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That one was a bit more complicated, and is still only partial refactor
(ultimately we want to have a foreach_id callback in SpaceType itself I
think...).
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Note this only changes cases where the variable was declared inside
the for loop. To handle it outside as well is a different challenge.
Differential Revision: https://developer.blender.org/D7320
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Makes it more clear that code using this is related to the RNA
integration of a type.
Part of T74432.
Also ran clang-format on affected files.
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Part of T74432.
Mostly a careful batch rename but had to do few smaller fixes.
Also ran clang-format on affected files.
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Follow up of b2ee1770d4c3 and 10c2254d412d, part of T74432.
Now the area and region naming conventions should be less confusing.
Mostly a careful batch rename but had to do few smaller fixes.
Also ran clang-format on affected files.
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Continuation of b2ee1770d4c3, now non-single word variables are also
renamed.
Part of T74432.
Also ran clang-format on affected files.
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The old convention was easy to confuse with ScrArea.
Part of https://developer.blender.org/T74432.
This is mostly a batch rename with some manual fixing. Only single word
variable names are changed, no prefixed/suffixed names.
Brecht van Lommel and Campbell Barton both gave me a green light for
this convention change.
Also ran clan clang format on affected files.
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Also correct some outdated symbol references,
add missing 'name' commands.
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This provides an API to access structs
with their members set to default values:
- DNA_struct_default_get(name)
- DNA_struct_default_alloc(name)
Currently this is only used for scene & view shading initialization,
eventually it can be used for RNA defaults and initializing
DNA struct members on file reading.
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Add option to change the Intensity of the HDRI in the 3d viewport. This works for both EEVEE and Cycles
Reviewed By: brecht, fclem
Differential Revision: https://developer.blender.org/D5674
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This change implements the basics as described in {T68312} for the
shading modes.
* LookDev shading mode is renamed to Material Preview. It always uses Eevee as renderer, and is intended to provide a fast material preview suitable for texture painting, and texture and material setup.
* Rendered shading gains "Use Scene Lights" and "Use Scene World" options similar to current Material Preview. These will be enabled by default. When Use Scene World is turned off, HDRIs will be used for lighting instead. These options are available for EEVEE and Cycles.
* Renderers will be able to customize the shading settings panel and add additional settings.
Reviewed By: brecht, fclem
Differential Revision: https://developer.blender.org/D5612
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Revert part of d56c0a0a6affcdfd7335c
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This removes the dither patterns visible in wireframe mode.
This does decrease de depth perception but many users complained
about the visual noise it produces.
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It's closer to the default matcap now, but slightly less metallic and dark. The
reason to use studio lights as default is because the roughness and metallic
parameters of the material then have an effect, and because Texture color mode
does not work for matcaps.
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This also makes `IDP_CopyProperty` the "opposite"
of `IDP_FreeProperty`, which is what I'd expect.
Two refactoring steps:
* rename IDP_FreeProperty to IDP_FreePropertyContent
* new IDP_FreeProperty function that actually frees the property
Reviewers: brecht
Differential Revision: https://developer.blender.org/D4872
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This makes the code confusing since we now have two other kinds of tabs
(navigation bar and panel categories).
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* Timeline has summary collapsed to show only one row of keyframes.
* Cavity default is screen space curvature (faster).
* Scripting workspace text editor uses syntax highlight and line numbers.
* Marker lines enabled by default in all animation editors.
* Movie clip editor pivot point default to median.
Ref T63986.
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Currently this is only in the 3D viewport however all spaces
that use the tool-system will have this region added.
D4680 by @brecht with own updates.
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Apply clang format as proposed in T53211.
For details on usage and instructions for migrating branches
without conflicts, see:
https://wiki.blender.org/wiki/Tools/ClangFormat
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* It can be hidden by dragging it up/down.
* It can be at the top or bottom, independent of the header.
* It uses the color theme from the header.
* It does not change its color, when the area becomes active.
Currently, it is used in the text editor to display the file path.
Differential Revision: https://developer.blender.org/D4601
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While \file doesn't need an argument, it can't have another doxy
command after it.
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Users expect this to apply to existing files,
adjust this to apply on load, defaults to off.
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Move \ingroup onto same line to be more compact and
make it clear the file is in the group.
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BF-admins agree to remove header information that isn't useful,
to reduce noise.
- BEGIN/END license blocks
Developers should add non license comments as separate comment blocks.
No need for separator text.
- Contributors
This is often invalid, outdated or misleading
especially when splitting files.
It's more useful to git-blame to find out who has developed the code.
See P901 for script to perform these edits.
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e.g. sculpting
The approach is fairly simple, just apply an edge detection filter to the view normal and scale the brightness based on that.
The overlay is disabled at object boundaries to avoid dark lines around objects.
Generally, this implementation follows the proposal of @monio at https://blender.community/c/rightclickselect/J9bbbc.
The changes are:
- Dynamic filter radius (on high-DPI displays, a radius of two is used)
- Options to reduce the strength of both ridges and valleys
- Tweaked function for the strength reduction (the original method actually had a local maximum, resulting in a brighter line inside valleys)
- Multiplication for blending instead of overlay, which doesn't work reliably with scene-referred intensities
- Renamed to point out the distinction between it and the SSAO-based cavity overlay
Reviewers: jbakker
Reviewed By: jbakker
Subscribers: billreynish, manitwo, linko, monio
Differential Revision: https://developer.blender.org/D3617
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Implements the first changes for T54115:
* Rename "User Preferences" window to "Settings" in the UI.
We'll likely put workspace settings in there, separate from the global
user settings. System settings should become separate from user
settings in future to allow settings for specific hardware.
* Add sidebar region for navigation (scrolls independently).
Addresses space problems, so we can add more categories as needed now.
* Increase size of Settings window to compensate new navigation bar.
* Group sections into User Preferences and System.
Icons for section groups by Andrzej Ambroz. Thanks!
* Bumps subversion for file compatibility.
Screenshot: https://developer.blender.org/F5715337
I also added categories for future work, but commented them out.
We may also want to redesign contents of each section now.
Reviewers: brecht, campbellbarton
Differential Revision: https://developer.blender.org/D3088
Design Task: https://developer.blender.org/T54115
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This shows bones in font and uses the xray toggle binding.
Also 'bone select' isn't very meaningful on it's own.
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This commit make the Xray option for the wireframe different from the other
shading mode. This makes it possible to rapidly switch between wireframe +
Xray and Solid mode without Xray.
Xray alpha is also decoupled.
Both variables are duplicated and exposed separately through RNA.
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Replaced the draw world option with a shading.background_type enum.
Where the user can select Theme, World or a Custom color.
World and theme colors do not always work in workbench. We needed to
have an option what the user could control locally (per viewport).
Especially when using linked data.
I removed the world background drawing from the draw_manager. It was never used as EEVEE and Workbench both override the logic.
Not 100% sure about the naming of Theme, World, Viewport.
In other parts of blender's codebase World is sometimes called Scene.
Will stick to the names that describes its location best.
{F3990139}
Reviewers: fclem, campbellbarton
Reviewed By: fclem
Subscribers: venomgfx
Tags: #bf_blender_2.8
Differential Revision: https://developer.blender.org/D3551
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This is intended for quick renders for previsualization, animation previews
or sequencer previews. It provides the same settings as found in the 3D view
Shading popover in solid display mode, but in the scene render properties.
The "Workbench" engine was removed, and this name no longer appears in the
user interface, it's purely an internal name. We might come up with a better
name for this OpenGL engine still, but it's good to be consistent with the
OpenGL Render operator name since this has a similar purpose.
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Operators ignored edges along the screen-layout bounds. They should've ignored
those along window bounds instead.
Although the global areas can not be joined/split, the adjacent areas can. So
the menu should still be shown.
Had to change the return value of area joining operator, so that an error report
can show up when trying to join over a global area edge. Think this is fine to
do, but you never know with such stuff.
Preferably we'd gray out the "Join Area" item in the menu when clicking on the
edge of a global area. Unfotunately the operator uses coordinates passed as
operator properties to find the right edge/areas, which we cannot access from
the poll callback.
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Key shortcuts and explanation about how to use the tool should go to the
status bar, but other info can in the header so it's near where the user
is working. This distinction has not been made yet for all operators.
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Python API is context.workspace.status_text_set()
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- Add/Remove from RMB context menu.
- Stored in user preferences.
- Access from Q key.
See T55027.
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Without these minor changes loading files from 2.8 will crash.
Manually applied edits from 26786a2b87a08
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