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2020-06-27UI: Better Grouping of FFmpeg audio settingsAaron Carlisle
Some audio render settings were hidden in the scene properties. These settomgs belong in the render properties as they affect the output when using ffmpeg video. Fixes T49241 Differential Revision: https://developer.blender.org/D8137
2019-09-05MovieClip: Make name of Active Clip consistent in UISebastian Koenig
Using the currently active movie clip had different names in the interface: In scene context it was "Active Movie Clip", in Camera Background Images it was "Camera Clip", in Constraints it was "ActiveClip". I made all those instances use "Active Clip", which is descriptive enough and also the shortest of the three. Reviewed By: billreynish Differential Revision: https://developer.blender.org/D5400
2019-06-11Fix T65393: Error live editing UI scriptsCampbell Barton
Disable relative imports for UI scripts.
2019-04-19Cleanup: mark unused arguments in UI scriptsCampbell Barton
Quiet's pylint W0613 warning, also remove some unused args.
2019-03-26Fix T62955: Missing panels in workbench engineJacques Lucke
Afaik all the panels in the scene settings are render engine independent. So it does not make sense to have this extra complexity in every panel class. Reviewers: brecht, billreynish Differential Revision: https://developer.blender.org/D4594
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.
2018-12-21RNA: naming, user-preferences -> preferencesCampbell Barton
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: Move Simplify panel from Scene to Render properties.Pablo Vazquez
It mainly contains properties that affect the final render/viewport and it's handy to see if it's enabled or not while going through the render settings.
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.
2018-10-31UI: Move Color Management panel from Scene to Render properties.Pablo Vazquez
It makes more sense to have Color Management under Render properties, even though they are per scene (so are render dimensions anyway).
2018-10-18UI: closure some more panels by default, leaving open mostly 1 per tab.William Reynish
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.
2018-10-03Units: Support for fixed unitsJacques Lucke
Users can select the main unit they want to use now. Previously the displayed unit always depended on the magnitude of the value. The old behavior can be restored by switching to the "Adaptive" mode for length, mass and time units. Meters, kilograms and seconds are the default units for new and old scenes. The selected unit is also the default unit for user input. E.g. if cm is selected, whenever the user inputs a unitless number into a field of type length, it will be interpreted as cm. Reviewer: brecht Differential: https://developer.blender.org/D3740
2018-09-11Cleanup: unused variablesCampbell Barton
2018-08-29UI: disable decorators when not usedCampbell Barton
2018-08-06GP: Add Simplify Shader FX optionAntonioya
This option was missing when old VFX modifers were backported as Shader FX.
2018-07-31UI: Grease Pencil Simplify tweaksPablo Vazquez
Single-column layout and tweaks to tooltips.
2018-07-31Cleanup: pep8, windows line endingsCampbell Barton
2018-07-31New Grease Pencil object for 2D animationAntonioya
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.
2018-07-19Cleanup: styleCampbell Barton
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.
2018-07-17UI: Single-column and flow layout for Scene propertiesVuk Gardašević
See D3532
2018-07-11UI: Remove duplicate Viewport Display panel from Scene propertiesPablo Vazquez
The Shadow and SSAO settings here are accessible from the Shading popover.
2018-06-27UI: shorten labels to avoid clippingWilliam Reynish
2018-06-21UI: Single column for Rigid Body WorldWilliam Reynish
2018-06-20Cleanup: follow naming conventionsCampbell Barton
Using panels for presets printed warnings for classes named as menus.
2018-06-19UI: tweak sequencer color space position, it's not related to display device.Brecht Van Lommel
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
2018-06-12T55454: 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
2018-06-07Rename "Viewport Display SSAO" sub-panel name to Screen Space Ambient OcclusionPablo Vazquez
Since it is already a sub-panel of Viewport Display anyway
2018-06-06T55333 Workbench: Cavity ShaderJeroen Bakker
A cavity shader based on SSAO. Works on all workbench deferred passes. Per 3d viewport the cavity shader options can be set as different shading needed different options. Some global options are in the Viewport Display of the scene like num samples and distance. Experimental: Naming of Ridges and Valleys
2018-06-05Merge branch 'master' into 28Campbell Barton
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
2018-06-01Workbench: Material specific settings for the specularJeroen Bakker
- Uses the roughness setting of the basic eevee material - renamed gloss_mir to roughness - set default of roughness to 0.25 - renamed ray_mirror to metallic - cleaned up material rna (BI mirror struct) - use BLINN phong model - normalize incoming/outgoing specular light - when using camera oriented studiolight, the SolidLight will be used for specular highlights - EXPERIMENT: when in world oriented studiolight only the shadow direction will be used. - change the settings of the internal light to make scenes more readable
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.
2018-05-30Workbench: Specular HighlightsJeroen Bakker
Added specular highlights for: - Solid studio shading - Texture studio shading
2018-05-15Workbench: Cleaner Shadow edges own shadowJeroen Bakker
2018-05-09T55008: Migrating RE-Collection data to Scene dataJeroen Bakker
in Scene DNA is available in scene.display New DNA Struct DisplayData Added RNA (scene.display). We already have scene.display_settings which contains non viewpoert specific color management settings. I did not merge those two. Patch should be in line with the ideas that @brecht wrote in T55008. As I am not in detail aware of the decisions that have been made for the override feature I want a short review if it is in line with the plans. Reviewers: brecht, dfelinto Reviewed By: brecht Subscribers: brecht Tags: #code_quest, #bf_blender_2.8 Differential Revision: https://developer.blender.org/D3290
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
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.
2017-10-21Merge branch 'master' into blender2.8Campbell Barton
2017-10-21Cleanup: use relative imports in bl_uiCampbell Barton
2017-10-16Fixup for recent workspace changes: Python filesDalai Felinto
I wrongly changed some of these files via sed, and apparently overdid it in some false positives.
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
2017-05-11Eevee: Add render properties and scene panel.Clément Foucault
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.