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. |
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) |
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. |
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Master Commits
MiikaH:n Sivut a.k.a. MiikaHweb | 2003-2021