Age | Commit message (Collapse) | Author |
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Would too easily loose contrast with shaded objects.
See: T55673
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Remove unused colors (colors which RNA has no access to).
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The outline wasn't being set causing it not to draw.
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The preview files had all the other collections excluded from the view layer.
Although this fix the problem, it probably means we ignored some existing
2.8 files in recent changes. Which is likely fine anyways given that 2.8 is
experimental.
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MSVC doesn't support
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MSVC doesn't support
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The theme is now stored in generated C code,
which can be extracted from existing user preferences.
This theme can then be used for version patching themes
instead of duplicating values
Note that theme versioning has been removed,
since minor changes from now on won't apply well on top of 2.7x theme.
Theme colors from interface_widgets.c have been removed too.
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Monochrome icons from jendryzch
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H hides selected objects, Shift+H hides unselected objects, and Alt+H
reveals hidden objects.
This hiding state is distinct from restrict viewport and render, and
meant for temporarily hiding objects without affecting more persistent
collection hiding.
Object hiding is per view-layer, same as selection. It affects the
viewport and any preview renders in there, but not final renders.
In the outliner, different icons are now used for temporary hiding, and
restrict viewport and render. Hidden objects are greyed out.
Remaining design issues:
* For lamps we probably still want to keep their effect on the scene,
currently they are fully disabled by hiding. Arguably mesh lights or
even objects being reflected or casting shadows are not that different
but perhaps the special lamp exception from local view should remain.
* We need a feature still to disabled this hiding for specific viewports,
for render or animation preview where you want to see the entire scene
while working in another view.
* We need a new icon for restrict viewport, for now it uses a grid similar
to the 2.4 icon.
* Hiding objects does not preserve selection state as it did in 2.7,
it's probably convenient to support this again?
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assuming sRGB
I've limited it to just the RGB<->XYZ stuff for now, correct image handling is the next step.
Reviewers: brecht, sergey
Differential Revision: https://developer.blender.org/D3478
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Moves the preset into a menu for the panel header, so it can be changed
without opening the panel and takes up less space. Two remaining issues:
* For long lists the add new preset button can be scrolled off screen.
* We should support showing the name of the chosen preset in the panel
header, but the current preset system does not support detecting which
preset is used.
Differential Revision: https://developer.blender.org/D3366
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The ClayEngine was introduced to test the blender2.8 architecture during
development. As currently we have the wanted features implemented with
matcaps we are going to remove the clay engine as it was never intended
to be an official releasable engine
Note: The test cases are never run. But when enabled will be skipped as
they were implemented over the Clay Engine
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- users can use their own matcaps
.config/blender/2.80/datafiles/studiolights/matcap/ folder
- upto 100 matcaps can be loaded
- color of the matcap is influenced by the color of the material/single
color etc. To show the plain matcap use single color at 1.0
- chosing a matcap is at lighting level (flat/studio/matcap)
- matcap only possible in solid mode
- also works for X-Ray mode
As the old matcaps are still in used by the clay engine I didn't remove
it yet.
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Disabled shadows for now as the calculation of the light direction is
still to bogus.
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Was depth sorting per mesh.
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The RGB node is used if it exists,
this is multiplied by the vertex color.
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Update from @billreynish
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The Studio lights are now loaded from disk. The location is
`datafiles/studiolights` they need to be JPG for now. JPG cannot store
HDRI color range but they are clamped inside the Workbench
engine for speed reason. I didn't select JP2K as it might not be
enabled.
Users can add upto 20 HDRI files. This limitation is inside the
RNA_space.c Currently the icons are calculated when you first open the
selection box for the HDRI's. We could add them to a background
rendering later.
I added 2 test files a sky texture rendered in Cycles and an HDRI from
cloud.blender.org.
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Including Cubemap, Grid and Planar
Designed by @wevon with minor modifications as part of T53840. Thanks!
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This adds vertex paint & sculpt icons + other minor changes.
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Allows for sharing geometry between icons.
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Allows for keeping icons 3D without adding extra geometry at export.
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Also add bevel tool.
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- black outlines (better readability).
- add bone roll.
- add extrude to cursor.
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Caused cmake to run after every icon update.
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MSVC users weren't getting icons installed, since glob isn't reliable,
list all files in a section which the update script maintains.
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Allows reference objects not to get mixed up with finished icons.
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Causes staircasing, just use byte range
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Generates icons from the blend file in lib.
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* Fixes crashes in versioning code for the removed editor types (see d8c719d8d8149de2d49)
* Removes 'Game Logic' workspace.
It still only contains workspaces converted from old screen-layouts, proper
defaults are on the TODO.
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