Revision 7552972 by Pablo Vazquez July 11, 2018, 14:07 (GMT) |
UI: Remove duplicate Viewport Display panel from Scene properties The Shadow and SSAO settings here are accessible from the Shading popover. |
Revision 0ae440e by Pablo Vazquez July 11, 2018, 14:07 (GMT) |
UI: Overlay popover - Wireframe slider style same as in shading popover Avoids having to switch between two icons, which was misaligned anyway. |
Revision 05b6b5d by Pablo Vazquez July 11, 2018, 14:07 (GMT) |
UI: Re-arrange Shading popover * Unify X-Ray/Shadow toggle and factor, using the whole width gives you finer control * Shadow settings next to intensity slider * Cavity settings next to Ridge/Valley sliders * Collapse Cavity settings when not used * Make MatCap preview and browser dialog smaller. MatCaps are added by the user so she is already familiar with how they look. No need to preview them that big while browsing. To see the MatCaps in detail we have the User Preferences/Asset Manager. Having popovers inside popovers triggers some minor glitches that will be addressed later. (e.g. they open on mouse over and the popover arrow is not aligned) |
Revision 4116435 by Bastien Montagne July 11, 2018, 13:51 (GMT) |
Fix T55914: Blender 2.8 Crashes when increasing the repeat count for a track in NLA Logical mistake in repeated strips drawing code. |
Revision ddedf61 by Campbell Barton July 11, 2018, 13:25 (GMT) |
Revert removal of fake editing for numeric input Revert changes from 785159e6e4dfc5c010baab626667132020e1ddc7 but keep 'ifdef'. @mont29 maintains this area and prefers to keep existing logic. Note that there was misunderstanding that '*' was intended only to be a backup key for '=' for keyboards which require holding a modifier. |
Revision 42fa889 by Bastien Montagne July 11, 2018, 12:56 (GMT) |
Merge branch 'master' into blender2.8 |
Revision 0827443 by Bastien Montagne July 11, 2018, 12:32 (GMT) |
Revision 59b4c67 by Bastien Montagne July 11, 2018, 12:32 (GMT) |
Minor cleanup to logic in BKE's imbuf releasing code. |
Revision 117fd02 by Campbell Barton July 11, 2018, 12:04 (GMT) |
UI: correct panel default-closed |
Revision 7f77ee7 by Campbell Barton July 11, 2018, 11:58 (GMT) |
UI: minor tweaks to overlay panel Position 'outline selected' more prominently, gives more useful behavior when dragging over the left column. |
Revision 55d44a3 by Pablo Vazquez July 11, 2018, 11:24 (GMT) |
UI: Move Object Type Visibility next to shading/overlay settings Group Object Type Visibility with the viewport settings in the header. The eye icon is a placeholder. A new icon is needed to better communicate the user at a glance if all (or none) object types are enabled, or why certain types are not visible/selectable in the viewport. Part of design: T55863 |
Revision 1609591 by Pablo Vazquez July 11, 2018, 11:24 (GMT) |
UI: 3D Viewport Header - swap position of shading/snapping settings When tweaking the shading/overlays settings through the popovers, these get on the way of the content in the viewport. Making it hard to see the result of our changes. Unfortunately this breaks consistency with other headers where the snapping tools are aligned to the right, but the benefits outweigh the costs. |
Revision 78fc4b5 by Pablo Vazquez July 11, 2018, 11:24 (GMT) |
UI: Re-arrange Overlays popover Organize content in categories/sub-panels. The result is a more organized but slightly taller popover. Once sub-panels are implemented code-wise, the alignment issues (like panel label) and extra space between the content and panels headers will be reduced. Together with the ability to have certain less-used popovers collapsed by default, this will make the popover more compact. Part of design: T55863 |
Revision e3cbff6 by Campbell Barton July 11, 2018, 11:13 (GMT) |
Keymap: update 2.7x map |
Revision e461d01 by Campbell Barton July 11, 2018, 11:07 (GMT) |
Cleanup: remove redundant operator |
Revision 1d83fe8 by Campbell Barton July 11, 2018, 11:02 (GMT) |
Cleanup: simplify RNA names |
Revision ef30fa3 by Sergey Sharybin July 11, 2018, 10:55 (GMT) |
Fix crash in combing after changing scene property |
Revision c37ca43 by Sergey Sharybin July 11, 2018, 10:55 (GMT) |
OpenSubdiv: Changes in C-API - Made OpenSubdiv_GLMesh private Previously, it was still accessible via C-API from C++ code. - Don't implicitly refine evaluator when updating coarse positions, now there is an explicit call to do this. Allows to first apply all changes to the coarse mesh and then refine once. - Added coarse positions update from a continuous buffer with given starts offset and stride. Allows to update coarse positions directly from MVert array. - Refiner is no longer freed when CPU evaluator is created. Allows to re-use refiner for multiple purposes. |
Revision 3eab815 by Brecht Van Lommel July 11, 2018, 10:35 (GMT) |
UI: don't change scrollbar size on mouse move, only fade. It's not necessary to do both, and trying to hit a target that changes size is annoying. |
Revision fdc0f4a by Brecht Van Lommel July 11, 2018, 10:34 (GMT) |
Fix Use Nodes not working for Cycles lights. |
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