Age | Commit message (Collapse) | Author |
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No need to make attr-lists with the current layout logic.
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Makes it easy to quickly hide all non-geometry.
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Shift/Ctrl control extend/expand when number keys are used
to switch modes.
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- Rename "Viewport Info" to "Text Info".
Name was too vague, nearly everything is information,
this currently only controls overlay text.
- Swap text-info & 3D-cursor, making 3D-cursor less prominent.
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This is a quick way to see if some of the object types in the
scene are hidden or unselected.
Icon design may change.
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In Python3.7 this now raises an error.
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Remove bpy.utils.register_module() & logic tracked RNA classes.
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- Logical use of fields since they define type information.
- Avoids using ordered-dict metaclass.
Properties using regular assignments will print a warning and load,
however the order is undefined.
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This brings the Object Visibility dropdown closer to overlays which
also controls visibility of elements int he viewport, so it makes more
sense there. Also placing the Overlays settings closer to the viewport.
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While this is a fairly obscure option,
it means it's possible to disable all overlays except for any
overlays the users wants to see.
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Part of design: T55863
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Sub-panels for shading, measurement, normals, freestyle and developer.
Less-used sub-panels will be collapsed by default once their implementation
is complete (fixing spacing between sub-panels, adding the triangle to collapse, etc).
Also added missing check for overlays on/off on existing sub-panels.
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Thanks @kostex for the fix.
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The scale handles couldn't be accessed when rotation was enabled and
they pointed away from the view.
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Move face-orientation to less prominent location since its
more of a debugging option.
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Manipulator highlight, then transform would hide the mouse cursor.
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The Shadow and SSAO settings here are accessible from the Shading popover.
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Avoids having to switch between two icons, which was misaligned anyway.
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* Unify X-Ray/Shadow toggle and factor, using the whole width gives you finer control
* Shadow settings next to intensity slider
* Cavity settings next to Ridge/Valley sliders
* Collapse Cavity settings when not used
* Make MatCap preview and browser dialog smaller. MatCaps are added by the user
so she is already familiar with how they look. No need to preview them that big
while browsing. To see the MatCaps in detail we have the User Preferences/Asset Manager.
Having popovers inside popovers triggers some minor glitches that will be addressed later.
(e.g. they open on mouse over and the popover arrow is not aligned)
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in NLA
Logical mistake in repeated strips drawing code.
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Revert changes from 785159e6e4dfc5c010baab626667132020e1ddc7
but keep 'ifdef'.
@mont29 maintains this area and prefers to keep existing logic.
Note that there was misunderstanding that '*' was intended only
to be a backup key for '=' for keyboards which require holding a
modifier.
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Images from viewer node needs the lock parameter...
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Position 'outline selected' more prominently,
gives more useful behavior when dragging over the left column.
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Group Object Type Visibility with the viewport settings in the header.
The eye icon is a placeholder. A new icon is needed to better communicate
the user at a glance if all (or none) object types are enabled, or why certain types
are not visible/selectable in the viewport.
Part of design: T55863
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When tweaking the shading/overlays settings through the popovers,
these get on the way of the content in the viewport. Making it hard to
see the result of our changes.
Unfortunately this breaks consistency with other headers where the snapping
tools are aligned to the right, but the benefits outweigh the costs.
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Organize content in categories/sub-panels.
The result is a more organized but slightly taller popover.
Once sub-panels are implemented code-wise, the alignment issues
(like panel label) and extra space between the content and panels
headers will be reduced. Together with the ability to have certain
less-used popovers collapsed by default, this will make the
popover more compact.
Part of design: T55863
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- Made OpenSubdiv_GLMesh private
Previously, it was still accessible via C-API from C++ code.
- Don't implicitly refine evaluator when updating coarse positions,
now there is an explicit call to do this.
Allows to first apply all changes to the coarse mesh and then
refine once.
- Added coarse positions update from a continuous buffer with given
starts offset and stride.
Allows to update coarse positions directly from MVert array.
- Refiner is no longer freed when CPU evaluator is created.
Allows to re-use refiner for multiple purposes.
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It's not necessary to do both, and trying to hit a target that changes
size is annoying.
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