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2018-06-12UI: remove redo popover from topbarCampbell Barton
See: T55039
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
2018-06-11Workbench: API ChangesJeroen Bakker
- merged matcap and studioLight api
2018-06-11UI: Separator spacerDalai Felinto
This support layout.separator_spacer() to be used by headers as a way to dynamically separate the ui buttons. Right now no UI file is changed, though we can use this right away in the timeline, and shortly after in the viewport header (moving settings from the topbar to it). Original design by William Reynish. Review: Campbell Barton D3468
2018-06-11Shading: Change icon of userpreference in Shading popoverJeroen Bakker
2018-06-11Overlays: Reserve space for a "Onion Skins" overlayJoshua Leung
While we probably won't be getting a general purpose "Onion Skinning" overlay anytime soon for meshes, etc. (at least not before the depsgraph stabilises, and we also get geometry caching working), for the Grease Pencil integration at least, it makes sense to move GP objects to using a more general/future-proof solution, instead of continuing to use a special/dedicated button in the header. Currently the UI part of this is commented out. Also, the GP branch doesn't need to move to this pre-merge. But, since 2.8 changes move fast, it's better to reserve the space now to have it next to motionpaths, than introduce it later.
2018-06-10Sub-panel for camera DoF for EEVEEPablo Vazquez
2018-06-10UI: Add redo last to edit-menuCampbell Barton
2018-06-10UI: change toolbar icon size from 38 -> 32Campbell Barton
2018-06-10UI: use property split for UV mask panelCampbell Barton
2018-06-10UI: correct jitter buttonCampbell Barton
2018-06-10UI: use split property for tool settingsCampbell Barton
Patch by @billreynish w/ edits
2018-06-10UI: remove tab use in the tool-settingsCampbell Barton
2018-06-10UI: use two columns for the overlay popoverCampbell Barton
Also use sub-panels. Patch by @billreynish w/ edits.
2018-06-10UI: Use flow layout for object properties contextPablo Vazquez
Mainly as a proof of concept and test to use in other contexts.
2018-06-09UI: use draw_header function for popover buttonsCampbell Barton
Add 'is_popover' for panel draw functions to check if they're in a popup. This puts dyntopo toggle next to the popover.
2018-06-08UI: remove tools space type, use properties contextCampbell Barton
We've decieded to use tools context in properties editor.
2018-06-08Workbench: XFlip Matcap per 3D ViewJeroen Bakker
Note: Icons are not yet updated.
2018-06-08Code cleanupJeroen Bakker
2018-06-08Workbench: Custom StudioLight UIJeroen Bakker
2018-06-08Workbench: Lights user prefJeroen Bakker
2018-06-08Workbench: UI for custom studio lights/matcapsJeroen Bakker
- all known image types are supported - BpyAPI for studiolights added - added open user pref operator in shading menu - possible to add multiple files in a single run For now refreshing studio lights will free all studiolights and reinit the whole mechanism. This can be improved by only freeing deleted, reset updated and add new custom studiolights. details to show currently only shows the path we perhaps want to add other information also
2018-06-07Keymap: continued testing/developmentCampbell Barton
After testing in the studio and extending the event system for drag events, we've agreed on adjustments to the new keymap, see: T55162 - Tab: Edit-mode toggle. - Tab + Cursor Drag: mode switching pie menu. - Accent/Grave: for 3D view pie menu. - F3: Search - 1..3, Shift-1..3: Edit mesh vertex/edge/face toggle. Other minor changes were made, however they aren't part of the design. - Ctrl-Shift-S: Image editor Save-As (was F3) - Ctrl-Alt-R: Repeat history (was F3)
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
2018-06-07Bone selection: user control contrastJeroen Bakker
Experiment: let the user be in control of the alpha channel as some rigs are hard too see during bone selection. Especially rigs that were designed for 2.79 wireframe mode.
2018-06-06View3DShading popover: Naming + alignmentJeroen Bakker
2018-06-06View3D: Shading PopupJeroen Bakker
- layout so cavity options are better visible - fixed issues showing wrong options in Material mode - added labels + seperators
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
2018-06-06Move Time Remapping into a sub-panelPablo Vazquez
2018-06-06UI: add particle brush to topbarCampbell Barton
2018-06-06UI: use regular size icons for toolbar popupCampbell Barton
Test this since the popup feels disruptive/flashing when its too large when set smaller it looks closer to a menu w/ key-accelerators which is the intention in this case. It's also more likely the active tool can be placed under the cursor.
2018-06-05Wireframe: Add slider to hide edges from coplanar facesClément Foucault
The default behaviour is to show the same amount of edges as 2.7. The slider makes it possible to show all edges or even less.
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: move 3D view display options into popoverCampbell Barton
- Moved Mesh Display, Mesh Analysis & Motion Tracking display panels to Overlays. - Removed Item panel from sidebar (buttons available elsewhere). Patch by @billreynish w/ edits
2018-06-05Workbench: Matcaps T55291Jeroen Bakker
- users can use their own matcaps .config/blender/2.80/datafiles/studiolights/matcap/ folder - upto 100 matcaps can be loaded - color of the matcap is influenced by the color of the material/single color etc. To show the plain matcap use single color at 1.0 - chosing a matcap is at lighting level (flat/studio/matcap) - matcap only possible in solid mode - also works for X-Ray mode As the old matcaps are still in used by the clay engine I didn't remove it yet.
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.
2018-06-04UI: more subpanels for Cycles and Eevee.William Reynish
2018-06-04UI: use subpanels for Cycles, render, scene, object, particle, curves.William Reynish
2018-06-04Merge branch 'master' into blender2.8Campbell Barton
2018-06-03UI: use subpanel for particle emission source, as an example.Brecht Van Lommel
2018-06-03Edit menu: add Repeat Last and Repeat HistoryPablo Vazquez
2018-06-02UI: use single column layout for particlesCampbell Barton
Also minor changes to other panels. Patch by @billreynish
2018-06-02Fix UI for camera dataDalai Felinto
The fix bit is the split. But since we are using col.separator() left and right we need this as well. I still don't think the separators are the way to go, yet may as well be consistent with the current design in place, thus the extra separator here too.
2018-06-01UI: re-order navigate manipulatorCampbell Barton
Looked as if size applied to navigation too.
2018-06-01UI: use single column properties for object dataCampbell Barton
patch by @billreynish w/ minor edits
2018-06-01X-Ray: Added a slider for the alphaJeroen Bakker
- will not render when set to 0.0 for speed reasons. so when user sets transparency to hide everything the bigger passes will be skipped.
2018-06-01UI: tweaks to viewport shading and overlay panel layouts.William Reynish
2018-06-01UI: use same "Viewport Display" name for scene/object/material panels.Brecht Van Lommel
2018-06-01T54991: Restore support for Motion Path drawing in 2.8Joshua Leung
This commit restores support for Motion Path drawing in 2.8 (as it wasn't ported over to the new draw engines earlier, and the existing space_view3d/drawanimviz.c code was removed during the Blender Internal removal). Notes: * Motion Paths are now implemented as an overlay (enabled by default). Therefore, you can turn all of them on/off from the "Overlays" popover * By and large, we have kept the same draw style as was used in 2.7 Further changes can happen later following further design work. * One change from 2.7 is that thicker lines are used by default (2px vs 1px) Todo's: * There are some bad-level calls introduced here (i.e. the actgroup_to_keylist() stuff). These were introduced to optimise drawing performance (by avoiding full keyframes -> keylist conversion step on each drawcall). Instead, this has been moved to the calculation step (in blenkernel). Soon, there will be some cleanups/improvements with those functions, so until then, we'll keep the bad level calls. Credits: * Clément Foucault (fclem) - Draw Engine magic + Shader Conversion/Optimisation * Joshua Leung (Aligorith) - COW fixes, UI integration, etc. Revision History: See "tmp-b28-motionpath_drawing" branch (rBa12ab5b2ef49ccacae091ccb54d72de0d63f990d)