Age | Commit message (Collapse) | Author |
|
Disable relative imports for UI scripts.
|
|
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
|
|
|
|
Quiet's pylint W0613 warning, also remove some unused args.
|
|
|
|
Flow layout needs columns defined to work properly
|
|
|
|
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.
|
|
|
|
- Rename 'Draw Mode' to 'Display As', consistent with other properties.
- Use flow layout.
|
|
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
|
|
Neither is very descriptive for its task, but at least workbench is more
future proof and distinguishes it from Eevee.
|
|
|
|
|
|
This is a monochrome icon set, with a more modern look and icons for
various features that did not have a proper icon before.
|
|
|
|
See T56648.
|
|
|
|
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
|
|
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.
|
|
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
|
|
patch by @billreynish w/ minor edits
|
|
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.
|
|
|
|
|
|
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
|
|
|
|
|
|
|
|
|
|
|
|
* 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
|
|
|
|
|
|
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.
|
|
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.
|
|
In preparation for it being removed, see: T47811
|
|
The buttons now nicely align with the pose list itself.
|
|
This will break the pose library preview add-on, since that add-on uses
file indices rather than pose names.
|
|
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
|
|
also remove empty class parenthesis
|
|
|
|
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.
|
|
Use frosted rather then pyflakes
|
|
pose library panel. It's not needed anymore (dbl click on the item itself will rename it)
|
|
Patch by Sebastian König.
|
|
* Reduce the space of more lists, should be all in bl_ui/
|
|
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"!
|
|
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...
|
|
When using default UI_UL_list, one should always spully a custom ID, else collision inside an area are quite likely...
|