Revision 69b95b4 by Thomas Beck April 27, 2018, 19:22 (GMT) |
Edit Mesh: multi-object support for 'Fill Holes' |
Revision e724238 by Campbell Barton April 27, 2018, 18:43 (GMT) |
Tool System: use release_confirm for extrude |
Revision c4a24a7 by Campbell Barton April 27, 2018, 18:38 (GMT) |
Tool System: inset tool now completes on release |
Revision c0c9eb7 by Brecht Van Lommel April 27, 2018, 18:33 (GMT) |
Fix quad view region dividing lines not drawing after recent changes. |
Revision 0adabe3 by Campbell Barton April 27, 2018, 18:03 (GMT) |
UI: respect separators for row layout |
Revision 970cf6f by Campbell Barton April 27, 2018, 18:03 (GMT) |
UI: use the layouts scale_x to scale icon width |
Revision a6fb54f by Dalai Felinto April 27, 2018, 17:38 (GMT) |
UI: Set cursor to X_MOV when editing number button middle area Reviewers: campbellbarton, brecht Differential Revision: https://developer.blender.org/D3184 |
Revision 7822406 by Campbell Barton April 27, 2018, 17:16 (GMT) |
UI: use new extrude icon and correct keymap |
Revision fd68bdf by Campbell Barton April 27, 2018, 17:02 (GMT) |
UI: updated icons from @billreynish - black outlines (better readability). - add bone roll. - add extrude to cursor. |
Revision a55016d by Germano Cavalcante April 27, 2018, 17:00 (GMT) |
Draw Edit Curve Overlay: Fix the offset direction of the contour of selected handles |
Revision 9cc9db8 by Brecht Van Lommel April 27, 2018, 16:52 (GMT) |
Fix missing action zones and emboss in the 3D viewport. Not really happy with the fix, but it works. With the new window draw method we are no longer storing the 3D viewport in 4 buffers, by having the GPU viewport function directly as the 3rd buffer. This means we need to draw the action zones into it, and so we need to keep the framebuffer bound a little longer. |
Revision 351d782 by Campbell Barton April 27, 2018, 16:20 (GMT) |
UI: disable 3 column toolbars They conflict a little with showing a narrow toolbar w/ text. |
Revision eb4c601 by Campbell Barton April 27, 2018, 16:02 (GMT) |
UI: multi-column toolbar support |
Revision 964a2dd by Dalai Felinto April 27, 2018, 15:47 (GMT) |
UI: Bring Embossing for the top-bar and quad-view Note: Quad-View region overlay drawing is not working because of e01cadd657c7. However I tested this patch after reverting that commit locally and this patch's code seems fine. Partial revert of 3d62230ed673. |
Revision ca66112 by Antonis Ryakiotakis April 27, 2018, 14:10 (GMT) |
Fix missing icons in non-portable local builds. The problem is that some local path is always returned by bpy_resource_path. The function does not enforce a check for existence of the path in the low level code. Since client code may indeed not care about existence of the directory, I leave bpy_resource_path alone and patch the python code to check for existence. An extra argument that enforces the check might be a better solution, but I will be leaving this to the UI team. |
Revision c6d6891 by Campbell Barton April 27, 2018, 13:38 (GMT) |
Fix multi-editmode memory leak |
Revision 84a706a by Antonis Ryakiotakis April 27, 2018, 12:34 (GMT) |
Minor fix, report missing instead of corrupt icon if file does not exist |
Revision 85ea14d by Campbell Barton April 27, 2018, 12:17 (GMT) |
UI: support for tool settings in the top-bar This uses the operators last used properties to store settings to use on the next execution. |
Revision 9504652 by Campbell Barton April 27, 2018, 11:55 (GMT) |
UI: move tool definitions to classes Originally it was nice to have a small list of definitions with tools inline. However we need to be able to define drawing functions for tools which Python can't easily inline. Use function for keymap definition, support creating a function from a tuple as well (handy for simple key-maps). |
Revision e01cadd by Brecht Van Lommel April 27, 2018, 10:14 (GMT) |
WM: new offscreen window draw method to replace all existing methods. For Blender 2.8 we had to be compatible with very old OpenGL versions, and triple buffer was designed to work without offscreen rendering, by copying the the backbuffer to a texture right before swapping. This way we could avoid redrawing unchanged regions by copying them from this texture on the next redraws. Triple buffer used to suffer from poor performance and driver bugs on specific cards, so alternative draw methods remained available. Now that we require newer OpenGL, we can have just a single draw method that draw each region into an offscreen buffer, and then draws those to the screen. This has some advantages: * Poor 3D view performance when using Region Overlap should be solved now, since we can also cache overlapping regions in offscreen buffers. * Page flip, anaglyph and interlace stereo drawing can be a little faster by avoiding a copy to an intermediate texture. * The new 3D view drawing already writes to an offscreen buffer, which we can draw from directly instead of duplicating it to another buffer. * Eventually we will be able to remove depth and stencil buffers from the window and save memory, though at the moment there are still some tools using it so it's not possible yet. * This also fixes a bug with Eevee sampling not progressing with stereo drawing in the 3D viewport. Differential Revision: https://developer.blender.org/D3061 |
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