Campbell Barton
02dbe2dcfc
Show the 3D cursor by default
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Was committed as part of unrelated change: D3198.
2018-05-06 11:56:26 +02:00
Campbell Barton
b7d7bbfc48
Fix extrude glitch where undo state was visible
2018-05-06 11:50:56 +02:00
Campbell Barton
466125f3d6
EditMesh: initial extrude manipulator
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This manipulator is a test for mixing do/redo,
there are still some glitches that need sorting out in
transform & the undo stack.
2018-05-06 10:14:20 +02:00
Campbell Barton
47de0321bf
Transform: support initial offset option
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Needed to redo extrude+transform macro w/o resetting the translation.
2018-05-06 10:14:16 +02:00
Campbell Barton
f7123f0f11
WM: manipulator redo support
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Support for adjusting a setting from the last executed operator.
2018-05-06 09:49:55 +02:00
Campbell Barton
4163beb818
Merge branch 'master' into blender2.8
2018-05-06 09:02:47 +02:00
Campbell Barton
632f2b5c18
WM: include macros in last-properties
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Needed for 2.8 tool system storage of macro properties.
2018-05-06 08:57:53 +02:00
Campbell Barton
9e3bfd9210
IDProp API: use stored string length for IDP_repr
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Also NULL check ID pointers.
2018-05-06 08:57:19 +02:00
Dalai Felinto
f4e9620eff
Fix crash on armature drawing
2018-05-06 00:23:13 +02:00
Clément Foucault
e1e7915233
Armature: Fix object mode display.
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Don't show wires if not selected.
Bone outline size match meshes outlines.
2018-05-05 22:58:46 +02:00
Clément Foucault
759ff83e88
Armature: Change Bone drawing.
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This makes a few changes:
- Remove the old "overlay" wires.
- Add constraints colors to bones.
- Specify a a new "hint" color per bone. Making selection/Active state
more obvious.
- Unify Octahedral/B-Bones/Envelope shading and colors.
- Change outline size depending on the selection/active state of the bone.
Note that thoses changes are not final and needs review.
2018-05-05 21:04:21 +02:00
Clément Foucault
817cf2a317
Armature: Rename bone shaders and add 2 colors smooth blending.
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This will enable us to do more nice stuff in future commits.
This commit is a temporary commit, it will compile but will crash if
trying to display any armature. Next commit does work.
2018-05-05 21:04:21 +02:00
Clément Foucault
b2188d631a
Armature: Outline: Fix outline detection in critical cases.
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Outline was not generated because the normal was completely orthogonal to
the view.
2018-05-05 21:04:21 +02:00
Clément Foucault
3b075d0c8d
Armature: Make bone outlines thickness variable.
2018-05-05 21:04:21 +02:00
Clément Foucault
eec3fc1273
Armature: Set outline width to 2.0.
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Correspond roughly to 1px width.
2018-05-05 21:04:21 +02:00
Clément Foucault
1107223a63
Workbench: Temporary fix washed out background color.
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Save our eyes until proper color management is implemented.
2018-05-05 21:04:20 +02:00
Campbell Barton
2241f14e26
Icons: add texture paint icons
2018-05-05 18:01:35 +02:00
Brecht Van Lommel
1ddedfb2af
3D viewport: rename ambient to shadow intensity, default single color to 0.8.
2018-05-05 16:01:45 +02:00
Brecht Van Lommel
6d980020ba
UI: experiment to make popover buttons draw like enum menus.
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Looks better for 3D viewport shading, but needs more tweaks to distinguish
it from other button types probably.
2018-05-05 15:54:43 +02:00
Brecht Van Lommel
b365cc017a
3D Viewport: move overlay settings from collections to 3D viewport.
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For some we may add per object overrides, but for most we plan to keep them
strictly per viewport settings. Display settings from the mesh still need to
be moved here, only collections were done to remove that code.
2018-05-05 15:54:43 +02:00
Brecht Van Lommel
2094b45447
3D Viewport: make shading and overlay DNA match UI names.
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We should use consistent naming between the internal code and UI whenever
possible, only reason not to is file compatibility.
2018-05-05 15:54:36 +02:00
Brecht Van Lommel
1983eea98e
Cleanup: remove legacy 3D view data.
2018-05-05 15:51:13 +02:00
Brecht Van Lommel
46ee994608
Cleanup: minor code formatting tweaks for 3D view DNA.
2018-05-05 15:51:13 +02:00
Brecht Van Lommel
cfd39887d1
Cleanup: fix compiler warnings.
2018-05-05 15:51:13 +02:00
Brecht Van Lommel
309e9521f8
Groups: remove drawing group objects in a different color.
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With the upcoming unification of groups and collections this will make
no sense anymore, as all objects will be in a collection.
2018-05-05 15:51:13 +02:00
Jeroen Bakker
d979f1fc62
Workbench: Fix reading and testing from depth buffer
2018-05-05 15:32:48 +02:00
Campbell Barton
29aa531e51
Merge branch 'master' into blender2.8
2018-05-05 14:42:15 +02:00
Campbell Barton
d3b3df0371
IDProp API: add native C repr function
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Was using Python which wasn't very efficient (even for logging).
2018-05-05 14:41:25 +02:00
Campbell Barton
f91e9529da
Merge branch 'master' into blender2.8
2018-05-05 09:57:45 +02:00
Campbell Barton
d83681807e
PyAPI: add pop method to RNA struct types
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This fits in with existing dict style access.
2018-05-05 09:53:30 +02:00
Campbell Barton
d2591e5c2d
IDProp Py API: Add default argument to pop
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Match dict.pop behavior.
2018-05-05 09:48:06 +02:00
Campbell Barton
86c2c4d513
IDProp API: Avoid redundant group replace lookup
2018-05-05 09:31:17 +02:00
Clément Foucault
3b0475bc64
Eevee: Shadows: Don't allocate more CSM layer than we need.
2018-05-04 19:24:13 +02:00
Campbell Barton
0503f31c66
Cleanup: trailing space
2018-05-04 19:22:38 +02:00
Campbell Barton
42c5c20e54
Edit Mesh: Multi object color reverse
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D3173 by @la10
2018-05-04 19:17:56 +02:00
Clément Foucault
3f6fac91ff
Eevee: Fix Cascaded shadow map calculation.
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The first one was done correctly but the second was wrong due to the matrix
being overwritten.
2018-05-04 19:09:12 +02:00
Clément Foucault
bb063ec31e
DRW: Add DRW_viewport_far/near_distance_get functions.
2018-05-04 19:09:12 +02:00
Campbell Barton
9cb397238d
Fix crash selecting edit-mesh
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The base and the vert/edge/face could be out of sync.
2018-05-04 19:03:32 +02:00
Joshua Leung
d9c5a35587
Fix: Fire notifiers on pose properties changed
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While testing UI_OT_reset_default_button, discovered that using
Reset to Default Values on bone locations didn't work. Turns out
to be missing update on this property. So, this is probably
dependent on the property used.
2018-05-04 17:30:59 +02:00
Jeroen Bakker
a73c02a17b
Workbench: Color selector when in single color mode
2018-05-04 17:26:10 +02:00
Germano
26d87bd577
Merge branch 'master' into blender2.8
2018-05-04 11:58:55 -03:00
Germano
b27b4743a2
BKE: bvhuils: remove member sphere_radius.
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This member currently doubles the value of `ray->radius` or is not even used.
2018-05-04 11:57:01 -03:00
Sergey Sharybin
eccbca9e7d
Depsgraph: Fix several ID blocks added multiple times to depsgraph
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Ideally, we need to get rid of whole bmain iteration in depsgraph
construction, but then it's not clear which movie clips and such
to evaluate.
2018-05-04 16:37:21 +02:00
Jeroen Bakker
d85fd8feeb
T54953: Use OCIO for display color management
2018-05-04 16:27:14 +02:00
Jeroen Bakker
50c5e2aa08
Workbench: Random color generation
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Now the colors are determined from the name and library name of the
object. This should make more consistent random colors
2018-05-04 16:27:14 +02:00
Germano
3b25b25752
Merge branch 'master' into blender2.8
2018-05-04 11:25:40 -03:00
Sergey Sharybin
d0c6e2b677
Fix grid fill crash with copy on write
2018-05-04 16:23:20 +02:00
Germano
02788a9d1a
Fix erroe in previous commit.
2018-05-04 11:22:50 -03:00
Clément Foucault
39050f6eee
Eevee: Shadows: Compute Octahedron size from CubeMap size.
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This was the otherway around before. But since we can have a different size*
for cube texture now, we can compute the correct-ish texture size.
This will give us on average the same texture appearance when we will add
support for real cubemap shadows.
2018-05-04 16:22:23 +02:00
Clément Foucault
e6ce78895d
Eevee: Cap Shadow resolution to 4096px^2.
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As much as I want to give freedom to the user, 1.5G of vram for a
single shadow is a big of a stability issue.
So limiting to 4096 for now, we may remove this limit in the future.
2018-05-04 16:22:23 +02:00