blender.git
9 months agoMerge branch 'origin/blender2.8' into temp-ui-layout-2.8 temp-ui-layout-2.8
Ines Almeida [Sat, 13 Oct 2018 17:49:26 +0000 (19:49 +0200)]
Merge branch 'origin/blender2.8' into temp-ui-layout-2.8

9 months agonode_shader_utils: several fixes, improvements and cleanups.
Bastien Montagne [Sat, 13 Oct 2018 17:27:12 +0000 (19:27 +0200)]
node_shader_utils: several fixes, improvements and cleanups.

Fix broken behavior in case of texcoords mapping (we do need texcoords
node in all cases, then, even for UV coords...).

Use nodes by default when generating new write-allowed wrapper around a
material.

Do not try to find nodes in existing tree all the time, do it only once,
even for lazy-initialized nodes (through accessors).

Fix ugly spacing in property accessors (since it looks like some people
do not like a single 'block' with both getters, setters and prop
definition, at least use one sep line everywhere (and two sep lines to
separate properties)...

9 months agoUI: tweak individual panels
Ines Almeida [Sat, 13 Oct 2018 16:41:21 +0000 (18:41 +0200)]
UI: tweak individual panels

9 months agoGP: Improve qualitty in Wave when alpha is extreme
Antonioya [Sat, 13 Oct 2018 16:28:33 +0000 (18:28 +0200)]
GP: Improve qualitty in Wave when alpha is extreme

9 months agoGP: Add more blur samples to some FX
Antonioya [Sat, 13 Oct 2018 16:24:57 +0000 (18:24 +0200)]
GP: Add more blur samples to some FX

9 months agoGP: Improve Blur FX quality in transparency.
Antonioya [Sat, 13 Oct 2018 16:21:54 +0000 (18:21 +0200)]
GP: Improve Blur FX quality in transparency.

9 months agoUI: Changes to the 'single-column' layout to have left-aligned labels on top of the...
Ines Almeida [Sat, 13 Oct 2018 11:44:36 +0000 (13:44 +0200)]
UI: Changes to the 'single-column' layout to have left-aligned labels on top of the values

9 months agoED_pose_recalculate_paths: Run only for active object
Dalai Felinto [Fri, 12 Oct 2018 22:52:21 +0000 (19:52 -0300)]
ED_pose_recalculate_paths: Run only for active object

New iterator CTX_DATA_BEGIN_FOR_ID, to restrict the loop to the specified object only.
This is not super efficient, but it should be fine for now.

I will talk to other developers. A more elegant solution would be to
have something like "active_object_selected_pose_bones" in the context.

9 months agoMulti-Objects: POSELIB_OT_pose_add
Dalai Felinto [Fri, 12 Oct 2018 22:51:11 +0000 (19:51 -0300)]
Multi-Objects: POSELIB_OT_pose_add

Make it work only for the active object bones

9 months agoRevert "Multi-Object Pose: POSE_OT_select_parent by Harsha"
Dalai Felinto [Fri, 12 Oct 2018 21:02:02 +0000 (18:02 -0300)]
Revert "Multi-Object Pose: POSE_OT_select_parent by Harsha"

This reverts commit dcf1210c44cb1e46bf387f326c5ee9daa2a53004.

In 2.79x select parent would only work for the active bone.
There is no reason to have it working for multi-objects.

9 months agoPose path: skip time printing when not DEBUG_TIME
Dalai Felinto [Fri, 12 Oct 2018 22:14:49 +0000 (19:14 -0300)]
Pose path: skip time printing when not DEBUG_TIME

9 months agoRevert "Multi-Objects: POSE_OT_paths_*"
Dalai Felinto [Fri, 12 Oct 2018 20:42:06 +0000 (17:42 -0300)]
Revert "Multi-Objects: POSE_OT_paths_*"

This reverts commit 178530cc50e2fb4bd3faf4fff22392a58688bed1.

Those operators are called from the UI, which only takes into
consideration the active object for the parameters and whether to call
reset, update or calculate.

We can re-revert if needs be.

9 months agoMulti-Objects: POSE_OT_paths_*
Dalai Felinto [Fri, 12 Oct 2018 20:03:42 +0000 (17:03 -0300)]
Multi-Objects: POSE_OT_paths_*

* POSE_OT_paths_clear
* POSE_OT_paths_calculate
* POSE_OT_paths_update

Despite my personal opinion on the matter, those operators were listed
as to be converted (see T54650).

They are called from the UI, where you only see the parameters for the
active object/armature.

I will commit and revert soon after, so we can quickly bring it back
once we re-visit this design.

9 months agoDope Sheet: fix hold highlighting for non-bezier interpolation.
Alexander Gavrilov [Fri, 12 Oct 2018 19:16:05 +0000 (22:16 +0300)]
Dope Sheet: fix hold highlighting for non-bezier interpolation.

The automatic highlighting of constant curve areas was checking that
the bezier handles are horizontal even if a non-bezier interpolation
mode was active. Conversely, it was highlighting based on just handles
with Elastic interpolation, which always generates movement.

9 months agoPython GPU: Best description for exceptions
mano-wii [Fri, 12 Oct 2018 18:48:22 +0000 (15:48 -0300)]
Python GPU: Best description for exceptions

9 months agoRevert "Fix for ARMATURE_OT_layers_show_all
Dalai Felinto [Fri, 12 Oct 2018 18:19:48 +0000 (15:19 -0300)]
Revert "Fix for ARMATURE_OT_layers_show_all

This reverts commits:
2a2858b30dbbc19246446bcc89a7a4e7f67c7ce0
7cf8eed5e02a1f6525c3df2f404cb78db24adc98

Similar to ARMATURE_OT_layers_show we should keep this operator
single-object oriented. This one is a bit more tricky since we
may want to quickly see all the layers of all the armatures.

I will check with animators what is the best way to proceed here.
But overall I think it makes sense to have this only for the active
object.

9 months agoRevert "Multi-Objects: ARMATURE_OT_armature_layers
Dalai Felinto [Fri, 12 Oct 2018 18:15:39 +0000 (15:15 -0300)]
Revert "Multi-Objects: ARMATURE_OT_armature_layers

This reverts commits:
29a281f9ef5b3a577e6d658892a704b509d718ef
3a8b56ce24c9228a885d3c44f4c22d90be04ae4c

This operator shouldn't behave multi-objects. This would only work
if all the selected objects had the same logic for their layers,
which may be likely for characters, but it won't be for mixing props and
characters.

9 months agoMulti-Objects: ARMATURE_OT_armature_layers for pose
Dalai Felinto [Fri, 12 Oct 2018 18:15:22 +0000 (15:15 -0300)]
Multi-Objects: ARMATURE_OT_armature_layers for pose

That said, I think we should not support multi-object for either edit or pose armatures.

9 months agoMulti-Objects: POSE_OT_bone_layers
Dalai Felinto [Fri, 12 Oct 2018 18:05:46 +0000 (15:05 -0300)]
Multi-Objects: POSE_OT_bone_layers

9 months agoPOSE_OT_rotation_mode_set: Adding missing notifier
Dalai Felinto [Fri, 12 Oct 2018 17:56:13 +0000 (14:56 -0300)]
POSE_OT_rotation_mode_set: Adding missing notifier

Otherwise the space button does not redraw.

9 months agoMulti-Objects: POSE_OT_rotation_mode_set
Dalai Felinto [Fri, 12 Oct 2018 17:55:15 +0000 (14:55 -0300)]
Multi-Objects: POSE_OT_rotation_mode_set

9 months agoRename: multi_changed > changed_multi
Dalai Felinto [Fri, 12 Oct 2018 17:48:12 +0000 (14:48 -0300)]
Rename: multi_changed > changed_multi

We are using changed_multi plenty more than multi_changed. May as well keep it
consistent across the code.

9 months agoMulti-Objects: POSE_OT_autoside_names
Dalai Felinto [Fri, 12 Oct 2018 17:23:06 +0000 (14:23 -0300)]
Multi-Objects: POSE_OT_autoside_names

Using CTX_DATA_BEGIN_WITH_ID here.

Unlike the edit mode counter-part this operator is well served with the
macro above. ARMATURE_OT_autoside_names needs to treat mirrored bones
separately, while for pose we don't handle those cases.

Be ware that using this macro makes the code smaller, however it also
tags every single (selected) pose to update, regardless of whether we
changed the names of the bones.

In this case it is fine since we most likely renamed all the bones.
But In other cases I'm still a bit wary of using CTX_DATA_BEGIN_WITH_ID
instead of BKE_view_layer_array_from_objects_in_mode_unique_data.

To be seen in upcoming commits. Stay tuned.

9 months agoRevert "Multi-Objects: ARMATURE_OT_select_hierarchy"
Dalai Felinto [Fri, 12 Oct 2018 16:39:02 +0000 (13:39 -0300)]
Revert "Multi-Objects: ARMATURE_OT_select_hierarchy"

This reverts commit dcc623e7e7ead1e0d060f455a92567390c6c1911.

9 months agoMulti-Objects: POSE_OT_select_hierarchy (no real change)
Dalai Felinto [Fri, 12 Oct 2018 16:24:01 +0000 (13:24 -0300)]
Multi-Objects: POSE_OT_select_hierarchy (no real change)

This operator doesn't need any changes. Following the guideline of
multi-objects behaving alike joined armatures, there is no need
to change any armature that is not the active one.

That said I will revert the behaviour of ARMATURE_OT_SELECT_hierarchy to
follow the same rule (i.e., revert dcc623e7e7ea).

9 months agoEdit Mesh: Fix issue with Edit cage on some buggy drivers
Clément Foucault [Fri, 12 Oct 2018 15:21:04 +0000 (17:21 +0200)]
Edit Mesh: Fix issue with Edit cage on some buggy drivers

9 months agoEdit Mesh: Refactor edit mesh drawing
Clément Foucault [Fri, 12 Oct 2018 13:09:43 +0000 (15:09 +0200)]
Edit Mesh: Refactor edit mesh drawing

This decouple the vertex display from the face+edges.

This is to reduce the number of triangles required to fix the edges
artifacts (aliasing) and increase viewport reactivity when not actively
navigating (ie. mouse scroll).

Also it makes all vertices visible (not cut-off) even when navigating.

However it makes the navigation drawing a bit slower because it has to
render twice.

Also add a depth bias to the wires to avoid depth fighting when previewing
final mesh (modifiers applied).

9 months agoWireframe Overlay: Use Barycentric coord to optimize shader
Clément Foucault [Thu, 11 Oct 2018 14:10:07 +0000 (16:10 +0200)]
Wireframe Overlay: Use Barycentric coord to optimize shader

This also fix a driver bug I was having on Linux + Mesa + AMD Vega.

9 months agoDRW: Add DRW_shgroup_create_sub to create children shgroup
Clément Foucault [Thu, 11 Oct 2018 13:50:46 +0000 (15:50 +0200)]
DRW: Add DRW_shgroup_create_sub to create children shgroup

This makes is easy to create nested drawcalls that will inherit all the
parents properties. This is usefull if only a few uniforms changes for that
drawcall.

9 months agoGPUTexture: Add support for GPU_RGBA8UI
Clément Foucault [Thu, 11 Oct 2018 13:08:57 +0000 (15:08 +0200)]
GPUTexture: Add support for GPU_RGBA8UI

9 months agoFix misaligned icon in search buttons after recent changes.
Brecht Van Lommel [Fri, 12 Oct 2018 13:55:36 +0000 (15:55 +0200)]
Fix misaligned icon in search buttons after recent changes.

9 months agoPython: change node_shader_utils diffuse RGBA to base_color RGB.
Brecht Van Lommel [Fri, 12 Oct 2018 13:39:56 +0000 (15:39 +0200)]
Python: change node_shader_utils diffuse RGBA to base_color RGB.

Best to give its actual name so it's clear that the Principled BSDF does
not have a diffuse color exactly, and does not have an alpha component.

Also image textures use UVs by default, so avoid creating a texture
coordinate node for that.

9 months agoMesh: remove derivedFinal from various places
Campbell Barton [Fri, 12 Oct 2018 08:22:34 +0000 (19:22 +1100)]
Mesh: remove derivedFinal from various places

9 months agoPrevent G.fileflags changes when WM_OT_save_mainfile() is called from script
Sybren A. Stüvel [Fri, 12 Oct 2018 08:24:07 +0000 (10:24 +0200)]
Prevent G.fileflags changes when WM_OT_save_mainfile() is called from script

This is to solve an issue where a blend file could be compressed
unbeknownst to the artist. This happened in the following situtation:

- Artist edits an uncompressed blend file.
- Some script saves a compressed blendfile to a separate location.
- When the artist saves the file (s)he is editing (File>Save, or Ctrl+S),
  it was silently compressed.

9 months agoGP: Disable reverse list order when uncheck userprefs option
Antonioya [Fri, 12 Oct 2018 07:54:46 +0000 (09:54 +0200)]
GP: Disable reverse list order when uncheck userprefs option

Before, the list kept the reverse order enabled in the filter. Now the filter is reset when the option is disabled and don't need any user change or restart.

9 months agoModifier: remove derived mesh call for bind
Campbell Barton [Fri, 12 Oct 2018 07:39:24 +0000 (18:39 +1100)]
Modifier: remove derived mesh call for bind

9 months agoCleanup: remove unused derived mesh wrappers
Campbell Barton [Fri, 12 Oct 2018 07:11:23 +0000 (18:11 +1100)]
Cleanup: remove unused derived mesh wrappers

9 months agoGP: Removed unused lines after previous commit
Antonioya [Fri, 12 Oct 2018 07:08:41 +0000 (09:08 +0200)]
GP: Removed unused lines after previous commit

The reverse order is controlled inside operator.

9 months agoMesh: remove derived mesh for nurbs conversion
Campbell Barton [Fri, 12 Oct 2018 07:05:26 +0000 (18:05 +1100)]
Mesh: remove derived mesh for nurbs conversion

9 months agoMesh: remove derived mesh for conversion
Campbell Barton [Fri, 12 Oct 2018 06:49:07 +0000 (17:49 +1100)]
Mesh: remove derived mesh for conversion

9 months agoDRW: correct loose edge hidden face check
Campbell Barton [Fri, 12 Oct 2018 05:58:31 +0000 (16:58 +1100)]
DRW: correct loose edge hidden face check

9 months agoCleanup: minor mesh allocation changes
Campbell Barton [Fri, 12 Oct 2018 05:47:43 +0000 (16:47 +1100)]
Cleanup: minor mesh allocation changes

9 months agoCleanup: use const pointers
Campbell Barton [Fri, 12 Oct 2018 05:42:11 +0000 (16:42 +1100)]
Cleanup: use const pointers

9 months agoCleanup: fill vertex buffer in order
Campbell Barton [Fri, 12 Oct 2018 05:25:16 +0000 (16:25 +1100)]
Cleanup: fill vertex buffer in order

9 months agoDRW: edit-mesh cage loose edge/vert support
Campbell Barton [Fri, 12 Oct 2018 05:05:31 +0000 (16:05 +1100)]
DRW: edit-mesh cage loose edge/vert support

9 months agoDRW: edit-mesh cage selection support
Campbell Barton [Fri, 12 Oct 2018 00:51:35 +0000 (11:51 +1100)]
DRW: edit-mesh cage selection support

9 months agoCleanup: use generic macro
Campbell Barton [Thu, 11 Oct 2018 23:42:12 +0000 (10:42 +1100)]
Cleanup: use generic macro

9 months agoCleanup: trailing space w/ slash, right shift
Campbell Barton [Thu, 11 Oct 2018 23:35:49 +0000 (10:35 +1100)]
Cleanup: trailing space w/ slash, right shift

9 months agoFix crash in grease pencil fill
Campbell Barton [Thu, 11 Oct 2018 23:22:05 +0000 (10:22 +1100)]
Fix crash in grease pencil fill

9 months agoCleanup: redundant 'struct' & 'static' vars
Campbell Barton [Thu, 11 Oct 2018 23:12:25 +0000 (10:12 +1100)]
Cleanup: redundant 'struct' & 'static' vars

9 months agoCleanup: style
Campbell Barton [Thu, 11 Oct 2018 23:04:20 +0000 (10:04 +1100)]
Cleanup: style

9 months agoUI: move layer up/down reverse into the operator
Campbell Barton [Thu, 11 Oct 2018 22:54:26 +0000 (09:54 +1100)]
UI: move layer up/down reverse into the operator

9 months agoGP: Remove old simplify code
Antonioya [Thu, 11 Oct 2018 17:16:55 +0000 (19:16 +0200)]
GP: Remove old simplify code

The simplify is controlled by brush and thsi function is not used.

9 months agoGP: Reorder Userprefs grease pencil parameters
Antonioya [Thu, 11 Oct 2018 17:14:18 +0000 (19:14 +0200)]
GP: Reorder Userprefs grease pencil parameters

9 months agoGP: Invert merge down if layer list is reversed
Antonioya [Thu, 11 Oct 2018 16:49:03 +0000 (18:49 +0200)]
GP: Invert merge down if layer list is reversed

9 months agoGP: Invert UP/DOWN buttons when layer list is inverted
Antonioya [Thu, 11 Oct 2018 16:27:09 +0000 (18:27 +0200)]
GP: Invert UP/DOWN buttons when layer list is inverted

This fix the task T56985

9 months agoGP: Add new Userprefs parameter to reverse layer list
Antonioya [Thu, 11 Oct 2018 16:25:45 +0000 (18:25 +0200)]
GP: Add new Userprefs parameter to reverse layer list

This allows to configure the system as any other 2D software with the layers in a Top/Down order.

9 months agoAdd new parameter to reverse UIList items
Antonioya [Thu, 11 Oct 2018 15:47:46 +0000 (17:47 +0200)]
Add new parameter to reverse UIList items

Now, it was possible to invert the order of the UIlist using the filter, but it was impossible to know if the list was inverted or not.

The problem with this is that any other element depending of this value could not be adjusted.

See https://devtalk.blender.org/t/how-to-access-uilist-properties/2268

The new parameter allows to set the reverse order by default. When the list is set as reverse, it cannot be inverted again, so the invert button is removed of the filter.

This change is needed to fix a requested feature for Grease Pencil (T56985) and because a lot of 2D softwares use the drawing layers in the inverse order used in Blender.

9 months agoFix T56898: misaligned icons in buttons in popovers.
Brecht Van Lommel [Thu, 11 Oct 2018 15:42:50 +0000 (17:42 +0200)]
Fix T56898: misaligned icons in buttons in popovers.

9 months agoFix (unreported) wrong 'use_sep' setting for menu items.
Bastien Montagne [Thu, 11 Oct 2018 15:36:37 +0000 (17:36 +0200)]
Fix (unreported) wrong 'use_sep' setting for menu items.

This option defines whether or not menu items drawing code must
separate drawstring in two, keeping right part at all cost.

This is used to show shortcuts of operators' enum entries usually.

Previous way to decide that was based on button having an RNA prop
pointer, assuming those without it were not 'data buttons' and hence
needed the shortcut special handling thingy.

That's wrong is many, many cases (especially since search templates
often generate more than one buttons, not all linked to actual RNA
data). So instead now checking whether a button has an optype set or
not, hopefully this will be much more accurate...

Other solution if thsi also fails, is to add new flag to buttons, and
explicitely set it when needed, instead of trying to guesstimate...

9 months agoGP: Cleanup duplicate code moving to function
Antonioya [Thu, 11 Oct 2018 14:05:08 +0000 (16:05 +0200)]
GP: Cleanup duplicate code moving to function

9 months agoGP: Cleanup duplicate code
Antonioya [Thu, 11 Oct 2018 13:18:26 +0000 (15:18 +0200)]
GP: Cleanup duplicate code

9 months agoUI: increase spacing between icon and text.
Brecht Van Lommel [Thu, 11 Oct 2018 10:28:05 +0000 (12:28 +0200)]
UI: increase spacing between icon and text.

To avoid the icon and text blending together too much, which happens with
the new monochrome and slightly bigger icons.

9 months agoUI: tweak vertical centering of text in buttons.
Brecht Van Lommel [Thu, 11 Oct 2018 10:24:33 +0000 (12:24 +0200)]
UI: tweak vertical centering of text in buttons.

This effectively moves up the text by one pixel to make it look more
centered in the button and relative to the icon.

9 months agoEevee: Fix blank output if scene complexity is high
Clément Foucault [Thu, 11 Oct 2018 11:19:49 +0000 (13:19 +0200)]
Eevee: Fix blank output if scene complexity is high

Encountered on Nvidia + Linux, it seems that doing everything all at once
can make the driver give up the whole command list and return nothing as
the output of the render.

9 months agoDRW: add mapped edit-mode face-dot drawing
Campbell Barton [Thu, 11 Oct 2018 06:23:29 +0000 (17:23 +1100)]
DRW: add mapped edit-mode face-dot drawing

9 months agoMissed when bumping flags
Campbell Barton [Thu, 11 Oct 2018 06:02:03 +0000 (17:02 +1100)]
Missed when bumping flags

Ideally these wouldn't be repeated in multiple places.

9 months agoDRW: Initial edit-mode cage support
Campbell Barton [Thu, 11 Oct 2018 04:07:29 +0000 (15:07 +1100)]
DRW: Initial edit-mode cage support

Modifiers such as sub-surf and mirror now work with show-on-cage.

Selection and loose geometry still needs to be supported.

9 months agoDRW: add ability to skip drawing vertices
Campbell Barton [Thu, 11 Oct 2018 02:45:50 +0000 (13:45 +1100)]
DRW: add ability to skip drawing vertices

9 months agoCleanup: make BKE_mesh_ensure_normals_for_display public
Campbell Barton [Thu, 11 Oct 2018 05:32:49 +0000 (16:32 +1100)]
Cleanup: make BKE_mesh_ensure_normals_for_display public

9 months agoDRW: avoid edit-mode layer lookups for freestyle
Campbell Barton [Thu, 11 Oct 2018 04:24:26 +0000 (15:24 +1100)]
DRW: avoid edit-mode layer lookups for freestyle

9 months agoCleanup: assign a var to check an edge is real
Campbell Barton [Thu, 11 Oct 2018 04:15:30 +0000 (15:15 +1100)]
Cleanup: assign a var to check an edge is real

Makes code slightly more readable.

9 months agoRNA: remove redundant new_from_object/to_mesh arg
Campbell Barton [Thu, 11 Oct 2018 01:14:03 +0000 (12:14 +1100)]
RNA: remove redundant new_from_object/to_mesh arg

If the caller wants loop-tris, there is a function to calculate them.

9 months agoDRW: remove redundant editmode mesh tessellation
Campbell Barton [Thu, 11 Oct 2018 00:41:24 +0000 (11:41 +1100)]
DRW: remove redundant editmode mesh tessellation

Also re-order logic so loop indices are ensured to be valid.

9 months agoCleanup: mesh iterators
Campbell Barton [Wed, 10 Oct 2018 23:31:11 +0000 (10:31 +1100)]
Cleanup: mesh iterators

- Split indexed/non-indexed into separate loops.
- Avoid assigning the same value in the loop.
- Use const variables.

9 months agoUI: increase size of copy buffer
Campbell Barton [Wed, 10 Oct 2018 23:08:14 +0000 (10:08 +1100)]
UI: increase size of copy buffer

The length was 400 which isn't enough for some file paths.

9 months agoUI: copy-buffer was cleared w/ non-text buttons
Campbell Barton [Wed, 10 Oct 2018 23:04:11 +0000 (10:04 +1100)]
UI: copy-buffer was cleared w/ non-text buttons

Also correct invalid strncpy use.

9 months agoMerge branch 'master' into blender2.8
Campbell Barton [Wed, 10 Oct 2018 22:38:17 +0000 (09:38 +1100)]
Merge branch 'master' into blender2.8

9 months agoFix incorrect strncpy use
Campbell Barton [Wed, 10 Oct 2018 22:36:43 +0000 (09:36 +1100)]
Fix incorrect strncpy use

Didn't ensure null terminated.

9 months agoFix draw manager out of bounds assignment
Campbell Barton [Wed, 10 Oct 2018 22:29:23 +0000 (09:29 +1100)]
Fix draw manager out of bounds assignment

9 months agoRemove image based bitmap font support
Campbell Barton [Wed, 10 Oct 2018 22:26:53 +0000 (09:26 +1100)]
Remove image based bitmap font support

Was used in the game engine and is no longer used.

9 months agoMerge branch 'master' into blender2.8
Campbell Barton [Wed, 10 Oct 2018 22:08:30 +0000 (09:08 +1100)]
Merge branch 'master' into blender2.8

9 months agoCleanup: style (pointers)
Campbell Barton [Wed, 10 Oct 2018 21:49:28 +0000 (08:49 +1100)]
Cleanup: style (pointers)

9 months agoCleanup: indentation
Campbell Barton [Wed, 10 Oct 2018 21:20:35 +0000 (08:20 +1100)]
Cleanup: indentation

9 months agoCorrect case
Campbell Barton [Wed, 10 Oct 2018 21:14:04 +0000 (08:14 +1100)]
Correct case

9 months agoGP: New Glow Shader FX (wip)
Antonioya [Wed, 10 Oct 2018 20:52:55 +0000 (22:52 +0200)]
GP: New Glow Shader FX (wip)

New shader to simulate a glow of the color.

The glow can be generated by luminance threshold or using a selection color.

9 months agoPython GPU: Use PyC_AsArray_FAST in GPUVertBuf.fill_attribute.
mano-wii [Wed, 10 Oct 2018 16:37:32 +0000 (13:37 -0300)]
Python GPU: Use PyC_AsArray_FAST in GPUVertBuf.fill_attribute.

This allows you to use other types of sequences besides tuples.

9 months agoPython GPU: Use PyC_AsArray_FAST when initing GPUIndexBuff.
mano-wii [Wed, 10 Oct 2018 16:35:29 +0000 (13:35 -0300)]
Python GPU: Use PyC_AsArray_FAST when initing GPUIndexBuff.

This allows you to use other types of sequences besides tuples.

9 months agoFix runtime error: shift of uint
Dalai Felinto [Wed, 10 Oct 2018 16:34:59 +0000 (13:34 -0300)]
Fix runtime error: shift of uint

The warning was: runtime error: left shift of 1 by 31 places cannot be
represented in type 'int'

Patch by Clément Foucault.

9 months agoFix T57144: saving theme presets not working after recent changes.
Brecht Van Lommel [Wed, 10 Oct 2018 16:11:11 +0000 (18:11 +0200)]
Fix T57144: saving theme presets not working after recent changes.

9 months agoRevert "Cmake build missing geom icons"
Dalai Felinto [Wed, 10 Oct 2018 16:10:35 +0000 (16:10 +0000)]
Revert "Cmake build missing geom icons"

This reverts commit 468474a653c976615306254dfcc33a85a0b872a1.

9 months agoFix diagonal line artifact in view navigate icons.
Brecht Van Lommel [Wed, 10 Oct 2018 15:42:47 +0000 (17:42 +0200)]
Fix diagonal line artifact in view navigate icons.

Thanks to Clément for finding the fix!

9 months agoPython API: add loop triangles access, remove tessfaces.
Brecht Van Lommel [Thu, 6 Sep 2018 12:28:14 +0000 (14:28 +0200)]
Python API: add loop triangles access, remove tessfaces.

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

9 months agoCmake build missing geom icons
Dalai Felinto [Wed, 10 Oct 2018 14:48:27 +0000 (14:48 +0000)]
Cmake build missing geom icons

The icons themselves (their .dat) still need to be updated. But this will make
sure they are part of the pack next time the icons are updated.

9 months agoFix material properties Python error when there is no active object.
Brecht Van Lommel [Wed, 10 Oct 2018 12:00:14 +0000 (14:00 +0200)]
Fix material properties Python error when there is no active object.

9 months agoFix T57128: error in Blender 27X keymap (Z key)
Philipp Oeser [Wed, 10 Oct 2018 12:32:24 +0000 (14:32 +0200)]
Fix T57128: error in Blender 27X keymap (Z key)

Reviewed By: brecht

https://developer.blender.org/D3781

9 months agoFix T57130: Crash when running 'set active object as camera' on an empty
Philipp Oeser [Wed, 10 Oct 2018 12:30:44 +0000 (14:30 +0200)]
Fix T57130: Crash when running 'set active object as camera' on an empty

Reviewed By: brecht

https://developer.blender.org/D3782

9 months agoModifier: Fix cage option for deform modifiers
Campbell Barton [Wed, 10 Oct 2018 04:50:13 +0000 (15:50 +1100)]
Modifier: Fix cage option for deform modifiers

Show-on-cage and show-in-editmode options now work as it did in 2.7x
(but only for deformation).

9 months agoFix modifier cage option being overwritten
Campbell Barton [Wed, 10 Oct 2018 04:18:34 +0000 (15:18 +1100)]
Fix modifier cage option being overwritten

Editmesh modifier calculation behaved as if eModifierMode_OnCage
was enabled for all modifiers.

Remove assignment after all modifiers are calculated.

9 months agoCleanup: naming
Campbell Barton [Wed, 10 Oct 2018 04:18:34 +0000 (15:18 +1100)]
Cleanup: naming