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2021-02-04Fix T85363: Cmd + Tab shortcut overridden on macOSJohannes Jakob
Adds an exception so that the key-binding `control + Tab` does not get duplicated as `command + Tab` on macOS because this is a global system shortcut for the app switcher. The key-binding `command + Tab` was shown for the operators “Toggle Graph Editor“ and “Toggle Dope Sheet” in Dope Sheet and Graph Editor, but only `control + Tab` actually worked. Differential Revision: https://developer.blender.org/D10304
2021-02-04Presets: Cleanup preset namingNathan Craddock
Before committing D10224, bundled preset names that are lowercase need updating to title case for display in the UI. This changes several of the preset file names to title case, and fixes a couple of other naming issues in the preset names. A few strings in the code are also changed to reflect the new filename of the Blender keymap.
2021-01-29Merge branch 'blender-v2.92-release'Hans Goudey
2021-01-29Fix T83988: Active modifier outline uses search theme colorHans Goudey
The outline for the active modifier was abusing the property search match theme color, as noted in a comment. This commit adds a new theme color in RNA specifically for the active modifier outline.
2021-01-24Cleanup: group navigation gizmo size with generic gizmo sizeCampbell Barton
Also use `char` for these gizmo size & flag.
2021-01-24UI: Viewport Navigate Gizmo RefactorHarley Acheson
Simplification and changes to the Navigation gizmo. Better indication of negative axes, consistent use of color and size to indicate orientation, ability to be resized. Differential Revision: https://developer.blender.org/D9744 Reviewed by Campbell Barton
2021-01-13Merge branch 'blender-v2.92-release'Hans Goudey
2021-01-13Nodes: use green color again for shader sockets and shader categoryBrecht Van Lommel
The green is still distinct from the more turquoise use for geometry, and they are never used in the same node graph. The use of red makes sense, but would need changes to other sockets and categories to set it apart well. Ref T82689
2021-01-13Revert "2.92 splashscreen"Dalai Felinto
This reverts commit 5d826866a3d8d8985f7aa2eb034b08d9867de7f7.
2021-01-132.92 splashscreenDalai Felinto
Credit: Joanna Kobierska - artstation.com/joanna_kobierska
2021-01-13Revert "Fix T79356: Improved icons for MSIX builds"Jeroen Bakker
This reverts commit 78011d712dc311768a501b31917f2eef27af753b.
2021-01-13Fix T79356: Improved icons for MSIX buildsEric Bickle
Fixed an issue that was causing the app icon to render with a 'plated' background color in the taskbar and other areas of Windows. Updated all app icons in Microsoft Store package to match Microsoft's design recommendations. Added multiple scales for app icons for high resolution displays. Added high contrast app icons. Reviewed By: pablovazquez, jmonteath Maniphest Tasks: T79356 Differential Revision: https://developer.blender.org/D9681
2021-01-12UI: Icon for Multires Displacement Smear ToolRahul Chaudhary
This commit adds the icon for the new tool.
2021-01-12UI: Update geometry icon filesHans Goudey
None of these changes should be visible, but the files were somehow out of sync with the blend file, so they need to be updated to reflect those changes.
2021-01-08Icons: Update script to generate icons from SVGs for Inkscape 1.0Julian Eisel
The command line syntax for Inkscape changed quite a bit for the 1.0 release, see https://wiki.inkscape.org/wiki/index.php/Release_notes/1.0#Command_Line. Think it's reasonable to expect Inkscape 1.0 or later be installed if you want to generate the icons with the script. It's easy to get via the website, if the distribution doesn't provide new enough packages. Only few people would use the script anyway. I also had to change the path for command line access on macOS which apparently changed (https://stackoverflow.com/a/60068607). Although I didn't find a mention of this change in the Inkscape release notes.
2021-01-05Fix T78681: "Add Primitive" icons are cropped in tool headerHans Goudey
The issue can be simply resolved by moving the primitives and plus icons slightly. They still bump up against the top and bottom of the header but it looks much better now.
2020-12-20UI: Slightly improve alignment in selection tool iconsHans Goudey
Parts of the tool icons for box, circle, lasso, and tweak select that were meant to be flat or at a 45 degree angle were slightly misaligned, making the edge look blurry.
2020-12-16Fix 3D View is red when using stereoValdemar Lindberg
Fix T83415: 3D View is red when using stereo The red view was caused by SRGB not being enabled for an SRGB texture attached to the framebuffer. Currently, when configuring a framebuffer, the first texture attachment needs to be an SRGB format in order for the framebuffer to be binded with SRGB enabled. Thus, simply changing the SRGB texture attachment as the first texture attachment removes the red color in the view. Reviewed By: #eevee_viewport, jbakker Maniphest Tasks: T83415 Differential Revision: https://developer.blender.org/D9845
2020-12-16Revert "Steam Release: Script creation of Steam build files"Jeroen Bakker
This reverts commit 1a375d6eceed4c17f92fd90699645856e0951530.
2020-12-16Steam Release: Script creation of Steam build filesNathan Letwory
Script tool for automation of Steam build files for tasks like {T77348} For in-depth information see the README. Related Wiki page: https://wiki.blender.org/wiki/Process/Release_On_Steam Reviewed By: jbakker Maniphest Tasks: T77348 Differential Revision: https://developer.blender.org/D8429
2020-12-13UI: Remove Unused 'U.wheellinescroll' PropertyYevgeny Makarov
Remove 'U.wheellinescroll' preference, currently hidden and unused. Differential Revision: https://developer.blender.org/D9616 Reviewed by Brecht Van Lommel
2020-12-09Workaround for Access Violation startup crash on deprecated Radeon GPUs on ↵Jeroen Bakker
Windows This is a workaround for T80804. There's a startup crash that happens on 2.91.0 on Windows, an `EXCEPTION_ACCESS_VIOLATION` on `atio6axx.dll`. It is triggered by `glClear` on the `detect_mip_render_workaround` function. The workaround moves the function after the device/driver workaround section and sets the flag to the affected one to avoid running the check. It is deprecated hardware that has not meet the minimum requirements since 2.79, but is still usable and this extends its usability a bit before the cards are finally blacklisted. Reviewed By: Jeroen Bakker Differential Revision: https://developer.blender.org/D9667
2020-12-06UI: 'About Blender' with Full LogoYevgeny Makarov
New layout for the 'About' dialog featuring the full version of the Blender logo. Differential Revision: https://developer.blender.org/D9507 Reviewed by Hans Goudey
2020-12-04EEVEE: Arbitrary Output VariablesJeroen Bakker
This patch adds support for AOVs in EEVEE. AOV Outputs can be defined in the render pass tab and used in shader materials. Both Object and World based shaders are supported. The AOV can be previewed in the viewport using the renderpass selector in the shading popover. AOV names that conflict with other AOVs are automatically corrected. AOV conflicts with render passes get a warning icon. The reason behind this is that changing render engines/passes can change the conflict, but you might not notice it. Changing this automatically would also make the materials incorrect, so best to leave this to the user. **Implementation** The patch adds a copies the AOV structures of Cycles into Blender. The goal is that the Cycles will use Blenders AOV defintions. In the Blender kernel (`layer.c`) the logic of these structures are implemented. The GLSL shader of any GPUMaterial can hold multiple outputs (the main output and the AOV outputs) based on the renderPassUBO the right output is selected. This selection uses an hash that encodes the AOV structure. The full AOV needed to be encoded when actually drawing the material pass as the AOV type changes the behavior of the AOV. This isn't known yet when the GLSL is compiled. **Future Developments** * The AOV definitions in the render layer panel isn't shared with Cycles. Cycles should be migrated to use the same viewlayer aovs. During a previous attempt this failed as the AOV validation in cycles and in Blender have implementation differences what made it crash when an aov name was invalid. This could be fixed by extending the external render engine API. * Add support to Cycles to render AOVs in the 3d viewport. * Use a drop down list for selecting AOVs in the AOV Output node. * Give user feedback when multiple AOV output nodes with the same AOV name exists in the same shader. * Fix viewing single channel images in the image editor [T83314] * Reduce viewport render time by only render needed draw passes. [T83316] Reviewed By: Brecht van Lommel, Clément Foucault Differential Revision: https://developer.blender.org/D7010
2020-12-02UI: Add new node colors for geometry nodesHans Goudey
During the development of the new nodes in the `geometry-nodes` branch the color of the new nodes wasn't considered, so all of the nodes ended up red, the color for "input" nodes. This patch introduces two new colors, one for "Geometry" and one for "Attributes". There are only two attribute nodes currently, but the next sprint will add two more, attribute mix, and sample from texture. The attribute nodes are conceptually different enough from the nodes that modify the geometry that they deserve their own color. Differential Revision: https://developer.blender.org/D9682
2020-12-02Theme: update shader node color to match socket colorPablo Vazquez
Reviewed by Brecht Ref T82689.
2020-11-30Cleanup hardcoded render percentage to factor conversionMonique Dewanchand
During revision of {D8952} one of the comments was to make a function that converts the render percentage to a factor. This to avoid code duplication. However the duplicated code was already all over the compositor code. So in order to avoid this code duplication for {D8952} I propose to first cleanup the duplicated code and build patch {D8952} based on this clean up. The method that converts the render percentage to a factor is put in the CompositorContext. Why? The CompositorContext keeps DNA information like the renderdata. DNA, and thus the CompositorContext, keeps the size of the render resolution in percentage (user oriented). The compositor needs the size of the render resolution as a factor. So the CompositorContext seems like the obvious place to have this conversion method. Why not in de NodeBase? The method could've been added to the nodebase, but I wanted to keep the nodebase as clean as possible and not put simple "conversion" methods into this base class. Also I didn't really like the call flow: you'd always have to get the renderdata size from the context and then convert. Putting it in the CompositorContext avoids this extra invoke of a call. Why not in the Converter? See nodebase. And the Converter seems more like a class for "structural" and complex node tree conversions. Not the simple conversions. Reviewed By: Sergey Sharybin Differential Revision: https://developer.blender.org/D9566
2020-11-26UI: Allow theming the alternate row color in the sequencerErik Abrahamsson
Previously, the alternate row color in the Video Sequence Editor was just a shaded version of the editor's background color. This makes it theme-able just like in the file browser and outliner, although the default color is very slightly different. Differential Revision: https://developer.blender.org/D9634
2020-11-17Merge branch 'blender-v2.91-release'Nathan Craddock
2020-11-16Outliner: Collection icon color tweaksNathan Craddock
The icons originally chosen for the collection colors were selected during development and had a few issues with contrast in the light theme, and the gray color was not a good choice against the default gray backgrounds. The new colors are more readable in both default Blender themes. Gray was replaced with pink. Differential Revision: https://developer.blender.org/D9504
2020-11-13Add An Opacity Slider to Overlay WireframeJun Mizutani
This patch adds an opacity slider to the wireframe overlay. The previous wireframe in dense geometry scenes could be too dark and sometimes the user just wants an impression of the geometry during modelling. Reviewed By: Jeroen Bakker Differential Revision: https://developer.blender.org/D7622
2020-11-06UI: Tweaks to the Warning IconYevgeny Makarov
Warning Sign Alert Icon given a more rounded border. Differential Revision: https://developer.blender.org/D9443 Reviewed by Pablo Vazquez
2020-11-02UI: Simplify some tool icon geometryHans Goudey
Removing interior vertices can remove some complexity from the final exports. Also improved the topology slightly in some cases.
2020-11-02Fix incorrect colors in grease pencil strength tool iconHans Goudey
2020-10-26Sculpt/Paint: Add Paint Studio Light presetPablo Dobarro
This studio light preset is designed for color painting tasks. As color are multiplied on top of the current studio light/matcap, this should be as white as possible and with very soft speculars to avoid color distorsion while showing the volume of the mesh. Reviewed By: jbakker, JulienKaspar Differential Revision: https://developer.blender.org/D8209
2020-10-21Revert "2.91 splashscreen"Dalai Felinto
In master Blender still uses the dev fund splashscreen This reverts commit 1b577d0d6d4f6517ae2a22edd92a0c4cff4b2255.
2020-10-212.91 splashscreenDalai Felinto
To bring more attention for beta we now change the splashscreen during bcon3. Credit: Robin Tran - artstation.com/robin_tran
2020-10-20UI:Add icon for Displacement Eraser brushRahul Chaudhary
This patch adds icons for the multires displacement eraser tool in sculpt mode Reviewed By: HooglyBoogly Differential Revision: https://developer.blender.org/D9286
2020-10-20UI: Add icons for line genture toolsRahul Chaudhary
This patch adds icons for line gesture tools Line mask and line project Reviewed By: HooglyBoogly Differential Revision: https://developer.blender.org/D9285
2020-10-20UI: Add icon for boundary brushRahul Chaudhary
This patch adds icon for the boundary brush in sculpt mode Reviewed By: HooglyBoogly Differential Revision: https://developer.blender.org/D9284
2020-10-15Improve Voxel Remesher volume projection artifacts on sharp edgesLeha
The voxel remesher was using the voxel size to limit the shrink-wrap projection distance. Now that distance is increased to help preserving more detail on hard surface edges. Reviewed By: pablodp606 Differential Revision: https://developer.blender.org/D6204
2020-10-13UI: Monochrome Alert Icons and use the Question icon in the Quit dialogYevgeny Makarov
Change to monochrome version of the large alert icons and use 'Question' for the the Quit Confirm dialog box. Differential Revision: https://developer.blender.org/D9062 Reviewed by Pablo Vazquez
2020-10-08UI: Add icons for new sculpt trim toolsRahul Chaudhary
This patch adds missing icons for the new trim tools in sculpt mode. Although these tools recently got "add geometry" modes, it's more essential to highlight the most important feature of the tool, trimming, than to try to portray everything they can do. Differential Revision: https://developer.blender.org/D8963
2020-10-08UI: Add icons for new face set toolsRahul Chaudhary
This patch adds missing icons for the new sculpt face set tools, and updates the mask icons to be more consistent with the changes. Currently draw face sets and draw mask icons are inconsistent and don't relate to drawing/painting masks or face sets. This commit makes the icons consistent and reusable for future tools like sculpt vertex colors. Differential Revision: https://developer.blender.org/D8875
2020-10-08Fix T79615: UI: icons and widget emboss look different from earlier versionsPablo Vazquez
Both the default theme and Blender Light have been updated. Blender Light also includes automatically generated colors based on the default theme that were not set previously.
2020-10-07Fix T76595: Indicate the Active Keyframe in Graph EditorHans Goudey
In the graph editor there is a panel that says "Active Keyframe" for numerically editing a keyframe's values, but in the code there is no concept of the "active keyframe." Since this is a useful concept to have for some other features anyway, this commit adds an active keyframe index value to FCurves. It also displays it with a theme color for the active vertex (which didn't exist before) if the FCurve is active. The active keyframe in the graph editor is treated similarly to the active vertex in the 3D view. It is the keyframe most recently selected with a single click, and it is always selected. For now, the only real functional change is that the active keyframe appears in white and it should be more predictable which keyframe is being edited in the sidebar panel. Differential Revision: https://developer.blender.org/D7737
2020-10-02Cleanup: pep8, blank linesCampbell Barton
2020-09-24Move license files to license subfolderDalai Felinto
For the final builds instead of leaving all the license files in the main folder, we move them to a "license" folder. Also, adding more licenses here (MIT, Apache, ...). Differential Revision: https://developer.blender.org/D8999
2020-09-22Fix T81026: Image Editor: Alpha (like Bloom) not showing properlyJeroen Bakker
With the new image editor drawing there were was some mutual exclusive functionality. When rendering the alpha was shown correctly or the pure emissive colors were shown correctly, but never both. The cause of this is that the image_gpu did not used the correct alpha mode when generating gpu textures for non-images (render results, compositors viewer) The implementation always checked the alpha_mode. Alpha mode is an attribute for images, but aren't set for non images. This patch adds a more detailed check to ensure that the gpu texture is premultiplied. The issue has been tested using several bug report files and production files. Reviewed By: Brecht van Lommel Differential Revision: https://developer.blender.org/D8978
2020-09-16UI: Add grid-related theme optionsRed Mser
This commit makes grid theming more consistent and capable by adding some new theme colors related to grid rendering. - Add grid theme color for node editor. `UI_view2d_multi_grid_draw` is called with TH_GRID instead of a shaded `TH_BACK`. Also color-blend `TH_NODE_GROUP`. - Make the movie clip editor's clip preview grid respect grid theme color (`ED_region_grid_draw` uses color-blended `TH_GRID`). - Add versioning code to allow fixing existing themes (the resulting themes should visually look the same as before) These changes did cause some inconsistencies in the movie clip editor, even after adjusting the themes accordingly: 1. The alpha slider of the grid color affects the background and not the grid lines themselves. 2. The grids used by graph and dopesheet mode could already be themed in the past. Now that the clip preview's grid can also be themed, two different modes share the same theme color. Differential Revision: https://developer.blender.org/D8699