- autodetect optimal default, which typically avoids HT threads
- can store setting in .blend per scene
- this does not touch general omp max threads, due i found other areas where the calculations are fitting for huge corecount
- Intel notes, some of the older generation processors with HyperThreading would not provide significant performance boost for FPU intensive applications. On those systems you might want to set OMP_NUM_THREADS = total number of cores (not total number of hardware theads).
do not use different stroke property names for different paint systems.
This was done due to different stroke sets being supported for each
system, but this lead to trouble if we changed the names (due to
different stroke sets being supported) and users created custom keymaps
with the old property name saved.
The first part of this fix addresses master. A similar commit will be
done to soc-2013-paint.
Located on topology panel.
To use just click on button and click on mesh.
Operator will just use the dimensions of the triangles below to set the
constant detail setting.
Also changed pair of scale/detail size with nice separate float
percentage value.
Nothing spectacular here, fill tools are easy. Just take the dyntopo
code and repeat until nothing more to do.
The tool can be located in the dyntopo panel when the dyntopo constant
detail is on.
Also added scale factor for constant detail. This may change when detail
sampling gets in, I am not very happy with having two numbers here,
still it will give some more control for now.
Dyntopo detail in object space. This allows to set the detail in
percentage of blender units and sculpt in this detail constantly,
regardless of the distance to the mesh.
This commit just enables the functionality, which is really trivial.
There will be some more commits like detail flood fill and
detail sampling in the future.
This adds tabs for Tools, Options, and Grease Pencil to Sculpt, Texture Paint, Vertex Paint, and Weight Paint. These tabs and their panel allocations were discussed in T38346.
Close T38346
This adds appropriate tabs, panels, etc for curves, surfaces, metaballs, text, and armatures. This brings it in line with the changes in rB0972c422c3ac4ed725414baa47838f833b3f4c90
This updates the object mode toolbar tabs to reflect the rationale from the Edit Mode tabs.
- Rename "Basic" to "Tools"
- Put "Transform" into it's own panel within Tools
- Also rename Edit Mode "Mesh Tools" to "Tools" for consistency and shorter names
- Ensure Tools tabs are in same location between Edit and Object modes
- Remove redundant "Transform" label from Transform panel
This greatly improves the mesh edit tabs after a few weeks of feedback, making the tabs more practical with less need to switch tabs often. Based on discussion on IRC and T37568.
Reviewers: campbellbarton
CC: campbellbarton, brecht
Reviewers: campbellbarton
Reviewed By: campbellbarton
CC: campbellbarton, brecht
Differential Revision: https://developer.blender.org/D269
This creates the initial two tabs for Edit Mode to makes the new toolbar tabs usable. Further toolbar organization is to follow, but this at least makes the features work with the current organization.
This makes the panel slightly cleaner, giving more separation between the distinct elements. It also adds a new "Measure" label, so that the Ruler/Protractor is not so closely "related" to the Grease Pencil.
This adds the remaining object categories to the Create tab, including Nurb Surfaces, Lamps, Meta objects, etc. I've also updated the labeling for the various buttons to be consistent with one another.
This adds buttons in the 3D View toolbar to add new mesh objects to the scene. These buttons are added via the Create tab/category, soon to be populated with other object types as well.
A panel is added for both Object mode and Edit mode so as to not display in incorrect context (such as Pose Mode).
This updates the organization and naming of the Basic tab for the 3D View toolbar. It reorganizes the tools that were already there and adds Mirror and Duplicate Linked object operators.