Age | Commit message (Collapse) | Author |
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In stead of a single refresh function that re-init the whole system. The
API now supports adding and removing. Which will be much faster and less
flickering of missing icons when adding/removing lights
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Cache files were not deleted and when uploading a new file with the same
name resulted in using the old cache file.
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There was a Full Shading bool that was shared across the WP, VP and TP
modes. This commit makes some changes:
- Replace the bool with a factor. This gives the user more control on
the visibility.
- Also draw it on top of the Material and Rendered mode so the user can
control what he needs. In certain cases you don't want to see the final
rendered material, but the actual texture.
- Removed the skipping of objects when in paint modes. As now the paint
modes are blended.
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the use of the texture drawtype is limited. so who should we have it
this prominent on the screen. By adding it as a shading.color_type
option we should save some screenspace.
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Currently only used for "Edit Source" feature.
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Also temporarily bring back the toggle to search, since it's off by default.
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Expose search like in 2.7, we could make it pop on Ctrl+F to save space if needed.
Align Filter and the less used View menu to the right.
Based on mockups and feedback session with William
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See: T54744
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See: T54744
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Using panels for presets printed warnings for classes named as menus.
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H hides selected objects, Shift+H hides unselected objects, and Alt+H
reveals hidden objects.
This hiding state is distinct from restrict viewport and render, and
meant for temporarily hiding objects without affecting more persistent
collection hiding.
Object hiding is per view-layer, same as selection. It affects the
viewport and any preview renders in there, but not final renders.
In the outliner, different icons are now used for temporary hiding, and
restrict viewport and render. Hidden objects are greyed out.
Remaining design issues:
* For lamps we probably still want to keep their effect on the scene,
currently they are fully disabled by hiding. Arguably mesh lights or
even objects being reflected or casting shadows are not that different
but perhaps the special lamp exception from local view should remain.
* We need a feature still to disabled this hiding for specific viewports,
for render or animation preview where you want to see the entire scene
while working in another view.
* We need a new icon for restrict viewport, for now it uses a grid similar
to the 2.4 icon.
* Hiding objects does not preserve selection state as it did in 2.7,
it's probably convenient to support this again?
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Remove suffix from name since they are sub-panels now.
Display Settings -> Viewport Display, and two sub-panels as well for less used settings.
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Also remove suffix from name since they are sub-panels now.
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Also remove suffix from name since they are sub-panels now.
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Also remove suffix from name since they are sub-panels now.
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Also remove Cloth suffix from name since they are sub-panels now.
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studiolight_background => studiolight_background_alpha
Removed "Show" from the label
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Keep 'mode' only for 'context.mode'.
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Avoid obscure options here.
Move to the edit menu, although this may be temporary.
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Design from T55246 is kept while allowing 2.7x behavior.
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There is room for it anyway because of the 3 buttons on the right.
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By default users want AA in the viewport. For slower systems you want to
be able to turn it off. As in the future we would also like to support
TAA in the viewport we introduced it as a Max Viewport AA settings.
Also removed the drawoption to enable/disable AA per viewport
When rendering the AA is always turned on.
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This mimics the behaviour of the old wireframe mode. When in Xray mode,
don't use the limit selection to visible option.
Also hide the option if Xray is enabled.
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The Eevee AO node supports the new Normal socket, but ignores Distance,
Samples, Inside and Only Local settings.
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This means the shader can now be used for procedural texturing. New
settings on the node are Samples, Inside, Local Only and Distance.
Original patch by Lukas with further changes by Brecht.
Differential Revision: https://developer.blender.org/D3479
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Need to use the 'use_partial_connect' option in island connect,
so changed signatures of various functions to pass that into and
then down from BM_mesh_intersect (making true for intersect, false
for boolean).
Then fix bm_face_split_edgenet_partial_connect to work when
input edges are not necessarily wire, but at least not in the
face they are being connected in. That caused generalization
of core BM_vert_separate_hflag_wire (which is only used in
this one place in all Blender).
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FXAA implementation in the deferred renderpass of the workbench.
Can be enabled per 3dview. Eventually this will also be a user setting
as it is more a system/performance setting than a scene setting.
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