Age | Commit message (Collapse) | Author |
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-The pivot point and orientation of any transform are strongly related
-It matches the comma-key and period-key on the keyboard who are neighbours
-We get slightly nicer grouping this way, with the two axis-related options on the left and the two toggles on the right
Reviewers: pablovazquez, campbellbarton
Differential Revision: https://developer.blender.org/D4413
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- Makes it possible to show a vertical line for every marker in the graph editor.
- Makes the marker line visiblity optional in the sequencer and graph editor.
Request from @hjalti.
Reviewers: brecht
Differential Revision: https://developer.blender.org/D4348
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Make this shortcut discoverable.
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* Move all copy & paste operators into the menus. There was no real reason
why these particular operators should be in the header and not in the menus,
like all other operators
* Move ‘Update Automatically’ toggle from UV/Image Editor header into menu.
* Move the pin toggle next to the ID blocks, because it is related.
* Move OpenGL render from sequence header into View menu.
* Sequence editor display mode and channels are now not expanded.
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See: T56648
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* Proportional pie menu at shift+O.
* Snap pie menu at shift+S.
* Pivot pie menu at comma. Previous comma, ctrl+comma, period
and ctrl+period shortcuts for specific pivot types were removed.
Ref T56881.
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Instead use global panel-type list.
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Also update menu items, adding select/de-select.
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Snap before proportional editing, pivot after
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popovers
This commit is an experiment in using popovers as a place to house some
of the filtering options for animation editors, in line with what's taking
place in the Outliner with the filtering popover there too.
Right now, the most frequently used/changed options are still available
on the headers (i.e. the "Only Selected"/"Hidden"/search fields), while
everything else (i.e. the per-datablock filters, which were already hidden
behind a collapsed-toggle button before) now live in the popover.
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See: T54744
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- Added flexible separators to
Clip, Graph, Dopesheet, Image, Node, Timeline, 3D View.
- Added graying out for Proportional Editing
menus to avoid popping when right-aligned.
- Slightly re-arranged some controls,
so they can be on correct side of the separators.
Patch by @billreynish
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Use 'autopep8 --ignore E721,E722' on our UI code, only minor changes.
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D3458 by @billreynish w/ edits.
- Context menu for dope-sheet, graph, image & node editors.
- Add type to contenxt menu header.
- Access with W-Key.
- Change UV-editor weld key binding to Shift-W.
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done for Dopesheet
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This operator is available in the graph editor in the Drivers mode, and
allows quick cleanup of drivers marked as 'invalid'.
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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.
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In preparation for it being removed, see: T47811
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* Added a new dedicated icon for normalize
* Only use an icon for "Auto"
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These take less space, fit in better with rest of the UI, and make their relationship clearer
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Name operator based on default behavior.
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Basically it's a clean keyframes tool, but also removes a channel if the
only remaining keyframe has the default value only and is not used by
drivers or generative modifiers.
It's was used to help with performance of keyframe-heavy scenes in
gooseberry.
Note, as always the curve left after the clean tool is used is not the
same as the original, so this tool is better used before doing custom
editing of fcurves and after initial keyframe insertion, to get rid
of any unwanted keyframes inserted while doing mass keyframe insertion
(by selecting all bones and pressing I for instance)
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scene frame, bound to numberpad zero.
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O key is bound to proportional editing.
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This works by using the distance in the x axis only (usually artists want to influence nearby
keyframes based on timing, not value). Tweaking handles is the same as tweaking
the central handle. It's a bit ambiguous if proportional editing is really meaningful
for handles but will leave that for artists to decide.
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Turned out that I misinterpreted the feature request, plus there are some
minor issues with the commit that would need to be corrected.
After all, I decided to just remove it again as it seems to not be really
useful for the users.
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The term auto-view on its own isn't very meaningful
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Auto View automatically adjusts the view based on selection, so that the view is
always focused on the current selection.
A checkbox in the header is used to access it and it works for the following
selection methods: Toggle All, Border, Circle, Lasso, Left, Right, More, Less,
Linked, Column (so all except of single selection, in which this can be a bit
annoying)
Reviewed by @Aligorith (thanks for that :) )
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properties.
For now, did most of the changes in menu entries (i.e. py space UI scripts).
Note we do not get 100% same results as previously, but current situation is
globally better than previous one, though the whole system to retrieve shortcuts
remains a bit weak...
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and graph editor.
This was a tricky commit that was not so straightforward to make work.
The information for bones is not easy to come by in the animation curves,
however we do have some string manipulation tricks to make it happen.
Testing in gooseberry worked for the rigs there, commiting to master now
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In the process, I've removed the old operator (ANIM_OT_channels_visibility_set)
and folded that option in with the hide operator, to make this consistent
with how this is done in the 3D view and other parts of Blender.
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Revised the tools for managing which FCurves are visible in the Graph Editor
curves area. Now, there are the following tools in place:
* V (channels region only) = Hide all curves except those in selected channels [OLD]
* H = Hide all selected curves [NEW]
* Shift-H = Show all previously hidden curves [NEW]
I've removed the old operator to toggle visibility status of selected curves,
as it doesn't seem that useful anymore.
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Organize Maximize/Fullscreen mess and add a new fullscreen mode with no UI
* Maximize Editor: (old Ctrl+Up)
* Full Screen Window: (old Alt + F11)
* Full Screen Editor: new operator (Alt + F10)
* Change Show/Hide Header: (Alt + F9)
When the mode is on moving the mouse near the top right corner of the
editor shows an icon to go back to the normal editor mode.
This was originally intended for the multiview branch, but this
functionality also benefits non-stereo workflows, thus it can be
reviewed and committed independently.
Development notes:
* This includes cleanups in the code to sanitize the naming of
fullscreen/maximize across the window/editor code.
* Originally the idea was to make the window fullscreen as well, but
this idea was dropped.
* You can see the clicking area when debug is 1
* Technically the user can be left with an unfaded icon in the corner
(specially when using a tablet). If we think this is too bad we can
increase the action zone to be the whole screen, or something similar.
Reviewers: campbellbarton [1], ton [2], fsiddi [2]
[1] actual code review
[2] design review
Differential Revision: https://developer.blender.org/D678
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