Revision 098b864 by Dalai Felinto October 17, 2018, 01:18 (GMT) |
Use CTX_DATA_BEGIN_FOR_ID |
Revision ff9e0b6 by Dalai Felinto October 17, 2018, 00:41 (GMT) |
Fix sculpt curve stroke paint |
Revision 96bc69b by Campbell Barton October 17, 2018, 00:26 (GMT) |
Merge branch 'master' into blender2.8 |
October 17, 2018, 00:24 (GMT) |
Fix cmake not triggering rebuild on .glsl changes At least on windows we do not re-run datatoc when the .glsl files change. To test is simple, just change edit_mesh_overlay_common_lib.glsl remove lines, write plain text, ..., now rebuild and go in edit mode with the default cube. I also had to remove the entry in gpu/CMakeLists.txt for gpu_shader_material.glsl since this was being tracked directly, as well as running data_to_c_simple (otherwise CMake raises an error for duplicated entries). We probably want to do the same for the other datatoc functions. Reviewers: LazyDodo, brecht Differential Revision: https://developer.blender.org/D3803 |
Revision 7baa8d2 by Dalai Felinto October 17, 2018, 00:10 (GMT) |
Multi-Objects: POSE_OT_ik_add + POSE_OT_constraint_add_with_targets You can now add the target from the non-active armature when they are both in pose mode. There were different ways of going about those operators: * We could create one constraint on each active bone of each object. That wouldn't follow what creating constraints from the UI does though. * We could change the selection/active order and create a constraint for all the selected bones, to the active bone. However this would change the design of changing only the active bone (which also is the one we see in the buttons editor). But in the end I think it makes more sense to let users set a constraint from a charactor to a prop in a handy way. This is pretty much what we had in 2.7x. There we would go for the selected objects, if no selected bone was found in the active object. In 2.8, however, we need this change to make things working as before/intended. |
Revision 41ad845 by Germano Cavalcante October 16, 2018, 23:42 (GMT) |
Optimization: Edit Mesh Overlay: Avoid computing fixvec unnecessarily. This brings a big difference to meshes with edit cage adjusted for modifiers. In my tests, the suzanne with subdivision modifier level 3 went from 4.80ms to 3.05ms. |
Revision 418c16b by Dalai Felinto October 16, 2018, 22:20 (GMT) |
Multi-Objects: POSE_OT_constraints_copy (refactor) This was already supporting multiple objects, but I changed it to use the API we are using elsewhere. |
Revision 647218a by Dalai Felinto October 16, 2018, 21:41 (GMT) |
Multi-Objects: POSE_OT_constraints_clear |
Revision f3153f1 by Dalai Felinto October 16, 2018, 21:30 (GMT) |
Multi-Objects: POSE_OT_ik_clear |
Revision 540f370 by Dalai Felinto October 16, 2018, 21:28 (GMT) |
Fix armature bones spline ik lines offset |
Revision f280f83f by Dalai Felinto October 16, 2018, 21:22 (GMT) |
Fix armature bones ik lines offset |
October 16, 2018, 21:04 (GMT) |
Edit Mesh Overlay Geometry Shader: Ignore correction geometry for loops that are not part of an edge. By the tests I could only observe a considerable difference in the peformanse when the vertex size is 30. Vertice 3 showed no difference in a suzzane with subdivision modifier level 3 + show-on-cage. Point Size 30: 7.29ms vs 2.55ms Reviewers: fclem Reviewed By: fclem Differential Revision: https://developer.blender.org/D3805 |
Revision 2ab6272 by Clément Foucault October 16, 2018, 20:53 (GMT) |
DRW: Fix assert with BoundBox object display mode |
Revision 28a3958 by Dalai Felinto October 16, 2018, 19:58 (GMT) |
Fix cmake not triggering rebuild on .glsl changes At least on windows we do not re-run datatoc when the .glsl files change. To test is simple, just change edit_mesh_overlay_common_lib.glsl remove lines, write plain text, ..., now rebuild and go in edit mode with the default cube. I also had to remove the entry in gpu/CMakeLists.txt for gpu_shader_material.glsl since this was being tracked directly, as well as running data_to_c_simple (otherwise CMake raises an error for duplicated entries). We probably want to do the same for the other datatoc functions. Reviewers: LazyDodo, brecht Differential Revision: https://developer.blender.org/D3803 |
October 16, 2018, 18:31 (GMT) |
UI: fix misaligned underline for menu item shortcut keys. |
October 16, 2018, 18:31 (GMT) |
UI: tweak icon spacing in menus to put them in the middle of the edge and text. |
Revision 5134ed6 by Brecht Van Lommel October 16, 2018, 18:23 (GMT) |
UI: icon set updates Andrzej Ambroz. This adds and changes various icons, in particular modifier and force field icons are now included. |
Revision 569dfe5 by Brecht Van Lommel October 16, 2018, 18:19 (GMT) |
Fix T56250: brush cycling with shortcuts is broken. It was cycling both in the brush system and tool system which conflicted. Now it uses just the tool system. This is more of a temporary fix until the new tool/brush decoupled design is in place. |
Revision fb550ca by Bastien Montagne October 16, 2018, 17:58 (GMT) |
node_shader_utils: fix bad setting of use_nodes in readonly case. Also added access to extension property in texture wrapper. |
Revision f250f92 by Alexander Gavrilov October 16, 2018, 16:49 (GMT) |
Dope Sheet: unify comparison threshold for the ActKeyColumn tree. Use the same floating point precision threshold to merge keys when building the tree as when searching it. |
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