Age | Commit message (Collapse) | Author |
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These are intended to behave just like any other builting property, so
no to always show them in the Custom Properties panels for regular users.
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Suggested by kostex_mb on IRC
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The button & key are displayed here, so its best if the shortcut works.
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No need to make attr-lists with the current layout logic.
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Makes it easy to quickly hide all non-geometry.
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- Rename "Viewport Info" to "Text Info".
Name was too vague, nearly everything is information,
this currently only controls overlay text.
- Swap text-info & 3D-cursor, making 3D-cursor less prominent.
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This is a quick way to see if some of the object types in the
scene are hidden or unselected.
Icon design may change.
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Remove bpy.utils.register_module() & logic tracked RNA classes.
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- Logical use of fields since they define type information.
- Avoids using ordered-dict metaclass.
Properties using regular assignments will print a warning and load,
however the order is undefined.
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This brings the Object Visibility dropdown closer to overlays which
also controls visibility of elements int he viewport, so it makes more
sense there. Also placing the Overlays settings closer to the viewport.
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While this is a fairly obscure option,
it means it's possible to disable all overlays except for any
overlays the users wants to see.
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Part of design: T55863
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Sub-panels for shading, measurement, normals, freestyle and developer.
Less-used sub-panels will be collapsed by default once their implementation
is complete (fixing spacing between sub-panels, adding the triangle to collapse, etc).
Also added missing check for overlays on/off on existing sub-panels.
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Move face-orientation to less prominent location since its
more of a debugging option.
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The Shadow and SSAO settings here are accessible from the Shading popover.
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Avoids having to switch between two icons, which was misaligned anyway.
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* Unify X-Ray/Shadow toggle and factor, using the whole width gives you finer control
* Shadow settings next to intensity slider
* Cavity settings next to Ridge/Valley sliders
* Collapse Cavity settings when not used
* Make MatCap preview and browser dialog smaller. MatCaps are added by the user
so she is already familiar with how they look. No need to preview them that big
while browsing. To see the MatCaps in detail we have the User Preferences/Asset Manager.
Having popovers inside popovers triggers some minor glitches that will be addressed later.
(e.g. they open on mouse over and the popover arrow is not aligned)
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Position 'outline selected' more prominently,
gives more useful behavior when dragging over the left column.
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Group Object Type Visibility with the viewport settings in the header.
The eye icon is a placeholder. A new icon is needed to better communicate
the user at a glance if all (or none) object types are enabled, or why certain types
are not visible/selectable in the viewport.
Part of design: T55863
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When tweaking the shading/overlays settings through the popovers,
these get on the way of the content in the viewport. Making it hard to
see the result of our changes.
Unfortunately this breaks consistency with other headers where the snapping
tools are aligned to the right, but the benefits outweigh the costs.
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Organize content in categories/sub-panels.
The result is a more organized but slightly taller popover.
Once sub-panels are implemented code-wise, the alignment issues
(like panel label) and extra space between the content and panels
headers will be reduced. Together with the ability to have certain
less-used popovers collapsed by default, this will make the
popover more compact.
Part of design: T55863
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There are now 3 categories in the overlay popover:
- Navigation
- Active (camera, lamp... etc)
- Tool (manipulator)
The user preference for mini axis now controls if the mini axis
displays minimal or a full-interactive widget.
Part of design: T55863
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This hides extra wires and details you may want to disable,
name may be changed.
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This separate probe rendering from viewport rendering, making possible to
run the baking in another thread (non blocking and faster).
The baked lighting is saved in the blend file. Nothing needs to be
recomputed on load.
There is a few missing bits / bugs:
- Cache cannot be saved to disk as a separate file, it is saved in the DNA
for now making file larger and memory usage higher.
- Auto update only cubemaps does update the grids (bug).
- Probes cannot be updated individually (considered as dynamic).
- Light Cache cannot be (re)generated during render.
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Allows drawing motion paths without the bones.
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Remove Shift-B, operator option is removed.
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We already have Ctrl-B for setting the border,
no need for two keys to do the same thing.
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Add for convenience only.
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Hard coded keys have been removed from transform.
Since these keymaps will likely remain unchanged,
remove them to avoid maintenance overhead.
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Instead of running code to create a keymap, store them as data.
This allows for keymaps to share content as well as running
transformations at load time.
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