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2020-04-17UI: Layout changes for new checkbox layout possibilitiesWilliam Reynish
Follow-up to previous commit. Some examples: {F8473507} {F8473508} {F8473509} {F8473510} For more screenshots, please see D7430. We use column or row headings here to bring more structure, and to give the eye visual anchors which aid eye-scanning. The left-aligned checkboxes likewise help with this. And we keep the adherence to the center line, so the alignment matches up between the various buttons and controls. * Changes the property split percentage from 50/50% to 40/60%. This is needed to give enough space for the checkboxes. But in most cases this looks better anyway - see Transform panel. In some cases it simply fills out the available space more efficently. * Fix various hacks where we previously used manually defined splits. When we did this, the alignment was never quite right, and the layout code was a mess. * Adds column headings to many places where a list of checkboxes all share a common purpose or leading text. * Add checkbox + value configurations various places where a checkbox only serves to enable the value slider * Removes most uses of grid flow layout. The grid flow layouts combine poorly with column headings, and also they would mess alignment up badly. The grid flow layouts also often made buttons and controls jump around on the screen if you would just resize editors slightly, causing visual confusion, making users lose their place. The logic for at what time the list of items would re-flow was often flawed, jumping to multiple columns too fast or too late - and frankly, the grid flow layouts would often just look bad. Maniphest Task: https://developer.blender.org/T65965 Differential Revision: https://developer.blender.org/D7430 Reviewed by: Brecht Van Lommel, Pablo Vazquez. Most work here by William Reynish, few changes by Julian Eisel.
2019-06-11Fix T65393: Error live editing UI scriptsCampbell Barton
Disable relative imports for UI scripts.
2019-06-07Remove Deform Delay armature optionSergey Sharybin
This option can not be supported by a new granular dependency graph, and, especially, copy-on-write. It was always doing full update ever since initial commit of new dependency graph which we are using here in the studio for the past years and lack of this option was never brought up. Fixes T65557: Delay refresh option in armatures is broken
2019-05-21Cleanup: pep8Campbell Barton
2019-04-19Cleanup: mark unused arguments in UI scriptsCampbell Barton
Quiet's pylint W0613 warning, also remove some unused args.
2019-04-09Cleanup: styleCampbell Barton
2019-03-21UI: Use better flow layoutWilliam Reynish
Flow layout needs columns defined to work properly
2019-03-20Cleanup: styleCampbell Barton
2019-03-12Cleanup: rename specials -> context_menuCampbell Barton
In keeping with convention to match code & UI naming. - No user visible changes. - Include 'menu' in the name since context is an overloaded term. - While a few of these are panels, from a user perspective they are still context menus.
2019-02-27UI: Rename Display -> Viewport Display panelPablo Vazquez
2019-02-18UI: armature properties layout tweaksWilliam Reynish
- Rename 'Draw Mode' to 'Display As', consistent with other properties. - Use flow layout.
2019-02-06Cleanup: Remove deprecated ghosting codeJacques Lucke
Most of this code is deprecated for many years already and does not work at all in Blender 2.8. Reviewers: brecht, aligorith Differential Revision: https://developer.blender.org/D4271
2018-11-26UI: rename "OpenGL" render engine to "Workbench".Brecht Van Lommel
Neither is very descriptive for its task, but at least workbench is more future proof and distinguishes it from Eevee.
2018-10-18UI: closure some more panels by default, leaving open mostly 1 per tab.William Reynish
2018-10-16Cleanup: redundant len() checksCampbell Barton
2018-10-08UI: new icon set by Andrzej Ambroz.Brecht Van Lommel
This is a monochrome icon set, with a more modern look and icons for various features that did not have a proper icon before.
2018-09-11UI: use property split for motion pathsWilliam Reynish
2018-09-06UI / Python: rename X-Ray to In Front, Draw to Display.Brecht Van Lommel
See T56648.
2018-09-03UI: tweak object viewport display panel, use grid flow.William Reynish
2018-08-02Armature Panel Tweaks - Motion Paths/GhostingJoshua Leung
Since most animators find Motion Paths more useful than Armature Ghosting: * Move Motion Paths before Ghosting settings (less scrolling) * Collapse Ghosting panel by default * Open Motion Paths panel by default instead
2018-07-17Render: add "OpenGL" render engine.Brecht Van Lommel
This is intended for quick renders for previsualization, animation previews or sequencer previews. It provides the same settings as found in the 3D view Shading popover in solid display mode, but in the scene render properties. The "Workbench" engine was removed, and this name no longer appears in the user interface, it's purely an internal name. We might come up with a better name for this OpenGL engine still, but it's good to be consistent with the OpenGL Render operator name since this has a similar purpose.
2018-06-12T55454: removal of clay engineJeroen Bakker
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
2018-06-01UI: use single column properties for object dataCampbell Barton
patch by @billreynish w/ minor edits
2018-04-17Removing Blender Game Engine from Blender 2.8Dalai Felinto
Folders removed entirely: * //extern/recastnavigation * //intern/decklink * //intern/moto * //source/blender/editors/space_logic * //source/blenderplayer * //source/gameengine This includes DNA data and any reference to the BGE code in Blender itself. We are bumping the subversion. Pending tasks: * Tile/clamp code in image editor draw code. * Viewport drawing code (so much of this will go away because of BI removal that we can wait until then to remove this.
2017-10-21Merge branch 'master' into blender2.8Campbell Barton
2017-10-21Cleanup: use relative imports in bl_uiCampbell Barton
2017-10-16Workspace: Move engines to workspace and Properties Editor cleanupDalai Felinto
Engine is not stored in WorkSpaces. That defines the "context" engine, which is used for the entire UI. The engine used for the poll of nodes (add node menu, new nodes when "Use Nodes") is obtained from context. Introduce a ViewRender struct for viewport settings that are defined for workspaces and scene. This struct will be populated with the hand-picked settings that can be defined per workspace as per the 2.8 design. * use_scene_settings * properties editor: workshop + organize context path Use Scene Settings ================== For viewport drawing, Workspaces have an option to use the Scene render settings (F12) instead of the viewport settings. This way users can quickly preview the final render settings, engine and View Layer. This will affect all the editors in that workspace, and it will be clearly indicated in the top-bar. Properties Editor: Add Workspace and organize context path ========================================================== We now have the properties of: Scene, Scene > Layer, Scene > World, Workspace [Scene | Workspace] > Render Layer > Object [Scene | Workspace] > Render Layer > Object > Data (...) Reviewers: Campbell Barton, Julian Eisel Differential Revision: https://developer.blender.org/D2842
2017-08-31Merge branch 'master' into blender2.8Campbell Barton
2017-08-31Cleanup: strict naming conventionsCampbell Barton
2017-07-25Merge branch 'master' into blender2.8Campbell Barton
2017-07-24Cleanup: trailing spaceCampbell Barton
2017-07-11Merge branch 'master' into blender2.8Sybren A. Stüvel
2017-07-11A bunch of fixes for Pose Library while checking on T51607Joshua Leung
* Display a warning above the pose list if the pose library is in an invalid state (i.e. when it has keyframes but no pose-markers associated with those keyframes). This warning prompts users to run the "Sanitize Pose Library Action" operator, which should fix up such issues. * "Sanitize" operator now creates unique names for each newly create pose marker it generates, including the frame on which it found the pose
2017-06-01Merge branch 'master' into blender2.8Sergey Sharybin
2017-06-01Cleanup: use row() sub-layout to expand enum properties horizontalyraa
2017-05-12UI: Expose more UI settings to CLAY and EEVEEDalai Felinto
Physics panels are not all back, and the material related panels (e.g., hair render panel) should go be changed since there should be no material for those.
2017-03-19Moving classes to separate listing broke panel orderCampbell Barton
Although this wasn't so obvious since it only showed up for factory settings and in the preferences window. Panel display order depends on registration order, Sorry for the noise. On the bright side we no longer need to move classes around to re-arrange panels.
2017-03-18PyAPI: remove bpy.utils.register_module()Campbell Barton
In preparation for it being removed, see: T47811
2016-09-16Pose Library pose list: Default to 5 rows to match the new up/down buttonsSybren A. Stüvel
The buttons now nicely align with the pose list itself.
2016-09-16Added buttons to move a pose in a pose library up/down.Sybren A. Stüvel
This will break the pose library preview add-on, since that add-on uses file indices rather than pose names.
2015-08-22Fix T45689: Pose Libraries cannot be used when using lib-linked actions as ↵Joshua Leung
poselibs This commit makes some tweaks that make it at least possible to use lib-linked actions as Pose Libraries. Specifically: * The apply poses button is no longer greyed out * It is possible to select different poses from the list of poses * All pose library operators which edit the poses stored in the poselib now have improved poll callbacks which perform extra checks for lib-linked actions (which cannot be edited, as all those changes will be lost) Caveats: * Due to the way the UI list template works, it doesn't seem to be possible to make it not grey out the items in the list. (While the double-click to rename thing shouldn't be allowed, items should at least look like they can be clicked on) * The difference between clickable vs not-clickable isn't too great, making it hard to tell that that while the Add/Remove/Sanitise toggles are not usable, the Apply Poses is actually functional. But, this is a more of a UI-toolbox level issue
2015-01-29cleanup: pep8Campbell Barton
also remove empty class parenthesis
2015-01-28cleanup: py importsCampbell Barton
2014-10-15Disable color editing for bone group color sets unless custom colors isLukas Tönne
selected. The bone group colors are not actually used _unless_ when the set is "custom colors". But they were still editable, which is very confusing.
2014-04-24Code cleanup: unused python vars & importsCampbell Barton
Use frosted rather then pyflakes
2014-02-15Interface: Remove one more name field, this time from the armature tab - ↵Thomas Beck
pose library panel. It's not needed anymore (dbl click on the item itself will rename it)
2013-11-25Interface: Remove one more name field, this time from Bone groups.Thomas Dinges
Patch by Sebastian König.
2013-10-14Interface / Template Lists:Thomas Dinges
* Reduce the space of more lists, should be all in bl_ui/
2013-08-24Followup to r59434 : py UI scripts edits.Bastien Montagne
Notes: * Made those edits by full checking of py files, so I should have spoted most needed edits, yet it remains quite probable I missed a few ones, we'll fix if/when someone notice it... * Also made some cleanup "on the road"!
2013-02-18Fix [#34300] Slider for list of particle systems (keyed particles) is not ↵Bastien Montagne
doing anything. Navigating a list of more than 5 elements requires keyboard. Systematically adding some custom id to template_list using default UI_UL_list class, this one is commoly used more than once in an area, yielding collision issues if they do not have a custom id...