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Revision 69b95b4 by Thomas Beck
April 27, 2018, 19:22 (GMT)
Edit Mesh: multi-object support for 'Fill Holes'
April 27, 2018, 18:43 (GMT)
Tool System: use release_confirm for extrude
April 27, 2018, 18:38 (GMT)
Tool System: inset tool now completes on release
April 27, 2018, 18:33 (GMT)
Fix quad view region dividing lines not drawing after recent changes.
April 27, 2018, 18:03 (GMT)
UI: respect separators for row layout
April 27, 2018, 18:03 (GMT)
UI: use the layouts scale_x to scale icon width
April 27, 2018, 17:38 (GMT)
UI: Set cursor to X_MOV when editing number button middle area

Reviewers: campbellbarton, brecht

Differential Revision: https://developer.blender.org/D3184
April 27, 2018, 17:16 (GMT)
UI: use new extrude icon and correct keymap
April 27, 2018, 17:02 (GMT)
UI: updated icons from @billreynish

- black outlines (better readability).
- add bone roll.
- add extrude to cursor.
April 27, 2018, 17:00 (GMT)
Draw Edit Curve Overlay: Fix the offset direction of the contour of selected handles
April 27, 2018, 16:52 (GMT)
Fix missing action zones and emboss in the 3D viewport.

Not really happy with the fix, but it works. With the new window draw method
we are no longer storing the 3D viewport in 4 buffers, by having the GPU
viewport function directly as the 3rd buffer. This means we need to draw the
action zones into it, and so we need to keep the framebuffer bound a little
longer.
April 27, 2018, 16:20 (GMT)
UI: disable 3 column toolbars

They conflict a little with showing a narrow toolbar w/ text.
April 27, 2018, 16:02 (GMT)
UI: multi-column toolbar support
April 27, 2018, 15:47 (GMT)
UI: Bring Embossing for the top-bar and quad-view

Note: Quad-View region overlay drawing is not working because of e01cadd657c7.
However I tested this patch after reverting that commit locally and this
patch's code seems fine.

Partial revert of 3d62230ed673.
April 27, 2018, 14:10 (GMT)
Fix missing icons in non-portable local builds.

The problem is that some local path is always returned by
bpy_resource_path. The function does not enforce a check for existence
of the path in the low level code.

Since client code may indeed not care about existence of the directory,
I leave bpy_resource_path alone and patch the python code to check for
existence. An extra argument that enforces the check might be a better
solution, but I will be leaving this to the UI team.
April 27, 2018, 13:38 (GMT)
Fix multi-editmode memory leak
April 27, 2018, 12:34 (GMT)
Minor fix, report missing instead of corrupt icon if file does not exist
April 27, 2018, 12:17 (GMT)
UI: support for tool settings in the top-bar

This uses the operators last used properties
to store settings to use on the next execution.
April 27, 2018, 11:55 (GMT)
UI: move tool definitions to classes

Originally it was nice to have a small list of definitions
with tools inline.

However we need to be able to define drawing functions for tools
which Python can't easily inline.

Use function for keymap definition,
support creating a function from a tuple as well
(handy for simple key-maps).
April 27, 2018, 10:14 (GMT)
WM: new offscreen window draw method to replace all existing methods.

For Blender 2.8 we had to be compatible with very old OpenGL versions, and
triple buffer was designed to work without offscreen rendering, by copying
the the backbuffer to a texture right before swapping. This way we could
avoid redrawing unchanged regions by copying them from this texture on the
next redraws. Triple buffer used to suffer from poor performance and driver
bugs on specific cards, so alternative draw methods remained available.

Now that we require newer OpenGL, we can have just a single draw method
that draw each region into an offscreen buffer, and then draws those to
the screen. This has some advantages:

* Poor 3D view performance when using Region Overlap should be solved now,
since we can also cache overlapping regions in offscreen buffers.
* Page flip, anaglyph and interlace stereo drawing can be a little faster
by avoiding a copy to an intermediate texture.
* The new 3D view drawing already writes to an offscreen buffer, which we
can draw from directly instead of duplicating it to another buffer.
* Eventually we will be able to remove depth and stencil buffers from the
window and save memory, though at the moment there are still some tools
using it so it's not possible yet.
* This also fixes a bug with Eevee sampling not progressing with stereo
drawing in the 3D viewport.

Differential Revision: https://developer.blender.org/D3061
Tehnyt: Miika HämäläinenViimeksi päivitetty: 07.11.2014 14:18MiikaH:n Sivut a.k.a. MiikaHweb | 2003-2021