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2019-04-19Cleanup: use staticmethod where appropriateCampbell Barton
2019-04-19Cleanup: mark unused arguments in UI scriptsCampbell Barton
Quiet's pylint W0613 warning, also remove some unused args.
2019-03-13UI: rename PresetMenu to PresetPanel, move to bl_ui.utilsCampbell Barton
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.
2018-08-28UI: text keyword argument to labelCampbell Barton
Prepare for keyword only args
2018-08-23UI: Physics panel minor adjustmentsWilliam Reynish
Flow panel had a wrong name when the checkmark was used in the header, fixed alignment in softbody panel & fixed wrong active state for Cloth Pin.
2018-08-17Physics Fluid: Use Single Column and Grid Flow layoutVuk Gardašević
2018-06-20Cleanup: follow naming conventionsCampbell Barton
Using panels for presets printed warnings for classes named as menus.
2018-06-19UI: Fluid physics panels as sub-panelsPablo Vazquez
Also remove suffix from name since they are sub-panels now.
2018-06-13UI: preset popover buttons in panel headers.Brecht Van Lommel
Moves the preset into a menu for the panel header, so it can be changed without opening the panel and takes up less space. Two remaining issues: * For long lists the add new preset button can be scrolled off screen. * We should support showing the name of the chosen preset in the panel header, but the current preset system does not support detecting which preset is used. Differential Revision: https://developer.blender.org/D3366
2018-04-19Remove Blender Internal and legacy viewport from Blender 2.8.Ton Roosendaal
Brecht authored this commit, but he gave me the honours to actually do it. Here it goes; Blender Internal. Bye bye, you did great! * Point density, voxel data, ocean, environment map textures were removed, as these only worked within BI rendering. Note that the ocean modifier and the Cycles point density shader node continue to work. * Dynamic paint using material shading was removed, as this only worked with BI. If we ever wanted to support this again probably it should go through the baking API. * GPU shader export through the Python API was removed. This only worked for the old BI GLSL shaders, which no longer exists. Doing something similar for Eevee would be significantly more complicated because it uses a lot of multiplass rendering and logic outside the shader, it's probably impractical. * Collada material import / export code is mostly gone, as it only worked for BI materials. We need to add Cycles / Eevee material support at some point. * The mesh noise operator was removed since it only worked with BI material texture slots. A displacement modifier can be used instead. * The delete texture paint slot operator was removed since it only worked for BI material texture slots. Could be added back with node support. * Not all legacy viewport features are supported in the new viewport, but their code was removed. If we need to bring anything back we can look at older git revisions. * There is some legacy viewport code that I could not remove yet, and some that I probably missed. * Shader node execution code was left mostly intact, even though it is not used anywhere now. We may eventually use this to replace the texture nodes with Cycles / Eevee shader nodes. * The Cycles Bake panel now includes settings for baking multires normal and displacement maps. The underlying code needs to be merged properly, and we plan to add back support for multires AO baking and add support to Cycles baking for features like vertex color, displacement, and other missing baking features. * This commit removes DNA and the Python API for BI material, lamp, world and scene settings. This breaks a lot of addons. * There is more DNA that can be removed or renamed, where Cycles or Eevee are reusing some old BI properties but the names are not really correct anymore. * Texture slots for materials, lamps and world were removed. They remain for brushes, particles and freestyle linestyles. * 'BLENDER_RENDER' remains in the COMPAT_ENGINES of UI panels. Cycles and other renderers use this to find all panels to show, minus a few panels that they have their own replacement for.
2018-04-18Workspaces: remove workspace engine, use 3D viewport draw mode instead.Brecht Van Lommel
ViewRender was removed, which means we can't get the render engine for files saved in 2.8. We assume that any files saved in 2.8 were intended to use Eevee and set the engine to that. A fix included with this is that .blend thumbails now draw with Clay mode, and never Eevee or Cycles. These were drawn with solid mode in 2.7, and should be very fast and not e.g. load heavy image textures. Differential Revision: https://developer.blender.org/D3156
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
2017-03-19Moving 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
2016-07-28Use COMPAT_ENGINES instead of RenderEngine.use_game_engine for panel poll ↵Mitchell Stokes
methods This mostly affects physics panels. Any engines relying on RenderEngine.use_game_engine flag to show/hide panels will need to be updated. The COMPAT_ENGINES technique is how we usually deal with this. One issue with use_game_engine is that I cannot find a way to set it; it appears only the BGE can set it. This means (without this commit) external RenderEngines cannot get rid of the default physics panels. The RE_GAME flag (the C flag behind use_game_engine) is pretty hacky and we should look into removing its usage where possible.
2015-01-29cleanup: pep8Campbell Barton
also remove empty class parenthesis
2013-08-24Followup to r59434 : py UI scripts edits.Bastien Montagne
Notes: * Made those edits by full checking of py files, so I should have spoted most needed edits, yet it remains quite probable I missed a few ones, we'll fix if/when someone notice it... * Also made some cleanup "on the road"!
2013-06-27pep8 cleanupCampbell Barton
2013-04-28Fluid UI:Thomas Dinges
* Display Simulation threads only, when built with OpenMP.
2013-04-23rna attribute consistency edits, use common prefix for booleans.Campbell Barton
2013-04-10Add a gui control for setting omp threads in fluidsJens Verwiebe
2013-03-23Code cleanup:Thomas Dinges
* Use bpy.app.build_options for UI checks rather than custom ones.
2013-03-01UI / Properties Editor:Thomas Dinges
* Some alignment fixes for Fluid Buttons in the "Fluid" panel. * Tweaked Fluid Particle buttons a bit, no need to have redundant "Particle" name inside the "Fluid Particles" panel.
2013-02-10Actually, UI scripts should not use directly pgettext, but rather the iface ↵Bastien Montagne
or tooltip variants. Added those to bpy.app.translations, and used pgettext_iface. (Did not add those when I created that module, because I did not thought we would actually need them in usual UI code, but turned out I was wrong). Also made some optimizations in those py gettext funcs, when i18n is disabled at build time, no need to do pyobject -> cstring -> pyobject conversions!.
2013-02-10use import rather then assignment for loading '_' into scripts.Campbell Barton
2013-02-10Another fix for r54414 (cleaner to "import" pgettext once at top of files, ↵Bastien Montagne
also now using usual '_' shortcut).
2013-02-09Bunch of fixes for py ui messages (all those using 'formating' were not ↵Bastien Montagne
translated previously, now they use bpy.app.translations.pgettext). Also pleas avoid complex py statements in 'text' values (like 'text="foo" if cond else "bar"'), thes make message extraction script fails! And another "final point in UI message" removal!
2012-07-04Last spell checking (for now).Bastien Montagne
Only mysterious courant from bpy.types.ParticleSettings.courant_target reamins...
2012-07-03Fix [#31977] Export Animated Mesh, terminate baking in fluid-simBastien Montagne
* Elbeem exporter code now overrides user settings to No Slip in case the object is animated; * UI of fluid obstacles now disables slip settings when export animated is enabled; * Added in this later option's tooltip a mention that it enforces No Slip!
2012-06-08Don't show physics properties in game engine conextSergej Reich
Also rename fluid panels to be more consistent with other simulations
2012-04-22Fix [#30954] Fluid obstacle checkbox has no effectDaniel Genrich
Note: Supporting obstacles which can be enabled/disabled as animated propoerty is not likely to happen. So I marked this as "Won't fix"/TODO. I also reverted last commit on this bug because it didn't work and disabled the property from UI to avoid confusion.
2012-04-20style cleanup: pep8, also quiet compiler warning.Campbell Barton
2012-04-16Fluid Simulation:Thomas Dinges
* Replaced the hard coded viscosity presets with Python ones. * Added version check, so older files load fine. Loading new files into 2.62 also works fine.
2012-03-08Fix #30464: Confusing lack of label for Fluid "use"Sergey Sharybin
It was indeed not clear at all what that label-less check box does. Move it to next row (to prevent fluid type menu be too narrow) and use label default for it. Also don't create second column which is empty for outflow fluid type.
2012-02-01Optional offset for fluid cache frame reading.Lukas Toenne
This was a request by Daniel Salazar. It adds a new frame offset variable to fluid sim settings, which can be used to display baked fluid sims at different times. Eventually this could be replaced by real NLA strips for cached data, but until then this is a simple way to have more flexible cache result usage. Not strictly a BCon3 patch, but after IRC discussion with Genscher, ZanQdo and kaito decided to commit it anyway, since it's a small feature and makes fluid sim a bit more usable. Similar patch for point cache (particles, smoke, cloth) is being worked on as well.
2012-01-22Fluidsim - Restoring simulation speed control (ZanQdo request)Joshua Leung
This commit restores support for freezing or speeding up physics sims. Animate the "Speed" parameter under Domain->Time, which controls a multiplier factor for the rate at which the sim proceeds (i.e. the old "Fac-Tim" setting). Notes: * Subversion bumped to 4 to patch up defaults for new value so that old sim files will still run correctly * Names/descriptions could do with some tweaking * Porting this across was not that obvious since quite a bit of stuff had changed (as in, been cleaned up). However, from tests so far, it seems to work well.
2012-01-14fix own bug [#29875] Due to operators now reusing there last-used settings, ↵Campbell Barton
some UI options are more or less broken (esp. in shortcuts and menu entries) also prefer *.select_all rather then *.select_inverse operators, since this is an option for select_all.
2011-11-102.6 Physics UI Files:Thomas Dinges
* Remove redundant check for md, this is already done in the super class poll.
2011-11-08cmake & pep8 tidy up, also some style edits.Campbell Barton
remove unneeded collection length function.
2011-10-23remove $Id: tags after discussion on the mailign list: ↵Campbell Barton
http://markmail.org/message/fp7ozcywxum3ar7n
2011-09-21remove use of gettext: _("...") style translation now its handled by rna.Campbell Barton
2011-09-20pep8 update & some minor cmake edits.Campbell Barton
2011-09-15Fixing issues with i18n stuff:Sergey Sharybin
- Make gettext stuff draw-time. so switching between languages can happens without restart now. - Added option to translate visible interface (menus, buttons, labels) and tooltips. Now it's possible to have english UI and localized tooltips. - Clean-up sources, do not use gettext stuff for things which can be collected with RNA. - Fix issues with windows 64bit and ru_RU locale on my desktop (it was codepage issue). - Added operator "Get Messages" which generates new text block with with all strings collected from RNA. - Changed script for updating blender.pot so now it appends messages collected from rna to automatically gathered messages. To update .pot you have to re-generate messages.txt using "Get Messages" operator and then run update_pot script. - Clean up old translation stuff which wasn't used and most probably wouldn't be used. - Return back "International Fonts" option, so if it's disabled, no gettext lookups happens on draw. - Merged read_homefile function back. No need in splitting it. TODO: - Custom fonts and font size. Current font isn't nice at least for russian locale, it's difficult to read it. - Put references to messages.txt so gettext can merge translation when name/description of some property changes.
2011-09-15svn merge -r39834:40222 https://svn.blender.org/svnroot/bf-blender/trunk/blenderSergey Sharybin
2011-09-10Small comment change, when built without Fluids. Thomas Dinges
2011-09-01merge with trunk r39834Xiao Xiangquan
2011-08-12import common classes from bpy.types, saves ~1000 python getattrs on startup.Campbell Barton
2011-08-02finish handle for properties_XXX scriptsXiao Xiangquan
2011-06-24merge from trunk #37722Xiao Xiangquan
2011-06-13Elbeem / Fluidsim update:Daniel Genrich
a) Enable the possibility to remove the "air bubble" around submerged collision object. This feature is enabled as standard for new files. The code was found in elbeem by nudelZ, coded and provided by Nils Thürey (thanks!) b) Old baked files gets deleted if a new bake gets started (were overwritten before and resulted in weird old bake + new bake mixture) (idea by nudelZ)