
* Doing anything Grease Pencil related in the Node Editor doesn't trigger a
recalc of the nodetree anymore. AFAICT, there is no legitimate reason to
be doing full refreshes there - simple redraws will do.
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Don't have collada here, so need to use buildbot to test,,
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This one call really smart script to check unused headers, huh? ;)
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supported
* When in Stroke Editing mode (or strokes points can get transformed),
the proportional editing settings for editing points/geometry will now
be used. These include the disabled/enabled/connected + falloff properties.
* Uncommented the code in the pie menu for showing these settings, so that
this functionality can be tested in each applicable editor.
TODO:
* Fix refresh bugs for UI to ensure that the right set of settings is displayed
* Expose these settings in other places where they may be applicable
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GPencil was broken
While the hotkey here is now hardcoded, it is possible to undo the last
stroke when drawing with the "continous drawing" option enabled. This
seems to have been broken at some stage due to a fix the old node-editor
bug where holding the dkey was accidentally inserting drivers all over
the show.
This bug seems to have been around since 2.69 (at least!), and doesn't seem
to have been noticed until now!
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AnimData is not copied when making duplicating bGPdata for internal usage
(i.e. for the undo buffer); instead, the data was being shared between the
real copies and the undo buffer copies (to save memory - since otherwise
we'd have to have copies of all the animation data floating around).
The fix here clears these refs before trying to free these copies,
making sure that the data won't get freed incorrectly.
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points now
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* Moved pie menu to Ctrl-D instead. DD turned out to be far too easy to accidentally
trigger when quickly trying to draw 2 strokes in rapid succession.
* Disabled for now the hotkeys for 'straight line' and 'poly' draw tools. These
weren't that easy to remember/use, and were getting blocked by the new pie menu
anyway.
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Conflicts:
source/blender/editors/gpencil/drawgpencil.c
source/blender/editors/gpencil/gpencil_ops.c
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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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commits.
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This is a copy of what the outliner does and seems to work.
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This doesn't currently do anything clever when a single vertex is shared by multiple islands
(uses closest only).
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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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counting handles was out of sync, now use exact same logic.
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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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Patch by Romanov Alexander of blen4web team!
Differential: D842
Thanks for the patch!
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rebuilds
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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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entries
in preparation for upcoming changes here
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This commit makes it possible to insert keyframes for the line thickness,
opacity, colour, and even volumetric/non-volumetric options. It is useful
to be able to do this in order to control the thickness of lines when the
camera is placed quite close.
Notes:
* Currently, apart from the keyframe status indicator colours applied to the
buttons, these keyframes are not shown anywhere. Support for this will be
added to the animation editors shortly, but for those who need this functionality,
it's better that it works in some way first :)
* No support for drivers exists yet. This may still get supported a bit later...
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controllable
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commits.
Basically, we don't set a draw buffer until draw time comes. Also add
explicit validation function to validate after all textures have been
attached (could be done automatically at bind time too probably, but
left out for now)
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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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of an option or for tools)
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