Blender Git Loki

Kaikki Blender Git kommitit.

Page: 2952 / 8462

September 28, 2018, 08:10 (GMT)
GPencil: Avoid tautology assignment

This is considered a warning which is usually promoted to
error in developers' environment.

Probably worth adding an assert or so, if possible?
September 28, 2018, 08:09 (GMT)
CMake: Default to C11 for Clang and GCC

The option WITH_C11 is gone, and C++ is defaulting to C++11 now,
so guess it's fine to assume we need C11 now.

This is technically what we use anyway, with all the re-definitions
of structs (like when we typedef anonymous struct in a header file
first, and them define it to a proper structure in implementation
file).
September 28, 2018, 08:04 (GMT)
GPencil: Use proper enumerator type

Was using GpencilModifierType in type definition,
but rest of usage was using values from GpencilModifierTypeType.
September 28, 2018, 07:47 (GMT)
Merge branch 'master' into blender2.8
September 28, 2018, 07:46 (GMT)
Fix compilation errors and warnings with Clang-6
September 28, 2018, 07:22 (GMT)
Cycles: Implmemented texture filtering for box mapping.
Revision 6f42eb2 by Bastien Montagne (master)
September 27, 2018, 21:32 (GMT)
Python IO: Initial nodal shader support for import AND export.

That new bpy_extras' node_shader_utils module is remotely based on
existing addons' cycles_shader_compat module. It has some key
differences though:
- It is based on Principled shader, instead of the noodle combination
of half a dozen simpler shaders.
- It does not do any value conversion (like e.g. clamping, which was
only suited for FBX). Any conversion/adaptation is to be done
by each IO add-on.
- It extensively uses accessors to offer:
- Easy read/write of values, hiding all the hairy noodly nodes
(principled shader helps a lot here).
- lazy creation of most nodes on accessing (when generating a
material), which avoids getting unused nodes in final shader.
- We only use Principled BSDF so far though, which means some features
supported by previous system are not yet implemented in new one.

Note that, even though we support 'exporting' side of things, this will
only work for a very specific (and basic) kind of shader. This will have
to be clearly explained in end-user documentation.

Also, that code has had some basic testing, but most certainly needs a
lot more refinement.

As proof-of-concept, OBJ IO script will be updated to use that new
system after that commit.
September 27, 2018, 20:10 (GMT)
GP: Expand properties material list
September 27, 2018, 20:08 (GMT)
GP: Expand properties layer list
September 27, 2018, 20:06 (GMT)
GP: Remove separator line in materials submenu
September 27, 2018, 20:05 (GMT)
GP: Remove material submenu icons

The icons made too heavy for the UI
September 27, 2018, 20:03 (GMT)
GP: Expand topbar layers list
September 27, 2018, 19:11 (GMT)
GP: Make materials topbar list longer
September 27, 2018, 18:50 (GMT)
GP: Reorganize topbar material selector
September 27, 2018, 18:19 (GMT)
Cleanup: remove unused DerivedMesh code.

Differential Revision: https://developer.blender.org/D3736
September 27, 2018, 18:12 (GMT)
Merge branch 'master' into blender2.8
September 27, 2018, 18:11 (GMT)
UI: use new 3D viewport navigation icons and image icon in add menu.

I had to make the viewport navigation icons a bit smaller in the SVG since
the edges were being clipped off, we only support 16x16 icons currently.
They are a bit blurry because of this.
September 27, 2018, 16:41 (GMT)
UI: add first batch of monochrome icons designed by Andrzej Ambroz.

Currently only for simple commands like play, add, zoom, expand, etc.
September 27, 2018, 16:39 (GMT)
UI: draw mono icons with button type text color, instead of area text color.
September 27, 2018, 16:39 (GMT)
Fix blender_icons_update.py not working after mono icon changes.
Tehnyt: Miika HämäläinenViimeksi päivitetty: 07.11.2014 14:18MiikaH:n Sivut a.k.a. MiikaHweb | 2003-2021