Age | Commit message (Collapse) | Author |
|
|
|
|
|
|
|
Chosen by the jury Ben Simonds, Reynante Martinez and Hjalti Hjálmarsson.
|
|
|
|
NOTE : Haven’t yet tested build with scons, will do asap (unless someone else does :) ).
|
|
Added some new star icons for the "solo" toggles in NLA editor.
Unfortunately they look a tad scruffy alongside some of the other
icons, although they should hopefully turn out to be more descriptive
(especially when combined with some drawing tweaks I've got in the
pipeline...)
|
|
Animation Editor toggle tweaks:
* By popular request, curve visibility toggles in the Graph Editor are
now represented using the eyeball icons
* Muting is now represented by a speaker icon (a speaker for this
purpose seems fairly common?)
New icons:
* Keying Sets now have their own icons (as found in a proposal on
jendrzych's "Pixel Sized" blog)
* Drivers also have their own icon now. This is just a hacky one I've
devised which doesn't look that great. Suggestions on this are very
welcome.
|
|
(Judge committee Sebastian_K && FrancoisGFX)
|
|
|
|
optipng -o7 -zw 512 -zm 9 -i0 *.png
|
|
Let's do a quick last check if things work, call for release will be done
shortly on bf-committers.
Thanks everyone for making it possible!
|
|
* Moved ICON_BLENDER away from (0,0) spot in blenderbuttons, since ICON_BLENDER=0 define is conflicting ICON_NULL define as well as with logic checks for nonzero icon id.
* This solved bug where ICON_BLENDER can't be set from Python as well as when using new UI functions from within Blender.
|
|
|
|
(prvicon png was already commited as datatoc)
|
|
|
|
|
|
|
|
icons needed adding to the new theme
|
|
transparent header.
|
|
* Turned off 'Front-Face Only' for all brushes, it needs more testing
* Added brush icons for other paint modes
* Moved 'tool' panel to bottom of all paint modes
* Moved 'appearance' panel to be next to bottom
* Moved brush selector panel to top of all modes
* Closed all panels except the brush selector panel
* Turned off X symmetry
|
|
|
|
|
|
|
|
Now, rather than the bit-too-alarming stop sign, threaded wmJobs
display a progress indicator in the header. This is an optional feature
for each job type and still uses the same hardcoded ui template
(could use further work here...).
Currently implemented for:
Render - parts completed, then nodes comped
Compositor - nodes comped
Fluid Sim - frames simulated
Texture Bake - faces baked
Example: http://mke3.net/blender/devel/2.5/progress.mov
|
|
|
|
* new icon for split view (at least temporary)
* icon buttons in header rather than popup menus for better efficiency (can easily be changed in python UI script again)
|
|
This adds a new presets menu in the splash screen and the Input section of
User Preferences to choose a preset interaction style, consisting of key configurations
and also other user preferences such as select mouse button, view rotation style, etc.
Currently, just 'Blender' and 'Maya' presets are included, hopefully we can have more
presets contributed (and maintained!) by the community.
It's best to keep these presets minimal to avoid too many key conflicts. In the Maya one
I changed the view manipulation key/mouse combos and also the transform
manipulator keys, not much more than that.
To save an interaction preset, open the user preferences Input section, and press the
[ + ] button next to the presets menu. It will save out a .py file containing any edited key
maps and navigation preferences to the presets/interaction folder in your scripts folder.
---
Part of this commit changes the way that key maps are exported/displayed in
preferences - now partial key configs are allowed. Previously it would export/import the
entire key configuration, regardless of whether individual key maps were edited or not
(which would make them more susceptible to conflicts in unexpected areas).
(note, in blender terminology, a key map is a category of key items, such as
'Object Mode' or 'View 2d'.)
Now, the export and the UI display work in a similar way to how key maps are
processed internally - Locally edited key maps (after pressing the 'Edit' button) are
processed first, falling back to other key maps in the current key config, and then falling
back to the default key config. So it's possible for a key config to only include a few
key maps, and the rest just gets pulled from the default key config. The preferences
UI display works like this too behind the scenes in deciding what to show users,
however using it is just like it was before, the complexity is hidden.
|
|
|
|
|
|
|
|
want to make a better one :)
|
|
made some changes but mostly these scripts will give pep8 warnings.
|
|
usability issues with 'temp' screen layouts.
Now, temp screens are hidden from being accessed directly, with a new 'Back to Previous' button appearing in place of the screen menu when (for example) fullscreen render image areas are present. Window type menus also get disabled here too, to prevent things from getting too mixed up.
|
|
|
|
|
|
New snap icons for Increment (gears)
|
|
|
|
variable name)
|
|
distinguish bone constraints from object constraints
It was a bit too confusing and people were easily getting them mixed up.
|
|
eventually be right-aligned.
|
|
didnt do "release/scripts/io" since some exporters cant be auto converted
|
|
|
|
|
|
|
|
|
|
Note, missing r22897, schlaile
source/blender/src/hddaudio.c
|
|
|
|
|
|
|