Loop triangles are tessellated triangles create from polygons, for renderers
or exporters that need to match Blender's polygon tesselation exactly. These
are a read-only runtime cache.
Tessfaces are a legacy data structure from before Blender supported n-gons,
and were already mostly removed from the C code.
Details on porting code to loop triangles is in the release notes.
Differential Revision: https://developer.blender.org/D3539
This only worked on new objects, which is no longer needed.
It didn't account for:
- Quaternion or axis-angle rotation.
- Parenting.
- Constraints.
If we support object rotation alignment, it might be best to
make it a more general set of alignment operators
(align transform, orientation - not limiting to view).
- new "Align to View" option when loading a new image
- automatically align to view when dropping an image into a viewport
- larger default size for image empties
- fix image empty gizmo in orthographic view
- new "Align Objects to View" operator
Reviewer: brecht
Differential: https://developer.blender.org/D3778
* Move all copy & paste operators into the menus. There was no real reason
why these particular operators should be in the header and not in the menus,
like all other operators
* Move ‘Update Automatically’ toggle from UV/Image Editor header into menu.
* Move the pin toggle next to the ID blocks, because it is related.
* Move OpenGL render from sequence header into View menu.
* Sequence editor display mode and channels are now not expanded.
For now we have categories collection, object, object data, modifiers &
constraints, and shading. The icons can be categorized by adding e.g.
DEF_ICON_OBJECT() in UI_icons.h.
Light themes will need to be updated to use darker colors to keep icons
visible in the outliner.
Now by default the UVs are calculated with a fixed size and this makes easier to add patterns for drawings like Manga. Before, the texture changed depending of the stroke size.
Add an option to display contour lines tracing through points with the
same interpolated weight value in weight paint mode. This can be useful
for working on gentle gradients over a relatively high resolution mesh,
where the difference in color between adjacent vertices is very small.
The contour grid has 3 levels of detail going down to step 0.001,
which automatically fade in or out based on the weight gradient.
Fade out works by capping both screen space and weight space line
width, and reducing alpha when the screen space width becomes too
small for moire and noise-less rendering.
Reviewers: fclem
Differential Revision: https://developer.blender.org/D3749
while it is possible to permanently flip the colors using the 'X' button, this makes it consistent with Texture Paint.
fixes T56994
Reviewers: campbellbarton, brecht
Reviewed By: brecht
Subscribers: JulienKaspar
Tags: #sculpting_and_painting
Maniphest Tasks: T56994
Differential Revision: https://developer.blender.org/D3753
The grid now can be configured by object because this helps to identify objects and allows to define diferent grid parameters for each objects.
Also added a color option.
Custom handle settings actually affect the B-Bone rest shape,
so they should be changed in Edit mode rather than Pose mode.
This is necessary to be able to display the correct rest shape
of the bone in Edit Mode.
Also, instead of flags, introduce an enum to specify the handle
operation modes, so that new ones could be added later.
Differential Revision: https://developer.blender.org/D3588