Age | Commit message (Collapse) | Author |
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Makes the consistent operator names shine through into the UI.
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This is more consistent with the main Render menu, and more descriptive
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Makes it consistent with other paint modes
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tools in Vertex Paint mode
Use correct poll method for both modes
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texture painting
-Slightly simplify in both places too
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painting
This should probably become de-duplicated, but at least they look consistent now
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- Consolidate each brush section (Color, Palette, Gradient) and make them distinct
- Remove the lock icons and move these items into an Options sub-panel, together with other toggles
- They now have more descriptive names
- Use an enum for view vs scene brush unit
- Use Property Split layout and sub-panels in line with the rest of 2.8
- Rename Curve panel to Falloff
Reviewed by: campbellbarton, pablovazquez
Maniphest Tasks: D4529
Differential Revision: https://developer.blender.org/D4529
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Differential Revision: https://developer.blender.org/D4259
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-Use same ordering of Add, Modify, Remove
-Add back Remove Doubles here
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-Transform, Mirror, Snap at the top
-Remove redundant Proportional Editing entry from this menu - we already have it in the header
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-Use property split
-Use sub-panels for Options panel
-Slightly re-organize Options panel
-Remove redundant Deflect Emitter from Options panel (it was already in the tool settings for the Comb tool)
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* Make those single-line warning, there is really no reason to raise
exception (i.e. error) for that.
* Only show them when `--debug` option is set.
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The RNA name didn't match the name used in the UI,
making the quick favourites menu show this as 'Align'.
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Material was already there. Implementation was changed so it's just a
single line of code to adapt a panel to the node editor.
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This commit groups several options that were tested in grease pencil branch:
- Changes to fill algorithms and improves, specially in small areas and stroke corners.
New options has been added in order to define how the fill is working and internally there are optimizations in detect the small areas in the extremes.
Kudos to @charlie for coding this fill improvements.
- New 3D cursor view plane option.
Now it's possible to lock the drawing plane to the 3D cursor and use the 3D cursor orientation. This allows more flexibility when you are drawing and reduce the need to create geometry to draw over surfaces.
- Canvas Grid now can be locked to 3D cursor.
- New option to reproject stroke using 3D cursor.
- Small tweaks and fixes.
Changes reviewed by @pepeland and @mendio
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This bug was introduced in previous commit
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This was already supported for Cycles shader nodes, but now also works for
Eevee and compositing nodes. Instead of a generic NodeCustomGroup, now
there is ShaderNodeCustomGroup and CompositorNodeCustomGroup that can be
subclassed and registered.
Differential Revision: https://developer.blender.org/D4370
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After a previous commit to fix the pin panels, this line was not working as expected. As this variable is not used, the line can be removed.
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X3D has been (basically) ported in rBAe8da70ab73d2dd5ff46, and 3DS has
been downgraded to 'community' support, so we can get rid of that ugly
'slience warning' hack.
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The billboard particles were only used by Blender Internal. So until it is
supported by Cycles of Eevee there is no reason to keep it in the code and
UI.
Fix T61695 Billboard particles not displaying in Eevee viewport, render
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We already have dedicated outliner visibility operators that not only
take precedent over those ones, but also unhide collections as well.
No change for the end user. That said, since I added the outliner
hide/unhide operators I assumed that newly visible objects are to be
selected. That can change in a separate commit, but it should be done
by changing OUTLINER_OT_unhide_all.
Reviewers: brecht
Differential Revision: https://developer.blender.org/D4527
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The keymap names still use the label, so use that again for looking up the
keymap so things work again after recent changes.
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This mimics RNA style class registration,
keeping the same internal data types.
Currently there is a template which shows an example of adding a tool
group with a keymap.
Icon generation still needs to be exposed for general use.
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Tools that come with Blender use 'builtin' or 'builtin_brush' prefix.
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Prepare for exposing tool registration to the Python API.
- Generated tools can use their own prefix so naming collisions
won't happen between hard coded & generated tools.
- Add-on authors can use the add-on name as a prefix.
Currently the names match, renaming will happen next.
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Brush cursor display options are more closely related to other
data-block display options than per-3D viewport overlay.
Rename to avoid confusion.
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For full keymaps, ensure keymap items are lists to allow predictable
manipulation at runtime.
When calling `keymap_init_from_data` directly, allow any sequence type
to allow tools to define their keymaps as tuples.
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This didn't do anything useful (always de-selected all).
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Since this uses the active face this only makes sense in edit-mode.
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Support multi-object edit-mode too.
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Left and right aligned regions get hidden when there is not enough space,
and the main center region was empty. Now remove the left region and put
its contents in the center region, so that it always remains.
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The option can be changed in the Preferences
in `Interface -> Editors -> Factor Display Type`.
Reviewers: campbellbarton, brecht, billreynish
Differential Revision: https://developer.blender.org/D4462
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D4507 by @LazyDodo w/ edits & moved into own module.
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