Age | Commit message (Collapse) | Author |
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Now it should at least succeed when there are no grease pencil objects.
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Bug reported by Sergey.
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The transform tried to calculate the multiframe falloff, but there was not any stroke to do that.
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Note, the keys for changing line display are now more obscure
(Shift-Q, Shift-Alt-Q), and might be changed.
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Move 'View3D.flag3' options into 'gp_flag'.
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Having 'flag, flag2, flag3' is getting out of hand especially
when we support increasing the size of types.
Make flag2 into an int.
Note, this looses the 'show world' option,
but it's not such an important setting.
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This also include a small optimisation (remove of a double loop and half of
the memory allocation for hit points)
This should fix T55946 Crash using knife tool on mesh with large number of
vertices.
Tried with a 500K vert suzanne and it seems fine.
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This also Fix T55574 Crash on sequencer preview
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instead of being ThreadLocal and leading to incorrect usage.
We still enforce no framebuffer when changing context. We can lift this
restriction later.
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The value of the index was above the size of image
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After clearing motion paths from objects, those objects needed to be
tagged for copy on write so that the copied data (i.e. viewport)
recieve the changes (i.e. removed paths)
Reported by Hjalti
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Single-column layout and tweaks to tooltips.
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The old values were too high.
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This option was changed by error when implement annotations.
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Replace with generic context toggle operator.
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We only want to care about runtime.mesh_orig if… data is indeed a Mesh! ;)
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Avoid double label for same properties in single-column.
Onion Skinning: Group custom colors together, and frame before/after together.
Small changes to tooltips.
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update + proxy
Make proxy copy result more atomic operation.
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The Batch was created using old function without GPU_BATCH_OWNS_VBO and the batch was not removed from memory
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Credits for this fix goes to Clément Foucault.
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Palettes were incorrectly set as having animation data.
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This solves wrong user counter of custom shape when duplicating bone
few times and then undoing all the duplications.
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Pose is not brought up to date for until exit of edit mode,
so can not use.
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Committed by accident, is too early for this yet.
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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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D3571 by @alm
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Usage of matcap image uniform had different ifdef than definition
of that uniform. Assuming the usage was correct, and the definition
needed an update.
Prevents shader from compilation failure and from aborts in debug
builds.
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The idea is to create vertices along the coarse edges once, without
splitting coarse edges on separate ptex faces. This requires some
indexing magic, vertices within a patch are no longer sequential.
Not sure how to make it nicer without such a black magic looking
calculations (which are basically boiling down to mimicking order
of verts/edges creation).
In the current offsets calculation loose verts and edges are not
properly taken into account, but those are causing topology refiner
to fail anyway, so it needs a bit deeper change.
Reviewers: brecht
Differential Revision: https://developer.blender.org/D3570
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Now disabling anti-aliasing doesn't impact sequencer, render stamp etc.
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