Age | Commit message (Collapse) | Author |
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It can be assumed that all scripts comply with basic pep8 formatting
regarding white-space, indentation etc.
Also remove note in best practices page & update `tests/python/pep8.py`.
If we want to exclude some scripts from make format,
this can be done by adding them to `ignore_files` in:
source/tools/utils_maintenance/autopep8_format_paths.py
Or using `# nopep8` for to ignore for individual lines.
Ref T98554
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Avoid errors in the legacy Pose Library panel (in Armature properties)
when the Pose Library add-on is disabled.
It's unfortunate that a built-in panel now has knowledge of an add-on.
Then again, it's temporary (one or two Blender releases), and it now uses
feature detection instead of just assuming the add-on is enabled.
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Remove much of the old legacy pose library:
- Remove from the Pose & Armature menus.
- Remove from the default keymap.
- Pose Library panel in Armature properties: Add "(legacy)" to title.
- Add note that the functionality of that panel is obsolete, with a
button that opens the manual on the chapter of the new pose library.
- Add button to convert the selected legacy pose library to pose assets.
- The rest of the functionality is greyed out to further communicate
it's been deprecated. It's still functional, though.
Ref: T93405
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Use a shorter/simpler license convention, stops the header taking so
much space.
Follow the SPDX license specification: https://spdx.org/licenses
- C/C++/objc/objc++
- Python
- Shell Scripts
- CMake, GNUmakefile
While most of the source tree has been included
- `./extern/` was left out.
- `./intern/cycles` & `./intern/atomic` are also excluded because they
use different header conventions.
doc/license/SPDX-license-identifiers.txt has been added to list SPDX all
used identifiers.
See P2788 for the script that automated these edits.
Reviewed By: brecht, mont29, sergey
Ref D14069
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Layouts are active by default when created, no need to set this
explicitely. Leftover from proxy removal.
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Reported by studio (Hjalti), thanks.
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Add the "Convert Old Pose Library" operator to the old pose library (in
the Armature properties editor). This makes it more discoverable; before
it only was available in the Action editor.
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Display the bone axes at the head (root) of the bone by default, instead
of the tail (tip), and add a slider so that it's possible to adjust this
position.
Versioning code is in place to ensure existing files behave the same
(axes shown at tail), whereas new Armatures will be using the new
default (axes shown at head).
Reviewed By: #animation_rigging, #user_interface, Severin, Sybren
Differential Revision: https://developer.blender.org/D7685
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overrides
Editing bone groups is not supported on proxies/overrides [changes a re
lost on file reload], need to do proper polling (and also prevent this
from rna) for:
- adding bone groups
- removing bone groups
- renaming bone groups
- setting bone groups colors
Previously, this was hinted at by setting the layout inactive, with
preoper polls, this is now not needed anymore.
note: Selection of bone groups actually makes sense here and is
supported, so this is not prevented in this patch, but UI wise this is
not nice in the override case, because one cannot set an active_index
(aka select) in the UI list.
Maniphest Tasks: T84600
Differential Revision: https://developer.blender.org/D10131
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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.
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Disable relative imports for UI scripts.
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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
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Quiet's pylint W0613 warning, also remove some unused args.
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Flow layout needs columns defined to work properly
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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.
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- Rename 'Draw Mode' to 'Display As', consistent with other properties.
- Use flow layout.
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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
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Neither is very descriptive for its task, but at least workbench is more
future proof and distinguishes it from Eevee.
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This is a monochrome icon set, with a more modern look and icons for
various features that did not have a proper icon before.
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See T56648.
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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
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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.
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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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patch by @billreynish w/ minor edits
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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.
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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
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* 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
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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.
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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.
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In preparation for it being removed, see: T47811
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