April 15, 2020, 03:04 (GMT) |
UI: expand names of collection menu |
April 15, 2020, 03:04 (GMT) |
Cleanup: shadow warning |
April 14, 2020, 22:25 (GMT) |
Use layout row with heading Also use the new uiItemR flag to clear decorators |
April 14, 2020, 21:54 (GMT) |
Add new options to solidify modifier The subpanel organization might need to be rethought here, some of the new items don't fit perfectly into the categories. |
April 14, 2020, 20:36 (GMT) |
Merge branch 'master' into modifier-panels-ui |
April 14, 2020, 20:29 (GMT) |
Add margin and rounded corners to list panels This helps differentiate them from regular panels and makes it clearer that they are separate from each other. Also added a list panel subpanel flag to avoid always searching parents to see if a panel belongs to a list panel. |
April 14, 2020, 20:14 (GMT) |
Fix T75733: Curve extrusion does not include endpoints This error only occurs when the end points are part of a sequence of selected points. |
April 14, 2020, 19:07 (GMT) |
Sculpt: New Layer Brush The Layer brush was in Blender before 2.81, when the sculpt API was introduced. It had a huge amount of bugs and glitches which made it almost unusable for anything but the most trivial cases. Also, it needed some hacks in the code just to support the persistent base. The brush was completely rewritten using the Sculpt API. It fulfills the same use case as the old one, but it has: - All previous artifacts fixed - Simpler code - Persistent base now works with multires thanks to the sculpt API - Small cursor widget to preview the layer height - More controllable and smoother strength and deformation - More correct masking support - More predictable invert support. When using persistent base, the brush invert mode resets to layer height 0, instead of jumping from +1 to -1. The brush can still be inverted in the brush direction property. Reviewed By: jbakker Differential Revision: https://developer.blender.org/D7147 |
April 14, 2020, 19:00 (GMT) |
Sculpt: Sharpen Mesh Filter This mesh filter sharpens and smooths the mesh based on its curvature, resulting in pinching hard edges and polishing flat surfaces. It fixes most of the artifacts of the voxel remesher and those produced when sculpting hard surfaces and stylized models with creasing and flattening brushes. It needs and accumulate_displacement step before each filter iteration which can't be multithreaded in an easy way (it would need something to sync the threads when modifying the data of neighbors in a different node), but this does not affect performance in a significant way. Reviewed By: brecht Differential Revision: https://developer.blender.org/D7335 |
April 14, 2020, 18:55 (GMT) |
Fix Shift-Smooth mode using wrong parameters When using the shift-smooth mode, sculpt_update_cache_invariants is changing the brush datablock of the paint session if it finds a brush named "Smooth" (which is a huge hack the brush management project should try to solve). This is done after the PaintStroke data in the modal operator is created, which holds a reference to the active brush in the paint session that was active when the operator started. Because of this, the StrokeCache was getting the correct smooth brush values but the paint modal operator was applying the wrong ones from the previous brush. This was causing the smooth brush behaves unpredictably depending on the current active brush. This patch updates the brush in PaintStroke on each modal callback, so it always gets the values from the current active brush in the Paint Session. The way brush switching works and a way to make it more flexible needs to be discussed in the future as part of the brush management project. The default smooth brush parameters and curves will probably need to be updated after this change, as previously they were set using an incorrect behavior. Reviewed By: jbakker Differential Revision: https://developer.blender.org/D7354 |
April 14, 2020, 18:53 (GMT) |
Fix automasking using the wrong active face set All tools should now use the API function to get the active face set directly from the face under the cursor. Reviewed By: jbakker Differential Revision: https://developer.blender.org/D7362 |
April 14, 2020, 18:52 (GMT) |
Fix Randomize Face Sets Colors not working in Multires The operator was disabled when it was added because Face Sets were not supported in Multires. Reviewed By: jbakker Differential Revision: https://developer.blender.org/D7312 |
April 14, 2020, 18:44 (GMT) |
GPUShader: Implement workaround for gizmo drawing on sRGB framebuffer This solution involves adding a uniform to each fragment shader that is used by gizmo drawing and use the framebuffer state to set this uniform accordingly. This solution can also be carried to external shaders (addons). A single line of code would then be enough to fix the issue. The only trickery here is the dummy define: `#define srgb_to_framebuffer_space(a)` This is in order to avoid breaking other DRW shaders that use the same fragment shader code but do not need the tranformation. Related to T74139 Reviewed By: brecht, campbellbarton Differential Revision: https://developer.blender.org/D7261 |
April 14, 2020, 17:24 (GMT) |
UI: Layout changes for new checkbox layout possibilities Follow-up to D7427. Screenshots: [TODO] Main changes: * Changes the split percentage from 50/50% to 40/60%. * ... [TODO] Most changes here are by @billreynish. Maniphest Tasks: T65965 Differential Revision: https://developer.blender.org/D7430 |
April 14, 2020, 17:24 (GMT) |
Fix T75104: Update Face Sets visibility when entering Sculpt Mode Geometry that was just added to sculpt mode has the SCULPT_FACE_SET_NONE assigned, so it was hidden by default. By doing this when entering sculpt mode a new visible face set is created for it, making it easier to isolate it again if you want to do further tweaking with the sculpt tools. Also, this also fixes the issue that may happen when changing the mesh visibility in edit mode. Now visibility changes done outside sculpt mode are stored in the face sets when entering sculpt mode, so mesh visibility should stay the same. Reviewed By: jbakker Maniphest Tasks: T75104 Differential Revision: https://developer.blender.org/D7249 |
April 14, 2020, 17:18 (GMT) |
Merge branch 'master' into greasepencil-object |
April 14, 2020, 17:06 (GMT) |
Merge branch 'master' into greasepencil-object |
April 14, 2020, 16:58 (GMT) |
Revert "Windows: support high resolution tablet pen events for Wintab" This reverts commit 1a3928f33c and 1a3928f3. This is not working stable with some Wintab implementations, so reverting for now. This leaves only the Windows Ink changes for 2.83. |
April 14, 2020, 16:56 (GMT) |
UI: Better split layout support for checkboxes Makes these kinds of layouts possible: Best test this in the `temp-checkbox-changes` branch which contains layout tweaks all over to make good use of the changes here. These will be submitted separately. Patch on top of D7409. Main changes: * Add support for row and column headers (i.e. `uiLayout.column(heading="Foo")`, `uiLayout.row(heading="Bar")). If the first property added to this layout doesn't insert anything into the label split column, the heading is inserted there. Otherwise, it's inserted as own item. * Add support for manually inserting decorators for an existing item (`uiLayout.prop_decorator()`). That way layout creators can manually insert this, which was the only way I saw to support these layouts: * Autogenerated layouts for operator properties look bad if there are only checkboxes (which only use half the region width). So before creating the layout, we iterate over visible properties and disable split layout if all are booleans. I think this is fine, if needed we could also add layout hints to operators. * `uiTemplateOperatorPropertyButs()` now handles macros itself, the caller used to be responsible for this. Code that didn't handle these so far never used macros I think, so this change should be visible. * Remove manual property split layout from autogenerated operator properties layout. * Padding of checkboxes is tweaked to make their label visually more connected to the checkboxes. * Support split layout for menus (should work for `uiLayout.menu()`, `.operator_menu_enum()`, `.prop_menu_enum()`, maybe more) * Add `uiLayout.` Maniphest Task: T65965 Reviewers: brecht pablovazquez billreynish |
April 14, 2020, 16:32 (GMT) |
Fix T75535: Compositor backdrop gizmo dragging interrupts with node mouse over Caused by rB5929dd7129f6. Above commit would reset the gizmo highlight on node mouseover. This would also assert in gizmo_rect_pivot_from_scale_part() and stop the drag. So now, only reset the gizmo when we are not in EVT_GIZMO_UPDATE, allowing for starting the tweak outside a node and then travelling 'inside' while still preventing to use it over a node when starting a tweak there. Maniphest Tasks: T75535 Differential Revision: https://developer.blender.org/D7383 |
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