October 17, 2018, 07:53 (GMT) |
Cleanup: better naming Suggested by Campbell here: https://developer.blender.org/rB09cd651bb7e59044cbcd0664e8b1064cb37734ed |
October 17, 2018, 06:47 (GMT) |
Gizmo: change axis used for shear handles The shear direction should be more obvious this way. |
October 17, 2018, 06:18 (GMT) |
Transform: map mouse input to shear direction |
October 17, 2018, 06:14 (GMT) |
Transform: show arrows for 'custom' ratio input Arrows are now shown for vertex/edge slide. |
October 17, 2018, 05:17 (GMT) |
RNA: disable notifiers from property updates This was re-enabled because it made copy-on-write bugs hard to track down. Since copy-on-write implementation has been simplified this isn't a problem anymore. |
October 17, 2018, 03:09 (GMT) |
Cleanup: naming |
October 17, 2018, 03:08 (GMT) |
Cleanup: whitespace |
October 17, 2018, 02:26 (GMT) |
Fix T56735: Autosmooth option corrupts UVs |
October 17, 2018, 01:18 (GMT) |
Use CTX_DATA_BEGIN_FOR_ID |
October 17, 2018, 00:41 (GMT) |
Fix sculpt curve stroke paint |
October 17, 2018, 00:26 (GMT) |
Merge branch 'master' into blender2.8 |
October 17, 2018, 00:24 (GMT) |
Fix cmake not triggering rebuild on .glsl changes At least on windows we do not re-run datatoc when the .glsl files change. To test is simple, just change edit_mesh_overlay_common_lib.glsl remove lines, write plain text, ..., now rebuild and go in edit mode with the default cube. I also had to remove the entry in gpu/CMakeLists.txt for gpu_shader_material.glsl since this was being tracked directly, as well as running data_to_c_simple (otherwise CMake raises an error for duplicated entries). We probably want to do the same for the other datatoc functions. Reviewers: LazyDodo, brecht Differential Revision: https://developer.blender.org/D3803 |
October 17, 2018, 00:10 (GMT) |
Multi-Objects: POSE_OT_ik_add + POSE_OT_constraint_add_with_targets You can now add the target from the non-active armature when they are both in pose mode. There were different ways of going about those operators: * We could create one constraint on each active bone of each object. That wouldn't follow what creating constraints from the UI does though. * We could change the selection/active order and create a constraint for all the selected bones, to the active bone. However this would change the design of changing only the active bone (which also is the one we see in the buttons editor). But in the end I think it makes more sense to let users set a constraint from a charactor to a prop in a handy way. This is pretty much what we had in 2.7x. There we would go for the selected objects, if no selected bone was found in the active object. In 2.8, however, we need this change to make things working as before/intended. |
October 16, 2018, 23:42 (GMT) |
Optimization: Edit Mesh Overlay: Avoid computing fixvec unnecessarily. This brings a big difference to meshes with edit cage adjusted for modifiers. In my tests, the suzanne with subdivision modifier level 3 went from 4.80ms to 3.05ms. |
October 16, 2018, 22:20 (GMT) |
Multi-Objects: POSE_OT_constraints_copy (refactor) This was already supporting multiple objects, but I changed it to use the API we are using elsewhere. |
October 16, 2018, 21:41 (GMT) |
Multi-Objects: POSE_OT_constraints_clear |
October 16, 2018, 21:30 (GMT) |
Multi-Objects: POSE_OT_ik_clear |
October 16, 2018, 21:28 (GMT) |
Fix armature bones spline ik lines offset |
October 16, 2018, 21:22 (GMT) |
Fix armature bones ik lines offset |
October 16, 2018, 21:04 (GMT) |
Edit Mesh Overlay Geometry Shader: Ignore correction geometry for loops that are not part of an edge. By the tests I could only observe a considerable difference in the peformanse when the vertex size is 30. Vertice 3 showed no difference in a suzzane with subdivision modifier level 3 + show-on-cage. Point Size 30: 7.29ms vs 2.55ms Reviewers: fclem Reviewed By: fclem Differential Revision: https://developer.blender.org/D3805 |
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