March 30, 2020, 14:47 (GMT) |
GPencil: Improve Mesh to GPencil edge conversion Now the strokes are done using edge loop calculated. |
March 30, 2020, 12:39 (GMT) |
NormalOverlay: Center Dot Normal Drawing With Modifiers When using generative modifiers too many center dots were rendered in the normal overlay. This patch only renders the normals of original center dots. Known issue: decoding the `norAndFlag` has issues on Intel GPU. |
March 30, 2020, 12:15 (GMT) |
add switch node ui |
March 30, 2020, 12:06 (GMT) |
Normal Overlay: Hide Normals Of Generated Loops The loop normals were always drawn. We used to only draw the normals if it was mapped to an original loop of the mesh. Due to recent changes we can not find the correct loop and decide if we need to draw them. Note still need to check the face dots normals. This is more complicated as facedot normals needs to be encoded in a different way |
March 30, 2020, 11:37 (GMT) |
add a couple more node uis |
March 30, 2020, 11:26 (GMT) |
Fix T75142: No autokeying with pose mode X-Mirror This was caused by the removal of some `BONE_TRANSFORM_MIRROR` flag handling in rBde530a95dc7b482dc22c933b9b8b2a98c79b5663. I simply restored those lines that caused this issue. |
March 30, 2020, 11:26 (GMT) |
Cleanup: reduce code indentation in autokeyframe_pose() This makes the code a bit simpler to follow, by replacing `if (x) { all the code here }` with `if (!x) { continue; }` and un-indenting the remaining code, and by returning early. No functional changes. |
March 30, 2020, 11:19 (GMT) |
add Float Compare node |
March 30, 2020, 11:13 (GMT) |
Fix T75053: Paint Overlay Show Modified Wires and Edges The paint mask overlay showed the wires and edges of the final mesh. This change will only draw wires and edges that are mapped to the original mesh. This change enables mapping data in regular Mesh extraction. This can also be used for better drawing of the normal overlay. Reviewed By: Cl�ment Foucault Differential Revision: https://developer.blender.org/D7277 |
March 30, 2020, 10:51 (GMT) |
add boolean math node ui |
March 30, 2020, 10:47 (GMT) |
Fix help message misc argument grouping Correct reference to non-existent argument. |
March 30, 2020, 10:26 (GMT) |
Subdiv: Extend some comments |
March 30, 2020, 10:05 (GMT) |
Merge branch 'functions' into builtin-simulation-nodes |
March 30, 2020, 10:04 (GMT) |
Merge branch 'master' into functions |
March 30, 2020, 08:18 (GMT) |
Fix armature edit-mode selected linked Selecting linked would only select a single arbitrary chain. Now select linked follows all child-chains of the bone. Also add support for following all links, similar to how this would work if it were a mesh with connected edges instead of only child chains. Leave this off by default to match pose mode. |
March 30, 2020, 08:18 (GMT) |
Armature: remove merge function, use dissolve instead This was crashing, when looking into a fix I noticed that it gave hap-hazard results dissolving past forks in the parent/child hierarchy arbitrarily following one chain. This functionality is almost identical to "dissolve" which delimits forks in the chain predictably. So remove this in favor of dissolve (available from the delete menu). |
March 30, 2020, 03:45 (GMT) |
UI: center align icon-only pull-down menus Resolve issue noted in D5482, texture slots '+' icon for example was noticeably off-center. |
March 30, 2020, 03:34 (GMT) |
Cleanup: remove print left in recent fix for T66655 |
March 30, 2020, 00:41 (GMT) |
UI: use operator name for extrude repeat Match names between the redo popup and the menu item. |
March 30, 2020, 00:41 (GMT) |
Extrude Repeat: support storing the offset vector Without this, adjusting properties always re-initialized from the view-vector. |
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Master Commits
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