It's too easy to miss at the bottom of the screen, and if the status bar is
collapsed critical messages may not be seen at all. There might be a better
looking solution, but for now this solves the main usability problem.
That new bpy_extras' node_shader_utils module is remotely based on
existing addons' cycles_shader_compat module. It has some key
differences though:
- It is based on Principled shader, instead of the noodle combination
of half a dozen simpler shaders.
- It does not do any value conversion (like e.g. clamping, which was
only suited for FBX). Any conversion/adaptation is to be done
by each IO add-on.
- It extensively uses accessors to offer:
- Easy read/write of values, hiding all the hairy noodly nodes
(principled shader helps a lot here).
- lazy creation of most nodes on accessing (when generating a
material), which avoids getting unused nodes in final shader.
- We only use Principled BSDF so far though, which means some features
supported by previous system are not yet implemented in new one.
Note that, even though we support 'exporting' side of things, this will
only work for a very specific (and basic) kind of shader. This will have
to be clearly explained in end-user documentation.
Also, that code has had some basic testing, but most certainly needs a
lot more refinement.
As proof-of-concept, OBJ IO script will be updated to use that new
system after that commit.
I had to make the viewport navigation icons a bit smaller in the SVG since
the edges were being clipped off, we only support 16x16 icons currently.
They are a bit blurry because of this.
New entry in the Add Object menu.
Opens a file selector and creates a new empty object from the selected image.
Previously more steps were needed to archieve the same.
Differential: https://developer.blender.org/D3708
Reviewer: brecht
* Panels now use single column layout.
* Footage Info was moved into Footage Settings.
* Display settings are now in a popover in the header.
* Graph view shows tracking controls in the header center.
Differential Revision: https://developer.blender.org/D3643
- Use ctrl for de-select since we may want to use shift for extend.
- Use cursor tool by default,
it's agreed lasso select isn't accessible from a shortcut by default.
This commit make the Xray option for the wireframe different from the other
shading mode. This makes it possible to rapidly switch between wireframe +
Xray and Solid mode without Xray.
Xray alpha is also decoupled.
Both variables are duplicated and exposed separately through RNA.
* Proportional pie menu at shift+O.
* Snap pie menu at shift+S.
* Pivot pie menu at comma. Previous comma, ctrl+comma, period
and ctrl+period shortcuts for specific pivot types were removed.
Ref T56881.
This commit includes several performance, stability, and reliability
improvements to cloth collisions.
Most notably:
* The implementation of a new self-collisions system.
* Multithreading of collision detection.
* Implementation of single sided collisions and normal overrides.
* Replacement of the `plNearestPoints` function from Bullet with a
dedicated solution.
Further, this also includes several bug fixes, and algorithmic
improvements.
Reviewed By: brecht
Differential Revision: http://developer.blender.org/D3712
In addition to the original map to surface and Keep Above Surface,
add modes that only affect vertices that are inside or outside
the object. This is inspired by the Limit Distance constraint,
and can be useful for crude collision detection in rigs.
The inside/outside test works based on face normals and may not be
completely reliable near 90 degree or sharper angles in the target.
Reviewers: campbellbarton, mont29
Differential Revision: https://developer.blender.org/D3717
This makes the Edit Mesh display settings common to all objects. They can
also be set differently per viewport.
Modifying extra data (seams, sharp edges etc...) will no longer set them
automaticaly visible.
Bumping version because we need to force set all extra draw options for
older files.