October 31, 2018, 17:39 (GMT) |
UI: Particles improvements * Icons in specials menu (Copy and the new Duplicate icon) * Remove redundant "Settings" label next to ID template widget. * Remove "Type" label and expand dropdown, since it only has 2 options (emitter/hair), saves 1 click. * Move "Seed" to and "Hair Segments" to Emission panel * Rename "Duplicate Particle Systems" to "Duplicate Particle System", since it only duplicates one (the active one) at a time. |
October 31, 2018, 17:39 (GMT) |
UI: Detach Material specials menu from add/remove column. |
October 31, 2018, 17:32 (GMT) |
Eevee: Implement Overscan option This option make the internal render size larger than the output size in order to minimize screenspace effects disapearing at the render edges. The overscan size added around the render is the maximum dimension multiplied by the overscan percentage. |
October 31, 2018, 17:31 (GMT) |
UI: tweak usage of duplicate/add icon for consistency. Still difficult to know when exactly the operator will duplicate and when it will add a new one. Some open a menu with different choices too. |
October 31, 2018, 17:14 (GMT) |
UI: Small tweaks to Shape Keys/Vertex Groups menus Mainly added separators to the Vertex Group/Shape Keys specials menu, separating items by type and removing redundant icons for better readability. |
October 31, 2018, 17:04 (GMT) |
Allow changing B-Bone custom handle references from Pose Mode. @jpbouza was rather upset these were made read-only, and unlike parents, it's not that hard to allow changing these Bone fields: all is needed is to carefully refresh the matching fields in the relevant bPoseChannel objects and properly tag update. Reviewers: brecht Differential Revision: https://developer.blender.org/D3870 |
October 31, 2018, 16:59 (GMT) |
UI: icon set updates by Andrzej Ambroz. New icons for duplicate, driver types, window, hue/saturation. |
October 31, 2018, 16:58 (GMT) |
UI: more single column layout for brush and render properties. |
October 31, 2018, 16:47 (GMT) |
OpenSubdiv: API, expose vertex boundary interpolation option Only affects internal API, bout could be exposed as an option for the compatibility reasons with other software. Is a part of some ongoing development of multires, but might or might not be used. |
October 31, 2018, 14:08 (GMT) |
disabled a verbose print when using many objects |
October 31, 2018, 13:44 (GMT) |
GP: Fix icons |
October 31, 2018, 13:18 (GMT) |
GP: Move Autlock to Layer menu |
October 31, 2018, 12:42 (GMT) |
Image Empties: More visibility settings Support for showing images in background/foreground and only in perspective/orthographic view. Internally the depth of the image is modified in the fragment shader by setting `gl_FragDepth` explicitly. The UI still needs some work to improve usability, see D3863 for details. Currently there is one duplicated function, not sure how to best deduplicate it yet. (`is_image_empty_visible`) Reviewer: fclem, brecht, campbellbarton Differential Revision: https://developer.blender.org/D3863 |
October 31, 2018, 12:34 (GMT) |
Expose full ID name in RNA as well. That way scripts can have a consitent way to get unique ID key/string, and can use it for access in bpy.data collections as well. Note that this kind of douples the old py API way of doning this (passing tuple of (ID-name, lib-path) instead of just ID-name). |
October 31, 2018, 12:34 (GMT) |
Make new library IDs named from the .blend file. Now that we do use that ID name of them in UI sometimes... |
October 31, 2018, 12:34 (GMT) |
UI/Unique ID name: add library ID name if present. Also reshuffle a bit that whole code, did some renaming, `BKE_id_to_unique_string_key()` is now using same base code (instead of using whole library filepath...), etc. |
October 31, 2018, 12:06 (GMT) |
UI: Move Color Management panel from Scene to Render properties. It makes more sense to have Color Management under Render properties, even though they are per scene (so are render dimensions anyway). |
October 31, 2018, 11:32 (GMT) |
Eevee: Fix dot corruption on intel HD5xx/6xx series It is caused by some sync issue apparently. Adding glFlush in these two places fixes it. Caveat: it might have a small perf impact (did not measure it). The fix is limited to the affected driver/operating systems. |
October 31, 2018, 11:32 (GMT) |
GPU: Add glFlush and glFinish wrapper |
October 31, 2018, 10:49 (GMT) |
Merge branch 'master' into blender2.8 |
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Master Commits
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