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2020-01-31UI: use full width for ID blocks in speaker propertiesPhilipp Oeser
rBb6a97baa0efa already did this for World, Light, Camera, Texture. rBb196c42d4ade already did this for Lattice.
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
2018-08-28RNA: UILayout.split(..) 'percentage' to 'factor'Campbell Barton
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.
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.
2017-10-16Workspace: 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
2017-05-12UI: 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
2015-01-29cleanup: pep8Campbell Barton
also remove empty class parenthesis
2012-07-29style cleanupCampbell Barton
2012-07-29User Interface Scripts:Thomas Dinges
* Code cleanup, removed unneeded code. * Style cleanup, don't break lines to early (unless marked as pep8-80 or pep8-120 compliant) * Keep 1 line after layout declaration empty.
2011-11-11pep/style edits & quiet some warningsCampbell Barton
2011-09-08fix for misc py errors + some pep8 edits.Campbell Barton
2011-08-302.5 UI Files:Thomas Dinges
* Code cleanup after Pepper merge.
2011-08-113D Audio GSoC:Joerg Mueller
Adding a mono flag to mixdown non-mono sounds for 3D audio. * Added mono sound loading. * Bugfix: AUD_COMPARE_SPECS usage was wrong. * Bugfix: JOS resampler = instead of ==. * Bugfix: Change of a sound should apply settings in AUD_SequencerHandle. * Bugfix: Memory leak when canceling open sound operator.
2011-08-013D Audio GSoC:Joerg Mueller
Adds new speaker object type. Notes: * Needs some nice icons * Quickily review by Joshua Leung (5 mins) * Properties UI updated (with help of Thomans Dinges) * Speakers have their own theme color * No real audio functionality yet. * Minor bug regarding lamps/lattices fixed in interface_templates.c I personality tested: * Creation, Deletion, Duplication * Saving, Loading * Library linking (incl. make local) * Tracking * Dope Sheet, Outliner * Animation * Drawing (incl. Theme)