November 29, 2018, 20:52 (GMT) |
Workbench: Add option to have world space lighting in studio light mode This option is per viewport. Having view space shading make sense when working on isolated objects like if you were holding them in your hands. But for entire scene work, it is better to have the lighting fixed to have a better spatial representation. |
November 29, 2018, 20:52 (GMT) |
Workbench: Add back studio lighting presets This changes a bit how the userprefs solid lights works. They are not visible until enabling the "Edit Solid Light" checkbox. Once enabled the current studiolight used for solid mode will be overwritten. Once the lighting settings are tweaked, the user can click the "Save as Studio light" button to save the current settings. This makes it easy to create new lighting without messing the other presets. The studio lights are stored as ASCII files on the disk using a dead simple custom format. The UI/UX is not perfect and will be improved in other commits. Also includes: * Separate LookDev HDRI selection from Solid Lights * Hide LookDev HDRIs from the Solid Lights selection list |
November 29, 2018, 20:52 (GMT) |
Workbench: Rename orientation to type and Camera studio light to Studio |
November 29, 2018, 20:23 (GMT) |
Templates: tweak sculpt to work w/o opensubdiv |
November 29, 2018, 17:54 (GMT) |
added duplis as fracture "source" this basically converts e.g. particle duplis to individual rigidbodies |
November 29, 2018, 17:33 (GMT) |
add: visual studio Compiler warning (order of attribute init in c++ constructors) |
November 29, 2018, 17:26 (GMT) |
Fix wrong property name in preview render Python script. |
November 29, 2018, 16:04 (GMT) |
add: visual studio Compiler warning (order of attribute init in c++ constructors) |
November 29, 2018, 15:57 (GMT) |
Texture Paint: fix artifacts when using masks with symmetry. For most brushes, texture painting uses a special mask accumulation table in order to ensure that the amount of added color only increases when the same pixel is touched multiple times by the stroke. Unfortunately, only the mask texture was added to the mask before this check, while normal, stencil, texture alpha masks were applied after this check. This means that the check can pass if e.g. the pressure is increased, but the final mask value is actually lower. One might think that the mask values are fixed per pixel, but with symmetry that isn't true. The result is a nasty stripe artifact due to the discrete cutoff nature of the accumulation test. In order to fix this, apply all masks before accumulation. |
November 29, 2018, 15:50 (GMT) |
Bump version to 2.80 beta. |
November 29, 2018, 15:50 (GMT) |
New splash image for Beta. This one focuses on the development fund campaign. We plan to do more more splash updates during the Beta. |
November 29, 2018, 15:49 (GMT) |
Merge branch 'master' into blender2.8 |
November 29, 2018, 15:44 (GMT) |
GP: Add option to draw primatives from center This allows primatives to be drawn from the center using the ALT key. Also fixes SHIFT constraint not working correctly in all directions. Both options can be used together. Differential Revision: https://developer.blender.org/D4009 |
November 29, 2018, 15:42 (GMT) |
Fix internal compiler error when building with VS 2017 (15.9.3). It doesn't like alignment for function arguments, and I don't think this alignment is needed. Solution found by Ray Molenkamp. |
November 29, 2018, 15:25 (GMT) |
Fix T57796: bad 'draw emitter' conversion, importing shared particle systems from 2.79b to 2.80 Not sure what those #ifdef's were supposed to do exactly... But one thing is for sure, clearing that flag in particlesettings after first encounter would prevent transferring it properly to other objects that would use same particlesettings. |
November 29, 2018, 15:25 (GMT) |
Cleanup: mark `PART_DRAW_EMITTER` of ParticleSetting drawflags as dreprecated. |
November 29, 2018, 14:51 (GMT) |
Fix depth offset in paint mode wireframe. The original offset was wrong because it applied a constant to homogenous coordinates (the actual depth is z/w), which broke totally if near clip distance was reduced. A correct depth offset has to take slope into account like glPolygonOffset in order to avoid dotted lines caused by interpolation precision variations. When drawing wire lines however only the slope of the line itself is accessible, so also generally increase the offset when the object is close. |
November 29, 2018, 14:49 (GMT) |
Fix T57878: 2.8 Opening project in Blender Crashes. Crash was due to some modifier trying to access the editmesh of its target just after loading, when that editmesh has not yet been re-created... |
November 29, 2018, 13:28 (GMT) |
Fix T58068: gizmo crash for bone on a disabled armature layer Maniphest Tasks: T58068 Differential Revision: https://developer.blender.org/D4004 |
November 29, 2018, 11:25 (GMT) |
Fix rotate around point under cursor 'seeing' hidden faces in paint modes. |
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Master Commits
MiikaH:n Sivut a.k.a. MiikaHweb | 2003-2021