Age | Commit message (Collapse) | Author |
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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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Conflicts:
release/scripts/startup/bl_ui/space_view3d_toolbar.py
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This commit ports the Grease Pencil properties panel (which displayed the layers info)
to Python, and simplifies the design by using UI Lists instead of listing out the
contents of each layer inline. The resulting design is a lot more compact, and should
also be more easily scannable, especially when you have lots of layers.
For now, I've left all the old C-based layers code alone, but just commented out
in case we need to roll back this commit. So far, all the editors seem to be behaving
correctly, but I may have glossed over some details.
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* Split Grease Pencil toolshelf panels into 2: One for drawing tools, and the
other for the new stroke-editing tools
* Added support for Grease Pencil toolshelf panels in Node Editor. As this gets
added before all the other bits and pieces, this currently becomes the first
tab in the menu (which is not what we want). This will do for now, since I'm not
sure what alternatives to doing it this way exist.
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Basically the title tells it all, quite straightforward implementation.
The only thing is the image.render_slot which used to represent the active
render slot index is now moved to image.render_slots.active_index.
Reviewers: venomgfx, campbellbarton
Differential Revision: https://developer.blender.org/D821
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* Add unified color settings to brush menus.
* Add notifier on fill tool from drag and drop to refresh icons
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That's indeed rather creepy to show only icon for the enum where
all the elements have the same exact icon.
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* Move "save all edited" operator to layer tab
* Duplicate operator in image menu in image editor.
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Yep, at last it's here!
There are a few minor issues remaining but development can go on in
master after discussion at blender institute.
For full list of features see:
http://wiki.blender.org/index.php/Dev:Ref/Release_Notes/2.72/Painting
Thanks to Sergey and Campbell for the extensive review and to the
countless artists that have given their input and reported issues during
development.
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Simply add an option to render settings to save an EXR cache,
just when the render is finished. Also changed RE_ReadRenderResult() to read
cache instead of temp sample files (those are fully volatile now anyway).
Path to save cached render results is an UserPreferences setting.
Also added 'Reload render' feature to the Image Editor (so one can now re-open a blend,
and in an Image Editor hit ctrl-R to (try to) reload last render from cache).
Reviewers: campbellbarton, sergey
Differential Revision: https://developer.blender.org/D553
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Use frosted rather then pyflakes
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This is what we do with boolean and sub-settings. We usually hide it when the options depend on a menu-enum.
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For initial discussion see T38371
This commit organized panels for image editor to new tab categories dependent
on the image editor mode:
View Mode:
Tools - contains UV tools (currently only transform and UV Sculpting)
Scopes - contains scopes
Grease Pencil - contains Grease Pencil operators
Paint Mode:
Tools - contains brush options
Scopes - as above
Grease Pencil - as above
Mask Mode
Mask - contains mask tools
Scopes - as above
Grease Pencil - as above
Grease Pencil panel/tab now includes operators, not view options which have been
moved to the UI region on the right.
To make this work better, image editor toolbar now is of type TOOLS instead
of PREVIEW as was the case previously. A nice version patch makes sure all
works predictably, but opening newer files with older blender executables
could backfire.
This commit does not address which UV Tools will be included in the
Tools tab for the view mode, but does include some basic tools (transform)
and provides a class to inherit from to avoid conflicts with UV Sculpting.
Reviewers: brecht, dingto, sergey
Differential Revision: https://developer.blender.org/D315
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Patch D160, by Scott Petrovic with own modifications.
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operator for opening images in the image editor header, it's easily one
of the most common operations, don't see why it has to be only accessed
from menu.
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panel in paint modes. Also expose all options of mask textures in the
mask texture panel, even if there is no texture, just like regular
textures are presented.
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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"!
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select-split and unlink-selection did the same thing,
keep select split since it fits closer to mesh editmode and single key access (Ykey).
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already implemented, it's in the Appearance panel now. Also added that panel to
the image editor now since it's relevant there too.
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* 2D image painting with textures that contained alpha did not work correctly,
had been broken for a while.
* 2D image panels texture (mask) panels showed wrong buttons for texture overlay.
* Texture map mode 3D now also uses masking, like Tiled and Stencil the texture
does not move along with the brush so it works fine.
* 2D image paint View mapping did not work correct, especially noticeable with
Rake rotation.
* Masking is now disabled for the smear tool, this can't really work because
the original image is constantly changing and gave artifacts.
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after e.g.
scaling it along one axis, now there's a Reset Transform button.
The Image Aspect button is now also hidden unless the texture is an image texture.
And also hide the color wheel for painting tools that don't use colors.
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* 2D image painting support for masking to limit the max contribution of a stroke
to a pixel, to get it working compatible with projection painting. Not strictly
a bugfix, but the inconsistency here was annoying.
* Fix python errors in Texture Mask panel in image editor, was missing overlay
options.
* Clamp paint mask to 0..1 in case some texture exceeds it, this could give black
pixels due to integer overflow.
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These tools allow to extend or shrink uv selection like in edit mode, but also take selection mode, sync mode and sticky mode into account.
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next to the overlay alpha.
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cleanup.
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* Using masking is determined only by the presence of the texture,
remove extraneous DNA flag (might cause issues later but in practice
brush options are not harmful)
* Overlay and angle sliders are active during stencil mapped brushes
* Only draw the overlay if there's a texture.
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sculptification commit. We have a drop menu to select the stroke mode
now. Jitter controls appear under stroke panel under all modes (As they
should! They stroke control options). Also enable jittering for all
modes. I really fail to see why not.
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Also add random mapping to brushes.
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And 55555. :D
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* Jittering accounts for zoom
* Smooth stroke accounts for zoom
* Expose smooth stroke in image paint editor.
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