Age | Commit message (Collapse) | Author |
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This parameter was used in previous version and must be removed from UI panel.
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The color was used in old version when palettes were used, but now all are materials
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This commit is a full refactor of the grease pencil modules including Draw Engine, Modifiers, VFX, depsgraph update, improvements in operators and conversion of Sculpt and Weight paint tools to real brushes.
Also, a huge code cleanup has been done at all levels.
Thanks to @fclem for his work and yo @pepeland and @mendio for the testing and help in the development.
Differential Revision: https://developer.blender.org/D6293
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Add new icons and panels Grease Pencil Dopesheet to manage layers without having the properties panel visible.
Also, the icons are in the same order in Dopesheet, Layers and Material list to keep consistency.
As the number of columns for icons is limited to 3 and we also need use a factor, I have impleted the change using slider area. Also, the slider option is enabled by default for 2D Template.
See T72026 for more info.
Reviewed By: mendio, pepeland, billreynish
Differential Revision: https://developer.blender.org/D6328
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Rename and separate Layers and Materials Specials menu from other buttons for better consistency
Reviewed By: antoniov
Differential Revision: https://developer.blender.org/D6271
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Capitalize the first letter of a word, except articles and prepositions.
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This property is not supported in this mode and must be removed from UI.
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The operator was missing in the menu for grease pencil materials.
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This parameter was removed in 2.80 and we decided to back again, but now is inverted.
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When the material was locked, the properties were deactivated but not disabled.
Differential Revision: http://developer.blender.org/D5309
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Match existing texture name.
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Detected while writting manual.
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Disable relative imports for UI scripts.
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The old name was not clear and with new options the new name is more easy to understand.
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Quiet's pylint W0613 warning, also remove some unused args.
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This was already supported in Fill, but not in Strokes. This adds more artistic options when use textured strokes.
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This parameter is not used with these modes.
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This commit adds support for drawing Dots strokes with a gradient factor to get artistic effects like watercolor.
Currently, the option is only supported by Dots materials, and in the future will be added to line strokes, but now there is a limitation on drawing engine and we will keep disabled on Line materials.
Also, added the option to align Dots and Boxes strokes textures aligned with the drawing path to get more fluid strokes.
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Confusing to call a menu a panel when subclasses need to define
panel specific variables.
Avoid having bl_ui depend on bl_operator module too.
Since this isn't an operator, add utils modules for shared types.
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staticmethod shouldn't be used unless it's necessary,
in that case a comment should be included especially when
subclassing non-staticmethods from RNA.
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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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This bug was introduced by previous Pin fix commit. Maybe it's not the best solution, but this bug is critical and need a quick fix.
This commit fix the problem, but not totally sure this is working fine with pin.
@dfelinto Could you review and adapt if required.
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This is a fixup for my own: 92d185faebe.
I'm also fixing the poll of the EEVEE_MATERIAL_PT_context_material
which would fail when we had no context.material available.
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The UI was trying to use screen_context.c for its poll and draw
functions. So the active object and active object data and active layer
was used in the UI, instead of the context one.
Besides, for the material, the wrong context path was used altogether
when the active object was a greasepencil.
This would lead to all sort of pinning problems:
* A Mesh panel is pinned, but the active object is a grease pencil, the
grease pencil panels would show.
* If a Grease Pencil (data) panel is pinned, but the active object is not
the one pinned, nothing would show.
* Material panels and pinning were totally broken, showing the material
context for pinned mesh data panels even.
I also sanitized the name of the panels, their inheritance and poll
functions.
Reviewers: antoniov, brecht
Subscribers: billrey
Differential Revision: https://developer.blender.org/D4470
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Top-bar and properties-editor were near duplicates.
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Poll checks for an object, no need to check for non-object
materials in the draw function.
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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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New parameters to switch visibility of stroke and fill
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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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This reduces UI vertical space.
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The icons made too heavy for the UI
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Now the operator to select by color can unselect too.
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Prepare for keyword only args
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This allow create prests without import materials and include a requested predefined settings for Stroke only, Fill only and Stroke and Fill.
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This commit merge the full development done in greasepencil-object branch and include mainly the following features.
- New grease pencil object.
- New drawing engine.
- New grease pencil modes Draw/Sculpt/Edit and Weight Paint.
- New brushes for grease pencil.
- New modifiers for grease pencil.
- New shaders FX.
- New material system (replace old palettes and colors).
- Split of annotations (old grease pencil) and new grease pencil object.
- UI adapted to blender 2.8.
You can get more info here:
https://code.blender.org/2017/12/drawing-2d-animation-in-blender-2-8/
https://code.blender.org/2018/07/grease-pencil-status-update/
This is the result of nearly two years of development and I want thanks firstly the other members of the grease pencil team: Daniel M. Lara, Matias Mendiola and Joshua Leung for their support, ideas and to keep working in the project all the time, without them this project had been impossible.
Also, I want thanks other Blender developers for their help, advices and to be there always to help me, and specially to Clément Foucault, Dalai Felinto, Pablo Vázquez and Campbell Barton.
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