Age | Commit message (Collapse) | Author |
|
This reverts commit 82fc9d778eecca16f867fd6e3aa3a2c04d86df4a.
This doesn't use the workaround from v3d_object_dimension_buts
needed for dimensions properly update.
Doing this would require moving the panel to C.
Issues from T69536 should be resolved before adding this back.
|
|
This makes the Transform panel complete, so you don't need to open the Sidebar for such a basic concept.
Differential Revision: https://developer.blender.org/D5577
Reviewers: Brecht, Pablo Vazquez
|
|
Removes some wrong gaps appearing
|
|
Make the transforms section of the properties panel consistent with
the transforms section of the side-bar, and to expose some currently
hidden BBone properties in the Bendy Bone section.
- Object transformations were not consistent with Pose Bone
transformations in that they did not use single-column layout.
- Even in Pose Bone transformations,
the rotation mode option was after Scale.
- Edit Bone Transforms panel included "Tail Radius" and
"Envelope Deform Distance", neither of which belong there. See T65670.
- Expose bbone_x and bbone_z.
D5454 by @Mets
|
|
Disable relative imports for UI scripts.
|
|
No functional nor visual change.
This is a partial revert of 0910932e71d2.
The toggle option was introduced on 6640bcca7422.
This allow us to simplify the outliner draw code so it uses the icon as
defined in the RNA (as oppose to get the value there once again).
|
|
The outliner should not be the only way for users to change these settings.
The Python API was extended to keep these properties positive and keyframable.
Differential Revision: https://developer.blender.org/D4889
|
|
This fixes poor Cycles panel ordering, with Freestyle and Custom Properties
appearing at the top.
For most cases order of registration is still the easiest way to control
order and it's recommended to keep using that. This is mainly to solve a few
cases where we want a few built-in panels to appear below add-on panels.
|
|
|
|
Quiet's pylint W0613 warning, also remove some unused args.
|
|
The collection instance field is currently using flow.column(), which makes the name of the collection instance unreadably small. {F6898084}
I get that we want to save vertical space to avoid scrolling, but in this case it generates a new problem, so I'd rather avoid flow here.
Patch by sebastian_k
Reviewed By: billreynish
Differential Revision: https://developer.blender.org/D4614
|
|
|
|
|
|
Otherwise it's impossible to set the color of instanced library objects.
Follows convention of instancer controlling draw options.
|
|
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.
|
|
|
|
In accordance with T56648.
- Render Border -> Render Region
- Clipping Border -> Clipping Region
- Instancing 'Scale' -> 'Scale to Face Size'
- Instancing 'Rotation' -> 'Align to Vertex Normal'
Python API is left as-is, for now.
DIfferential revision: D4435
|
|
Make hierarchy more clear and consistent in Render, Object and Particles
|
|
Now it's possible use the different Wire modes (Single, Object & Random)
Also support for x-ray mode.
For random colors, the name of the object and the name of the layer is used.
Also some parameters cleanup.
|
|
Don't access multiple times per draw.
|
|
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
|
|
Some features are incompatible with multithreading and reliable evaluation
of dependencies. We are now removing them as part of a bigger cleanup to
fix bugs in keyframing and invalid animation evaluations.
* Dupliframes have been removed. This was a hack added before there were
more powerful features like the array modifier.
* Slow parent has been removed, never worked in 2.8. It was always
unreliable for use in production due to depending on whatever frame was
previously evaluated, which was not always the previous frame.
* Particle instanced objects used to have their transform evaluated at
the particle time. Now it always gets the current time transform.
* Boids can no longer do predictive avoidance of force field objects,
but still for other particles.
Differential Revision: https://developer.blender.org/D4274
|
|
|
|
Currently only see this in object's properties, but might
be missing something.
Part of T56648.
|
|
This follows naming convention agreed on in T56648.
|
|
Neither is very descriptive for its task, but at least workbench is more
future proof and distinguishes it from Eevee.
|
|
* Viewport Display always last before Custom Properties.
* DoF panel second as it's changed more often than Camera sensor width.
* In scene, move Simplify higher up as it is changed more often than Gravity or Audio.
|
|
This is a monochrome icon set, with a more modern look and icons for
various features that did not have a proper icon before.
|
|
|
|
Differential Revision: https://developer.blender.org/D3700
|
|
|
|
|
|
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
|
|
Mainly as a proof of concept and test to use in other contexts.
|
|
Use 'autopep8 --ignore E721,E722' on our UI code, only minor changes.
|
|
|
|
|
|
Object, render, scene properties now use split-property layout,
also cycles interface.
Patch by @billreynish w/ minor edits.
|
|
OVERVIEW
* In 2.7 terminology, all layers and groups are now collection datablocks.
* These collections are nestable, linkable, instanceable, overrideable, ..
which opens up new ways to set up scenes and link + override data.
* Viewport/render visibility and selectability are now a part of the collection
and shared across all view layers and linkable.
* View layers define which subset of the scene collection hierarchy is excluded
for each. For many workflows one view layer can be used, these are more of an
advanced feature now.
OUTLINER
* The outliner now has a "View Layer" display mode instead of "Collections",
which can display the collections and/or objects in the view layer.
* In this display mode, collections can be excluded with the right click menu.
These will then be greyed out and their objects will be excluded.
* To view collections not linked to any scene, the "Blender File" display mode
can be used, with the new filtering option to just see Colleciton datablocks.
* The outliner right click menus for collections and objects were reorganized.
* Drag and drop still needs to be improved. Like before, dragging the icon or
text gives different results, we'll unify this later.
LINKING AND OVERRIDES
* Collections can now be linked into the scene without creating an instance,
with the link/append operator or from the collections view in the outliner.
* Collections can get static overrides with the right click menu in the outliner,
but this is rather unreliable and not clearly communicated at the moment.
* We still need to improve the make override operator to turn collection instances
into collections with overrides directly in the scene.
PERFORMANCE
* We tried to make performance not worse than before and improve it in some
cases. The main thing that's still a bit slower is multiple scenes, we have to
change the layer syncing to only updated affected scenes.
* Collections keep a list of their parent collections for faster incremental
updates in syncing and caching.
* View layer bases are now in a object -> base hash to avoid quadratic time
lookups internally and in API functions like visible_get().
VERSIONING
* Compatibility with 2.7 files should be improved due to the new visibility
controls. Of course users may not want to set up their scenes differently
now to avoid having separate layers and groups.
* Compatibility with 2.8 is mostly there, and was tested on Eevee demo and Hero
files. There's a few things which are know to be not quite compatible, like
nested layer collections inside groups.
* The versioning code for 2.8 files is quite complicated, and isolated behind
#ifdef so it can be removed at the end of the release cycle.
KNOWN ISSUES
* The G-key group operators in the 3D viewport were left mostly as is, they
need to be modified still to fit better.
* Same for the groups panel in the object properties. This needs to be updated
still, or perhaps replaced by something better.
* Collections must all have a unique name. Less restrictive namespacing is to
be done later, we'll have to see how important this is as all objects within
the collections must also have a unique name anyway.
* Full scene copy and delete scene are exactly doing the right thing yet.
Differential Revision: https://developer.blender.org/D3383
https://code.blender.org/2018/05/collections-and-groups/
|
|
|
|
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.
|
|
Those are not used by new dependency graph and are not needed for properly
created rigs with new granular nodes.
|