Revision 95b150b by Sergey Sharybin February 28, 2019, 17:48 (GMT) |
Depsgraph: Fix wrong disabled bases deletion Original optimization idea was wrong: it is possible that some other ID would reference an object which is also used by a base. Rolled back to a bit more fragile solution. In the future would be nice to make it somewhat less duplicated with the builder itself. Fixes assert failure (and possibly crashes) when adding grease pencil object and switching to a draw mode. |
Revision f864cbd by Sergey Sharybin February 28, 2019, 17:41 (GMT) |
Cleanup: Snake style in depsgraph While it's kind of common to use camel case in C++ this is not currently agreed style for C++ in Blender. Got confused by working on other areas with 3rd party libraries. |
Revision d3294fd by William Reynish February 28, 2019, 17:14 (GMT) |
UI: Contextual menus -Rename 'Specials' menus to 'Context' menus for Grease Pencil -Make Grease Pencil contextual menus follow the design of the regular contextual menus more -Add more useful operators to the contextual menus in the paint modes |
Revision 2215541 by Sergey Sharybin February 28, 2019, 17:09 (GMT) |
Revision 2cd478c by Antonio Vazquez February 28, 2019, 16:13 (GMT) |
GPencil: Rename variable name and add alpha to outline The outline now has some alpha to be more consistent with other Blender areas. |
Revision 0f37d71 by Antonio Vazquez February 28, 2019, 16:13 (GMT) |
GPencil: Disable Outline if Overlay is disabled The main overlay switch and outline option must be checked. |
Revision 175cb0a by Antonio Vazquez February 28, 2019, 16:13 (GMT) |
GPencil: Remove comment line added by error to header text This line was added accidentally in the header text. |
Revision acb3858 by Antonio Vazquez February 28, 2019, 16:13 (GMT) |
GPencil: Increase outline to 2 pixels The selection outline of 1 pixel was too thin. |
Revision d8f9797 by Antonio Vazquez February 28, 2019, 16:13 (GMT) |
GPencil: Hide selecction outline when play animation |
Revision 5411efd by Antonio Vazquez February 28, 2019, 16:13 (GMT) |
GPencil: Draw Outline to Active and Selected objects Now an outline is drawn when the grease pencil is selected. |
Revision 9ddc206 by Antonio Vazquez February 28, 2019, 16:13 (GMT) |
GPencil: Remove dummy marker for Grease Pencil objects After adding selecction using strokes, the dummy is not required because it was added as a provisional solution while we implement stroke selection. |
Revision 461b1bd by Antonio Vazquez February 28, 2019, 16:13 (GMT) |
GPencil: Add selection support for objects using strokes Now it's possible to select a grease pencil object without using the dummy. |
Revision 8ca45e9 by Pablo Vazquez February 28, 2019, 16:05 (GMT) |
Wonky Menu Down Arrow Almost every pulldown menu and popover has a little dropdown arrow shape. Unfortunately it is a bit wonky. The top of the right side of it is wider than the top of the left side. And both sides are narrower at the bottom than the top. It might be hard to see, but this image should help: {F6728281} The patch fixes the symmetry of the shape while keeping the weight as similar as possible. In the following image you can see the outline of the current version in red and this new version in green. {F6728298} With patch applied the arrow looks perfect: {F6728302} Reviewers: brecht, billreynish Reviewed By: billreynish Subscribers: pablovazquez Tags: #bf_blender, #bf_blender_2.8, #user_interface Differential Revision: https://developer.blender.org/D4424 |
Revision ac8c4aa by Clément Foucault February 28, 2019, 15:51 (GMT) |
Revert "Objects: Remove Textured from object display type" This reverts commit 6a4a984ff731070d0702821fe1e67dea40e593b9. |
Revision 846d265 by Sergey Sharybin February 28, 2019, 15:35 (GMT) |
Split base flags on own and collection-defined This allows to update base flags to a proper state then object's restriction flags are changed, without requiring to re-evaluate an entire tree of flags. Some old unused flags are were removed by this change, and also disabling menu items might not work the same as before. This is something we can bring back if it's really needed (the way how flags are handled did change since that interface code was done anyway, so code was looking weird anyway). Reviewers: brecht Differential Revision: https://developer.blender.org/D4420 |
Revision 7895c6b by Sergey Sharybin February 28, 2019, 15:35 (GMT) |
Remove unused base flag Was only set and read from a single location. Removing to keep things more manageable. |
Revision 8d6732d by Sergey Sharybin February 28, 2019, 15:28 (GMT) |
Depsgraph: Keep objects which has animated visibility This allows dependency graph to evaluate drivers of those objects and put them to a correct state. It will increase memory usage since now we can no longer save it by skipping copy-on-write for such objects. It will also currently make things slower, because we do not have granular enough visibility update of components in the dependency graph. Can do it later when the rest of the changes are finished. This commit does not update restriction flags on the base, since that is somewhat tricky to do currently: need to somehow see whether object is disabled due to flags on collection or due to own flags. Differential Revision: https://developer.blender.org/D4419 |
Revision 9eaa577 by Sergey Sharybin February 28, 2019, 15:28 (GMT) |
Depsgraph: Route visibility flags update to proper component |
Revision ed90de0 by Sergey Sharybin February 28, 2019, 15:28 (GMT) |
Depsgraph: Change the logic about keeping bases in the graph The idea is to keep bases which are known for sure to be in the dependency graph. Previously, this code was duplicating logic around checking restriction flags, which becomes more hard to maintain once we are moving towards to more comprehensive checks about whether base is a part of evaluated scene or not. |
Revision 6a4a984 by Clément Foucault February 28, 2019, 15:15 (GMT) |
Objects: Remove Textured from object display type As discussed with @billreynish this makes little sense now that we don't have a dedicated textured mode. We don't have a superior texture or shaded mode anymore and we also cannot mix different engines together (workbench with eevee/lookdev). The only feature it removes is the possibility to hide textures for certain object in solid mode. |
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