Age | Commit message (Collapse) | Author |
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Sometimes the text doesn't fit. What to do in this case?
* Overflow: The default behaviour still is to overflow the text.
* Truncated: If any text box is defined we can also not draw the text
that goes outside the text boxes.
* Scale to Fit: For single-text box texts we can scale down the text until
it fits.
To support textboxes we are bisecting the scale until we find a good
match. Right now the hardcoded iteration limit is 20, and the threshold 0.0001f.
An alternative in the future would be to tackle this by integrating existing
layout engines such as HarfBuzz.
Note: Scale to fit won't work for multiple text-boxes if any of them has
either width or height as zero.
Reviewers: campbellbarton
Differential Revision: https://developer.blender.org/D3874
Feature development sponsored by Viddyoze.
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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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They way Blender handles vertical alignment is very buggy:
- Top-Base: It works perfectly.
- Bottom: It is actually bottom-baseline,
and it fails when line size is != 1.0 when working with text boxes.
- Top: Poorly implemented, it should use font's ascent
(recommended distance from baseline),
so it has room for accents,
but it's not one line distance far from the origin (as it is now).
- Center: Poorly implemented.
This is tricky since there is no silver bullet.
To clear this situation I created a new option (Bottom-Baseline),
and addressed the issues above.
I'm getting the ascent and descent from freetype2,
and use this for padding above/below the text.
Also for vertically centering the text.
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Misleading name since it's between 0..1.
Use as a keyword argument to prepare for keyword only args.
Also document that leaving unset has special behavior.
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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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Use 'autopep8 --ignore E721,E722' on our UI code, only minor changes.
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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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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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D2093 by @Blendify
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A new option for Font/Text objects vertical alignment:
* Top Base-Line (current mode)
* Top
* Center
* Bottom
The Top is the equivalent as the Top-Baseline with an empty line at the begin of the
text. It's nice to have this option too though, since if we are driving
the alignment via Python we don't want to add extra lines to the text
only to accomodate to the desired vertical alignment.
The Center and Bottom are as intuitive as their name suggest.
When working with text boxes, the vertical alignment only work for
paragraphs that are not vertically full.
Many thanks to Campbell Barton (ideasman42 / @campbellbarton) for the
code review, code comments, and overall suggestions and changes :)
Reviewers: campbellbarton
Differential Revision: https://developer.blender.org/D2061
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D1838 by @JacquesLucke
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also remove empty class parenthesis
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Bevel factor is not supported by text, hide it from the interface.
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Bevel Factor Mapping allows to control the relation between bevel factors
(number between 0 and 1) and the rendered start and end point of a beveled
spline.
There are three options: "Resolution", "Segments", "Spline". "Resolution"
option maps bevel factors as it was done < 2.71, "Spline" and "Segments"
are new.
* "Resolution“: Map the bevel factor to the number of subdivisions of a
spline (U resolution).
* "Segments“: Map the bevel factor to the length of a segment and to the
number of subdivisions of a segment.
* "Spline": Map the bevel factor to the length of a spline.
Reviewers: yakca, sergey, campbellbarton
CC: sanne
Differential Revision: https://developer.blender.org/D294
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This option was only exposed to the interface and internally
was doing basically nothing.
Removing it to prevent artists from being confused.
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Was broken by rB2a55d68e1927 which inverted condition
in poll function for Geometry panel.
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There were several issues with how bounding box and texture space
are calculated:
- This was done at the same time as applying modifiers, meaning if
several objects are sharing the same curve datablock, bounding
box and texture space will be calculated multiple times.
Further, allocating bounding box wasn't safe for threading.
- Bounding box and texture space were evaluated after pre-tessellation
modifiers are applied. This means Curve-level data is actually
depends on object data, and it's really bad because different
objects could have different modifiers and this leads to
conflicts (curve's data depends on object evaluation order)
and doesn't behave in a predictable way.
This commit moves bounding box and texture space evaluation from
modifier stack to own utility functions, just like it's was done
for meshes.
This makes curve objects update thread-safe, but gives some
limitations as well. Namely, with such approach it's not so
clear how to preserve the same behavior of texture space:
before this change texture space and bounding box would match
beveled curve as accurate as possible.
Old behavior was nice for quick texturing -- in most cases you
didn't need to modify texture space at all. But texture space
was depending on render/preview settings which could easily lead
to situations, when final result would be far different from
preview one.
Now we're using CV points coordinates and their radius to approximate
the bounding box. This doesn't give the same exact texture space,
but it helps a lot keeping texture space in a nice predictable way.
We could make approximation smarter in the future, but fir now
added operator to match texture space to fully tessellated curve
called "Match Texture Space".
Review link:
https://codereview.appspot.com/15410043/
Brief description:
http://wiki.blender.org/index.php/User:Nazg-gul/GSoC-2013/Results#Curve_Texture_Space
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This wont preserve newlines, looses materials and is broken in edit-mode.
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* Add "Open" operator to the Text Editor header, it's a common operation next to New.
* Add Body Text property to the Font panel for Text objects, so text can easily be pasted into Blender and editing it becomes easier too. This was only accessible via the RNA Data blocks before.
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"letter-spacing" term
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actually beveled part of curve (previously affect of taper would have
been clamped by start/end bevel factor)
Here's an illustration:
http://wiki.blender.org/uploads/5/5d/Blender2.65_CurveMapTaper.png
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Should also fix the broken py ops tips...
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a bevelled curve which isn't fully covered with a bevel.
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* Naming convention fixes and one if / elif fix.
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out when 'Path Animation' was disabled, but were infact used for the curve deform modifier.
noticed while looking into bug [#30349].
Move these settings under the main curves panel under text "Path / Curve-Deform:"
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and add makefile target `check_spelling`
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It's getting complicated to detect which part of curve is actually a
cap in cases like extruded 2d curve with non-zero depth.
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It can be found in Shape panel below Fill label. If this option is enabled,
caps of curve will be filled.
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