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2018-06-01Merge branch 'master' into blender2.8Bastien Montagne
Conflicts: source/blender/editors/io/io_collada.c source/blender/editors/object/object_bake.c source/blender/editors/object/object_edit.c source/blender/editors/render/render_internal.c source/blender/makesrna/intern/rna_object_api.c source/blenderplayer/bad_level_call_stubs/stubs.c
2018-06-01X-Ray: Added a slider for the alphaJeroen Bakker
- will not render when set to 0.0 for speed reasons. so when user sets transparency to hide everything the bigger passes will be skipped.
2018-06-01Workbench: Updated the internal light to have a bit of back lightingJeroen Bakker
2018-06-01Fix wrong colors for workbench World Background option.Brecht Van Lommel
2018-06-01UI: use same "Viewport Display" name for scene/object/material panels.Brecht Van Lommel
2018-06-01Cleanup: some more G.main removal from editor code.Bastien Montagne
2018-06-01Mesh Batch Cache: Fix memory leak.Clément Foucault
2018-06-01T54991: Restore support for Motion Path drawing in 2.8Joshua Leung
This commit restores support for Motion Path drawing in 2.8 (as it wasn't ported over to the new draw engines earlier, and the existing space_view3d/drawanimviz.c code was removed during the Blender Internal removal). Notes: * Motion Paths are now implemented as an overlay (enabled by default). Therefore, you can turn all of them on/off from the "Overlays" popover * By and large, we have kept the same draw style as was used in 2.7 Further changes can happen later following further design work. * One change from 2.7 is that thicker lines are used by default (2px vs 1px) Todo's: * There are some bad-level calls introduced here (i.e. the actgroup_to_keylist() stuff). These were introduced to optimise drawing performance (by avoiding full keyframes -> keylist conversion step on each drawcall). Instead, this has been moved to the calculation step (in blenkernel). Soon, there will be some cleanups/improvements with those functions, so until then, we'll keep the bad level calls. Credits: * Clément Foucault (fclem) - Draw Engine magic + Shader Conversion/Optimisation * Joshua Leung (Aligorith) - COW fixes, UI integration, etc. Revision History: See "tmp-b28-motionpath_drawing" branch (rBa12ab5b2ef49ccacae091ccb54d72de0d63f990d)
2018-06-01Fix for fix, indentation was accidentalCampbell Barton
2018-06-01Fix missing bracesCampbell Barton
2018-06-01Draw background on pulldown widgets if the header is transparent.Brecht Van Lommel
Since the viewport header now supports transparency, text on pulldowns can be hard to read if their color matches the viewport content. Background is drawn using the 'inner' theme color, that was unused until now.
2018-06-01Fix broken logic in make static override operators for Collections.Bastien Montagne
Was pretty sure I already fixed that some weeks ago... but look like it was not committed or somehow lost...
2018-06-01Mesh: Replace DM for mesh w/ wpaint vertex pickingCampbell Barton
2018-06-01UI: don't show XYZ text w/ direction buttonsCampbell Barton
2018-06-01Cleanup: rename varsCampbell Barton
2018-06-01Mesh: Replace DM for mesh -> curve conversionCampbell Barton
2018-06-01Mesh versions of DerivedMesh access API callsCampbell Barton
Add mesh_get_eval_final & mesh_get_eval_deform Note: these will eventually need to be renamed & moved into BKE.
2018-06-01Cleanup: quiet warning, don't set unused alphaCampbell Barton
2018-06-01LookDev: make sure lookdev balls are still visible after 'N'Jeroen Bakker
2018-06-01Edit Mode: Fix Edit Object renderability with multi objects edit.Clément Foucault
2018-06-01Fix errorJeroen Bakker
2018-06-01Code cleanup: Compiler warningJeroen Bakker
2018-06-01Math: optimizations for 4x4x matrix inverse, multiplications.Brecht Van Lommel
In some heavy rigs matrix inverse can be 10% of computation time. This reduces it to 2% by using Eigen's optimized 4x4 matrix inverse and SSE matrix multiplication.
2018-06-01Modifiers: tiny optimizations for mesh deform, lattice, kdop.Brecht Van Lommel
2018-06-01Fix missing animation updates when the proxy object is not visible.Brecht Van Lommel
The relation was inverted here, for a long time already. The reason is unclear and in principle it should work fine in the right direction.
2018-06-01Fix use of uninitialized value in depsgraph.Brecht Van Lommel
2018-06-01Cleanup: long linesCampbell Barton
2018-06-01Fix building for workbench in windows (BLI_INLINE)Dalai Felinto
2018-06-01Fix T55282: Modifiers: Removed unnecessary object evaluationSybren A. Stüvel
2018-06-01Removed old mention of CDDerivedMeshSybren A. Stüvel
2018-06-01Fix/Workaround T55272: Sculpt/VPaint removes meshCampbell Barton
2018-06-01Cleanup: quiet warningsCampbell Barton
2018-06-01Object Mode: Display loose edges if overlays are enables.Clément Foucault
This fix T55280 Loose edges not visible in object mode
2018-06-01Fix: overlays are reset when selection is being performedJeroen Bakker
/me hits myself in the head. In selection code the flags were not tested but set directly.
2018-06-01Workbench: Material specific settings for the specularJeroen Bakker
- Uses the roughness setting of the basic eevee material - renamed gloss_mir to roughness - set default of roughness to 0.25 - renamed ray_mirror to metallic - cleaned up material rna (BI mirror struct) - use BLINN phong model - normalize incoming/outgoing specular light - when using camera oriented studiolight, the SolidLight will be used for specular highlights - EXPERIMENT: when in world oriented studiolight only the shadow direction will be used. - change the settings of the internal light to make scenes more readable
2018-06-01Fix crash switching sculpt/vpaint -> edit modeCampbell Barton
2018-06-013D View: hide orbit navigation in camera viewCampbell Barton
Typically for camera views it's nicer not to overlay large widgets, only include the button to exit camera view.
2018-06-01Modifiers: ported Soft Body DerivedMesh → MeshSybren A. Stüvel
The simulation doesn't seem to update properly yet.
2018-06-01Partial Revert of COW/Camera manipulator changesCampbell Barton
d64fbe94568e5 3e26b84397fcb
2018-06-01Revert "COW Fix: Lamp manipulators"Campbell Barton
This reverts commit 33e45658ebc2a79acda259f7be748ad64780e982. No longer needed.
2018-06-013D View: respect text option for edit-mode infoCampbell Barton
2018-06-01Error in last commitCampbell Barton
2018-06-013D View: make text overlay optionalCampbell Barton
2018-06-013D View: support world background colorCampbell Barton
2018-06-01Add 'Toggle Header' to header context menu.Pablo Vazquez
Also disable collapsing the header by dragging it up/down. This prevents accidentally hiding the header when resizing areas.
2018-06-01Fix render engine info region when overlap and header on bottomDalai Felinto
Note there is some talk about changing the position of this (which would be strange in the image editor by the way, since there we use the bottom for the result of the current pixel when dragging the mouse). However first I wanted to fix this regardless.
2018-05-31UI: new tool properties space typeCampbell Barton
This currently shows panels that were in the 2.79 3D view toolbar which are now popovers. In some cases it's useful for these to stay open. This commit adds a space type to do this. Note this is currently empty in object mode.
2018-05-31UI: support drawing panels from multiple contextsCampbell Barton
2018-05-31Add Asan support for clang on windows.Ray Molenkamp
This will currently only work for the RelWithDebInfo configuration since asan does not support the debug crt. for source line information in the reports, you need a copy of llvm-symbolizer in the blender folder or set the ASAN_SYMBOLIZER_PATH environment variable to point to it. Currently (as of 6.0.0) llvm-symbolizer does not ship with the binary clang/llvm distribution. Reviewers: campbellbarton Differential Revision: https://developer.blender.org/D3446
2018-05-31Cleanup: Fix indentationDalai Felinto