Blender Git Loki

Blender Git commits from all branches.

Page: 6 / 2888

December 27, 2021, 06:33 (GMT)
LineArt: Protecting bounding area links.

In case they overflowed the bounding area maximum link count,
Protect the link array so it doesn't crash.
December 27, 2021, 06:24 (GMT)
Merge remote-tracking branch 'origin/master' into temp-lineart-contained
December 27, 2021, 05:46 (GMT)
Progress on face extrude mode
December 27, 2021, 05:42 (GMT)
USD Preview Surface export code cleanup.

Removed excessive null argument checks at the beginning
of utility functions. Added missing braces in if
statement. Misc. minor cleanup.
December 27, 2021, 04:31 (GMT)
USD Preview Surface export typo in comments.
December 27, 2021, 04:19 (GMT)
USD Preview Surface export cleanup.

Misc. fixes suggested by Sybren in his review,
including:

Renamed get_bsdf_node() to find_bsdf_node().

Remove excessively defensive validation and initialization.

Remove unneeded console output.

Early returns to avoid else statements.

Use LISTBASE_FOREACH macro.
December 27, 2021, 02:53 (GMT)
USD Preview Surface export cleanup.

Now calling standard BLI_path_slash_native()
in the path comparison function.
December 27, 2021, 02:21 (GMT)
Working edge extrusion, no new faces
December 27, 2021, 02:06 (GMT)
USD Preview Surface export code reorganization.

Re-ordered the code to place high-level functions first in the
file and the lower-level/helper functions later (per suggestion
by Sybren in his review). Also removed declarartions of
helper functions from the header, as these can be static for now.
Some additional minor cleanup to formatting and comments.
December 27, 2021, 01:23 (GMT)
USD Preview Surface export code comments.

Moved comments from usd_writer_material.cc to header (per
suggestion by Sybren in his review).
December 27, 2021, 01:03 (GMT)
USD Preview Surface export code cleanup.

Removed declarations of unused UsdToken variables.
December 27, 2021, 00:41 (GMT)
USD Preview Surface export code cleanup.

Compacted the code by removing spaces between variable declarations
and their use (per suggestion by Sybren in his review).
December 27, 2021, 00:12 (GMT)
USD Export: shared code to get active uv name.

Added CustomData_get_active_layer_name() function to
BKE_customdata.h to return the name of the active
layer of a given type, as this functionality can
be used in both the USD export and Collada IO
utility functions when retrieving the name of a
mesh's active UV layer. Refactored the USD Preview
Surface code to use this function.
December 26, 2021, 22:12 (GMT)
Start of mesh extrude mode
December 26, 2021, 20:20 (GMT)
USD Preview Surface export code cleanup.

Following convention to make context the first
parameter.
December 26, 2021, 19:20 (GMT)
USD Preview Surface export UI improvements.

Updates based on suggestions by Hans Goudey in his
review.

Made variables const.

Now calling uiLayoutSetActive() instead of uiLayoutSetEnabled().

Shortened the 'USD Preview Surface From Nodes' property name
and improved property descriptions.
December 26, 2021, 19:12 (GMT)
Working vertex extrude mode
December 26, 2021, 15:11 (GMT)
Bone Overlay: support bone wireframe opacity depth fade.

Add an option that allows fade based on the depth from the camera,
using exponential decay with the slider specifying the 'half-life'
depth. This is intended as a way to automatically hide bones
in distant parts of the mesh while focused on a specific part.
December 26, 2021, 15:11 (GMT)
RNA: add a property flag to display exact integer values without fraction.

Add a flag to display exact integer values of a floating point field
without a fraction, for use in case when the value can technically be
fractional, but most commonly is supposed to be integer.

The fraction is discarded in the normal display mode and when copying
the value to clipboard, but not when editing to remind the user that
the field allows fractions.

Also, fix a precision issue when stepping down from 1 to 0 via the
left decrement button and step 100 results in a small nonzero value.
December 26, 2021, 15:11 (GMT)
Bone Overlay: support changing bone wireframe opacity.

When weight painting the bone overlay is extremely intrusive,
effectively requiring either extensive use of hiding individual
bones, or disabling the whole bone overlay between selections.

This addresses the issue by adding a bone opacity slider that
is used for the 'wireframe' armature drawing mode. It directly
controls the uniform opacity as a straightforward option.

Differential Revision: https://developer.blender.org/D11804
Tehnyt: Miika HämäläinenViimeksi päivitetty: 07.11.2014 14:18MiikaH:n Sivut a.k.a. MiikaHweb | 2003-2021