Welcome to mirror list, hosted at ThFree Co, Russian Federation.

git.blender.org/blender.git - Unnamed repository; edit this file 'description' to name the repository.
summaryrefslogtreecommitdiff
AgeCommit message (Collapse)Author
2019-09-05Revert "UI: Add Dimensions to Object Transform panel"Campbell Barton
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.
2019-09-04UI: Add Dimensions to Object Transform panelWilliam Reynish
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
2019-09-03UI: Minor fixes to Delta Transform panelWilliam Reynish
Removes some wrong gaps appearing
2019-08-13Fix T65670: bone envelope head radius missing from transform panelCampbell Barton
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
2019-06-11Fix T65393: Error live editing UI scriptsCampbell Barton
Disable relative imports for UI scripts.
2019-05-22Visibility panel: Use "toggle" keywordDalai Felinto
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).
2019-05-20UI: add Visibility panel for objectsDalai Felinto
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
2019-05-19UI: add Panel.bl_order property to control order of panels for add-onsBrecht Van Lommel
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.
2019-04-19Cleanup: logical checks in UI scriptsCampbell Barton
2019-04-19Cleanup: mark unused arguments in UI scriptsCampbell Barton
Quiet's pylint W0613 warning, also remove some unused args.
2019-04-04Avoid flow to avoid the collection textfield from becoming too smallJeroen Bakker
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
2019-03-20Cleanup: styleCampbell Barton
2019-03-15UI: rename object Boundary back to Bounds, it's not the same thing.Brecht Van Lommel
2019-03-12DRW: use object color from instancerCampbell Barton
Otherwise it's impossible to set the color of instanced library objects. Follows convention of instancer controlling draw options.
2019-03-12Cleanup: rename specials -> context_menuCampbell Barton
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.
2019-03-07UI: correct labelCampbell Barton
2019-03-06UI: Name changesWilliam Reynish
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
2019-02-28UI: Properties hierarchical nestingWilliam Reynish
Make hierarchy more clear and consistent in Render, Object and Particles
2019-02-26GP: Redesign wireframe modeAntonioya
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.
2019-02-26Cleanup: assign rotation_mode to a variableCampbell Barton
Don't access multiple times per draw.
2019-02-06Cleanup: Remove deprecated ghosting codeJacques Lucke
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
2019-01-31Depsgraph: remove features incompatible with new system.Brecht Van Lommel
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
2018-12-30Fix: Cramped layout in object parent propertiesWilliam Reynish
2018-11-28Use term Instancing in the interfaceSergey Sharybin
Currently only see this in object's properties, but might be missing something. Part of T56648.
2018-11-28Use collection and instance terminology in Python APISergey Sharybin
This follows naming convention agreed on in T56648.
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.
2018-11-03UI: Sort panels in Properties.Pablo Vazquez
* 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.
2018-10-08UI: new icon set by Andrzej Ambroz.Brecht Van Lommel
This is a monochrome icon set, with a more modern look and icons for various features that did not have a proper icon before.
2018-09-19Merge branch 'master' into blender2.8Brecht Van Lommel
2018-09-19Spelling fixes in comments and descriptions, patch by luzpaz.Brecht Van Lommel
Differential Revision: https://developer.blender.org/D3700
2018-09-18UI: use monochrome lock icons next to decorators.Brecht Van Lommel
2018-09-11UI: use property split for motion pathsWilliam Reynish
2018-09-06UI / Python: rename X-Ray to In Front, Draw to Display.Brecht Van Lommel
See T56648.
2018-09-04Cleanup: pep8Campbell Barton
2018-09-03UI: tweak object viewport display panel, use grid flow.William Reynish
2018-08-02Armature Panel Tweaks - Motion Paths/GhostingJoshua Leung
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
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.
2018-07-01Cleanup: remove num argument prefixCampbell Barton
2018-06-20Cleanup: pep8, single quotes for enumsCampbell Barton
2018-06-20UI: Style locks in Object Transform panelPablo Vazquez
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
2018-06-10UI: Use flow layout for object properties contextPablo Vazquez
Mainly as a proof of concept and test to use in other contexts.
2018-06-05Cleanup: pep8Campbell Barton
Use 'autopep8 --ignore E721,E722' on our UI code, only minor changes.
2018-06-04UI: use subpanels for Cycles, render, scene, object, particle, curves.William Reynish
2018-06-01UI: use same "Viewport Display" name for scene/object/material panels.Brecht Van Lommel
2018-05-30UI: use split property layout for some panelsCampbell Barton
Object, render, scene properties now use split-property layout, also cycles interface. Patch by @billreynish w/ minor edits.
2018-05-18Collections and groups unificationBrecht Van Lommel
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/
2018-05-09T55014: Optionally: objects not cast shadows in workbenchJeroen Bakker
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.
2018-01-16Cleanup: Get rid of legacy extra recalc flagsSergey Sharybin
Those are not used by new dependency graph and are not needed for properly created rigs with new granular nodes.