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2018-04-25UI: add extrude iconCampbell Barton
2018-04-25UI: show all pain mode panels in the topbarCampbell Barton
This shows some which need to be hidden (eventually).
2018-04-25UI: move mode options to the topbarCampbell Barton
Remove toolbar panels which have items available in menus.
2018-04-25UI: Apply remove redo regionCampbell Barton
This was a disabled part of the top-bar merge (code by @Severin) The only change made is to move to redo UI into a popover.
2018-04-25UI: remove history & object toolsCampbell Barton
Add object shading menu.
2018-04-25UI: remove mesh panelCampbell Barton
2018-04-24UI: remove shading & uv's panelCampbell Barton
2018-04-24UI: disable grease pencil panelCampbell Barton
Disable poll functions since branch replaces this code.
2018-04-24UI: move rigid body physics to menuCampbell Barton
2018-04-24UI: remove animation panelCampbell Barton
2018-04-24UI: remove relations panelCampbell Barton
2018-04-24UI: remove transform panelsCampbell Barton
2018-04-24Markers: Move "Bind Camera to Marker" from 'View' Menu to the Markers menu ↵Joshua Leung
proper It was always weird that this tool for markers was stored in a different menu where it was hard to find.
2018-04-24UI: move mesh-weights from panels to menusCampbell Barton
Also de-duplicate edit/object mode menus.
2018-04-24UI: hide toolbar text when narrowCampbell Barton
2018-04-24UI: remove create panelCampbell Barton
Move create to the menus.
2018-04-24UI: remove toolbar headerCampbell Barton
2018-04-24UI: use new icons in toolbarCampbell Barton
2018-04-24EEVEE: LightProbes: Add Visibility Group to DNA/RNA/UI.Clément Foucault
2018-04-24Topbar: clarify command settings name, remove placeholder button.Brecht Van Lommel
2018-04-24Check LOCAL datafiles if SYSTEM not foundCampbell Barton
2018-04-24UI: use icons for the toolbarCampbell Barton
2018-04-23Pqrtiql fix of some operators in object.py.Bastien Montagne
They were still trying to set active object of Scene. Select hierarchy with extend option is still not zorking for some ;ysterious reasons. :/
2018-04-23Cleanup some remaining LOD stuff after BGE removal.Bastien Montagne
2018-04-23Fix: View All/Selected entries in new "timeline" not workingJoshua Leung
These entries were still referring to the old standalone timeline editor
2018-04-23WM: use last_redo operatorCampbell Barton
Was showing operators that weren't meant to display in the UI.
2018-04-23UI Tweak: Bring Graph Editor's mode selector left of the menus, as is now ↵Joshua Leung
done for Dopesheet
2018-04-23Manipulators: tweak plane distance in move manipulatorInes Almeida
2018-04-22UI: Editor outline color themableDalai Felinto
Note: Not bothering with doversion, re-using 280, 10 bump.
2018-04-22UI: make button roundness themeable.Brecht Van Lommel
2018-04-22UI: Initial popover support for panelsCampbell Barton
- UILayout.popover(.. panel_type ..) A single panel - UILayout.popover_group(.. panel categories ..) Expands all panels matching args. Currently used in the topbar for redo and paint options.
2018-04-22Merge branch 'master' into blender2.8Campbell Barton
2018-04-22Cleanup: de-dup popup/pie menu RNA definitionCampbell Barton
Also rename pupmenu -> popmenu
2018-04-22Cleanup: styleCampbell Barton
2018-04-21Topbar: remove info editor menus, rename topbar menus for script compatibility.Brecht Van Lommel
We can still rename them later, but avoid breaking stuff for now.
2018-04-21Topbar: visual tweaksBrecht Van Lommel
* Make bottom half of topbar a bit higher * Make tabs higher and put them closer together * Remove screen layouts dropdown, we'll have one layout per window * Hide action zones from topbar * Don't change topbar background color when activating
2018-04-21Fix topbar UI w/ no active objectCampbell Barton
2018-04-20Dopesheet-Timeline: Removal of Timeline Editor!Joshua Leung
This commit removes all references to the old timeline editor. Unfortuantely, the removal of the Timeline spacetype defining functions has ended up breaking the version patching code I'd been working on earlier (as now, the editor gets marked as "unknown/info" before we get a chance to patch it!)
2018-04-20Move the set start/end frame operators from Timeline to Animation moduleJoshua Leung
Eventually the idea is that they'll get remapped to some more global/generic hotkey that can get used across all animation editors (see T54728). However, to facilitate the removal of the timeline editor, it's better we do this now.
2018-04-20Dopesheet-Timeline: First steps towards making the Timeline a mode of the ↵Joshua Leung
DopeSheet Editor For many years, animators have been requesting the ability to edit keyframes in the timeline. However, implementing such tools in the timeline quickly becomes a slippery slope, where we'll eventually end up having to duplicate all the functionality from the dopesheet editor. Discussing with William and Pablo this morning, we realised that perhaps it might be possible to just make the Timeline a mode of the Dopesheet Editor (and kill off the old standalone Timeline), meaning that we essentially get all the Dopesheet Editor goodness for free! Also, with some proposed UI updates (i.e. allowing "submodes" of editors to be part of the the main editors selector), it might not even matter that there isn't an "actual" timeline editor anymore. This commit implements the following changes (which are actually sufficient for supporting most basic workflows): * Timeline mode in Dopesheet Editor * Tweaks to UI code to make the Timeline header/menus show up in Dopesheet editor TODO: * Hide channels list when switching to timeline mode * Port over cache-file indicators * Add missing timeline-only settings that need a new home in the dopesheet * Go through fixing all timeline editor operators (e.g. Bind to camera) * Port over start/end frame shading (and adjust preview range rendering to make the distinction between these clear) * Remove old timeline editor, and transfer over any leftover code
2018-04-20Eevee: TAA Reprojection: Add layer property.Clément Foucault
2018-04-20UI: New Global Top-Bar (WIP)Julian Eisel
== Main Features/Changes for Users * Add horizontal bar at top of all non-temp windows, consisting out of two horizontal sub-bars. * Upper sub-bar contains global menus (File, Render, etc.), tabs for workspaces and scene selector. * Lower sub-bar contains object mode selector, screen-layout and render-layer selector. Later operator and/or tool settings will be placed here. * Individual sections of the topbar are individually scrollable. * Workspace tabs can be double- or ctrl-clicked for renaming and contain 'x' icon for deleting. * Top-bar should scale nicely with DPI. * The lower half of the top-bar can be hided by dragging the lower top-bar edge up. Better hiding options are planned (e.g. hide in fullscreen modes). * Info editors at the top of the window and using the full window width with be replaced by the top-bar. * In fullscreen modes, no more info editor is added on top, the top-bar replaces it. == Technical Features/Changes * Adds initial support for global areas A global area is part of the window, not part of the regular screen-layout. I've added a macro iterator to iterate over both, global and screen-layout level areas. When iterating over areas, from now on developers should always consider if they have to include global areas. * Adds a TOPBAR editor type The editor type is hidden in the UI editor type menu. * Adds a variation of the ID template to display IDs as tab buttons (template_ID_tabs in BPY) * Does various changes to RNA button creation code to improve their appearance in the horizontal top-bar. * Adds support for dynamically sized regions. That is, regions that scale automatically to the layout bounds. The code for this is currently a big hack (it's based on drawing the UI multiple times). This should definitely be improved. * Adds a template for displaying operator properties optimized for the top-bar. This will probably change a lot still and is in fact disabled in code. Since the final top-bar design depends a lot on other 2.8 designs (mainly tool-system and workspaces), we decided to not show the operator or tool settings in the top-bar for now. That means most of the lower sub-bar is empty for the time being. NOTE: Top-bar or global area data is not written to files or SDNA. They are simply added to the window when opening Blender or reading a file. This allows us doing changes to the top-bar without having to care for compatibility. == ToDo's It's a bit hard to predict all the ToDo's here are the known main ones: * Add options for the new active-tool system and for operator redo to the topbar. * Automatically hide the top-bar in fullscreen modes. * General visual polish. * Top-bar drag & drop support (WIP in temp-tab_drag_drop). * Improve dynamic regions (should also fix some layout glitches). * Make internal terminology consistent. * Enable topbar file writing once design is more advanced. * Address TODO's and XXX's in code :) Thanks @brecht for the review! And @sergey for the complaining ;) Differential Revision: D2758
2018-04-20UI: move manipulator to tool-systemCampbell Barton
Current manipulator now follows active tool.
2018-04-20Workbench: Draw random object colorsJeroen Bakker
Basic implementation hashes the ob->id.name. In the future we should use an golden ratio offset algorithm as it can make a better random palettte.
2018-04-20Merge branch 'blender2.8' into blender2.8-workbenchJeroen Bakker
2018-04-20Workbench: Added the basics for the OverlayModeJeroen Bakker
Implemented the face orientation overlay for testing. Overlay mode is only drawn when there are overlays to be rendered. The overlay mode is rendered before the object mode.
2018-04-20Remove Armature Sketching & RetargetCampbell Barton
While the feature is interesting, it's not much from what we can tell. Retargeting is an important feature but needs to fit in better with typical animation work-flows. See: T52809
2018-04-20Limit updates to active view layer onlySergey Sharybin
This is rather uncommon when operator will operate on a non-active view layer, so there is no need to do full scene update. This change solves lag first time using Extrude operator in edit mode.
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.
2018-04-19Workbench: removed per collection object colorJeroen Bakker
Will be part of the collection manager where per collection the ob->col can be set. This currently depends on DepsGraph + CollectionManager. I removed it for now so the code won't influence development