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2018-10-08use keyword argument for template_node_socket()Philipp Oeser
2018-10-05UI: rename Border Select -> Box SelectCampbell Barton
See: T56648
2018-09-17Revert "Cleanup: use tuples in python according to feedback"Campbell Barton
This reverts commit b1f0e4c2d673320085cd5e1c68f4f5f814bacede. Sets are typically preferred for __contains__ checks when order doesn't matter.
2018-09-15Cleanup: use tuples in python according to feedbackInes Almeida
2018-09-12Shader Editor: tweak when the UI for managing the material is enabledInes Almeida
- disable the UI if the currently selected object does not support materials. - add Metaballs and GPencil as types supporting material.
2018-08-28UI: text keyword argument to labelCampbell Barton
Prepare for keyword only args
2018-08-23UI: rename Grease Pencil panels in toolbar to Annotation.Brecht Van Lommel
To match the panels in the N key sidebar.
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.
2018-07-25UI: Node Editor Properties single columnPablo Vazquez
Color and Properties panels as sub-panels of Node. Collapse Node properties by default, since they are already in the node itself and in material properties.
2018-07-06UI/Python: rename Lamps to Lights, to follow more standard terminology.Brecht Van Lommel
Internally it's still mostly named lamps, though some modules like Cycles were already calling them lights.
2018-07-02UI: Header consistency for Node editorPablo Vazquez
Also move use_insert_offset to the View menu as it is not toggled that often to take space in the header.
2018-06-28Cleanup: pep8Campbell Barton
2018-06-28UI: Center ID Blocks in Node EditorWilliam Reynish
See T55635
2018-06-20Cleanup: follow naming conventionsCampbell Barton
Using panels for presets printed warnings for classes named as menus.
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
2018-06-11UI: split left/right header buttonsCampbell Barton
- 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
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.
2018-06-05UI: context menu for other editor typesCampbell Barton
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.
2018-05-29UI: Expand space sub-types into the menuCampbell Barton
Initial support for expanding editors, see: T54744
2018-05-24UI: View menu area operators now in submenuCampbell Barton
2018-05-01UI: move space-mode selectors before menu itemsCampbell Barton
This adds a convention to have a spaces primary mode selector positioned to at the left of the header.
2018-04-26Workspaces: active view layer now always comes from workspace, not scene.Brecht Van Lommel
Both the scene and workspace had an active view layer, and it was confusing which settings were being used or displayed where. Now we always have one, so there is no mismatch. The "View Layers" tab in the properties editor is now "View Layer", no longer showing a list of layers. Instead view layers can be added and removed with the workspace view layer selector. They are also listed and selectable in the outliner. Single layer rendering uses the active view layer from the workspace. This fixes bugs where the wrong active view layer was used, but more places remain that are wrong and are now using the first view layer in the scene. These are all marked with BKE_view_layer_context_active_PLACEHOLDER.
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
2017-11-23Rename any instance of scene layer or render layer in code with view layerDalai Felinto
The RenderResult struct still has a listbase of RenderLayer, but that's ok since this is strictly for rendering. * Subversion bump (to 2.80.2) * DNA low level doversion (renames) - only for .blend created since 2.80 started Note: We can't use DNA_struct_elem_find or get file version in init_structDNA, so we are manually iterating over the array of the SDNA elements instead. Note 2: This doversion change with renames can be reverted in a few months. But so far it's required for 2.8 files created between October 2016 and now. Reviewers: campbellbarton, sergey Differential Revision: https://developer.blender.org/D2927
2017-11-22SceneRenderLayer Removal/RefactorDalai Felinto
This patch moves all the functionality previously in SceneRenderLayer to SceneLayer. If we want to rename some of these structs now would be a good time to do it, before they are in SceneLayer. Everything should be working, though I will test things further tomorrow. Once this is committed depsgraph can get rid of the workaround added in rna_Main_meshes_new_from_object and finish whatever this patch was preventing from being finished. This patch also adds a few placeholders for the overrides (samples, ...). These are obviously not working, so some unittests that rely on 'lay', and 'zmask' will fail. This patch does not addressed the change of moving samples to ViewRender (I have this as a separate patch and needs some separate discussion). Following next is the individual note of the individual parts that were committed. Note 1: It is up to Cycles to still get rid of exclude_layer internally. Note 2: Cycles still need to handle its own doversion for the use_layer_samples cases and (1) Remove the override as it is (2) Add a new override (scene.cycles.samples) if scene.cycles.use_layer_samples != IGNORE Respecting the expected behaviour when scene.cycles.use_layer_samples == BOUNDED. Note 3: Cycles still need to implement the per-object holdout (similar to how we do shadow catcher). Note 4: There are parts of the old (Blender Internal) rendering pipeline that is still using lay, e.g., in shi->lay. Honestly it will be easier to purge the entire Blender Internal code away instead of taking things from it bit by bit. Reviewers: sergey, campbellbarton, brecht Differential Revision: https://developer.blender.org/D2919
2017-10-21Merge branch 'master' into blender2.8Campbell Barton
2017-10-21Cleanup: use relative imports in bl_uiCampbell Barton
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
2017-09-02Merge branch 'master' into blender2.8Campbell Barton
2017-09-02Cleanup: use title caps for labelsCampbell Barton
Also consistent quoting (single quotes for enums, text uses double).
2017-05-29Access node backdrop as vectorCampbell Barton
Minor change from 'custom-manipulators' branch, avoid conflicts.
2017-05-15Fix T51348: Node highlighting is brokenSergey Sharybin
This feature was disabled in the code but not in the interface. Removing the code, since it needs full re-implementation anyway.
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
2016-08-04Grease Pencil v2 BranchAntonio Vazquez
Improve current Grease Pencil in order to get a better 2D animation tool. More info in WIKI pages: https://wiki.blender.org/index.php/User:Antoniov Reviewed By: Severin, aligorith, campbellbarton Patch by @antoniov, with edits by @Severin. Differential Revision: https://developer.blender.org/D2115
2016-06-22Fix T48703: Name inconsistency w/ area maximize/fullscreenCampbell Barton
Name operator based on default behavior.
2016-02-23Remove unused "Free Unused" option from compositorSergey Sharybin
It was basically doing nothing, for ages.
2016-01-31Cleanup: pep8Campbell Barton
2015-12-13Grease Pencil: Merge GPencil_Editing_Stage3 branch into masterJoshua Leung
This commit merges all the work done in the GPencil_Editing_Stage3 branch as of ef2aecf2db981b5344e0d14e7f074f1742b0b2f7 into master. For more details about the changes that this brings, see the WIP release notes: http://wiki.blender.org/index.php/Dev:Ref/Release_Notes/2.77/GPencil
2015-08-01Note Editor: Auto-offset nodes on insertionJulian Eisel
Implements "Auto-offset" (called "insert offset" in code) feature for Node Editor, developed during and after LSOC :) Idea and sponsoring by Sebastian König, blendFX, Mathias Eimann, Mikavaa, Knick Design When you drop a node with at least one input and one output socket onto a an existing connection between two nodes, Auto-offset will, depending on the direction setting, automatically and animated move the left or right and all of its following nodes away to make room for the new node. The direction for offsetting can be toggled while you are moving the node by pressing „T“. The auto-offset is enabled by default but can be disabled in the header of the node-editor. The offset margin can be changed in the editing section of the User Preferences. Thanks a lot to the sponsors, and especially to Sebastian who helped *a lot* with this. That's how users can help developing Blender!
2015-07-17Fix for nodeitems module using the NODE_MT_add menu types from bl_ui.Lukas Tönne
This is basically a bad-level call: ui scripts are registered *after* the modules. It only works for addons because those are loaded even later. Now the nodeitems_utils module just defines a function which is then called by the UI script, rather than the other way around.
2015-05-21Fix T44795: same menu item for different command in node editor.Bastien Montagne
We have too much of those cases in our UI, if we want to keep operators doing several similar/related but yet different tasks, we should have a real way to support it on label/icon/tip side too. Easier to say than to do though. :|
2015-05-06Fix T44624: world menu appears in node editor header with Blender internal.Brecht Van Lommel
2015-04-14Cleanup: don't use single sets for comparisonsCampbell Barton
2015-04-03Fix T44237: translation does not work for input sockets in 'Active node ↵Bastien Montagne
properties' panel.
2015-01-30Correct location of 'text' button in frame-nodeCampbell Barton
2015-01-29Followup for previous commit: fix mismatches between menu entry and shortcut ↵Bastien Montagne
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...