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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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Moves the preset into a menu for the panel header, so it can be changed
without opening the panel and takes up less space. Two remaining issues:
* For long lists the add new preset button can be scrolled off screen.
* We should support showing the name of the chosen preset in the panel
header, but the current preset system does not support detecting which
preset is used.
Differential Revision: https://developer.blender.org/D3366
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Strip unindented comment blocks - mainly headers to avoid conflicts.
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The Studio lights are now loaded from disk. The location is
`datafiles/studiolights` they need to be JPG for now. JPG cannot store
HDRI color range but they are clamped inside the Workbench
engine for speed reason. I didn't select JP2K as it might not be
enabled.
Users can add upto 20 HDRI files. This limitation is inside the
RNA_space.c Currently the icons are calculated when you first open the
selection box for the HDRI's. We could add them to a background
rendering later.
I added 2 test files a sky texture rendered in Cycles and an HDRI from
cloud.blender.org.
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Including Cubemap, Grid and Planar
Designed by @wevon with minor modifications as part of T53840. Thanks!
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Note this comes from the greasepencil-object branch, and are merged to help
preventing future merge conflicts.
Also, I renamed the icons for consistency sake. So when this is merged in 2.8
other areas of the code will need to change.
Icons by Matias Mendiola
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This reverts commits:
* f0ef3603862 Grease-Pencil: Icons from the grease pencil branch
* 13bf4b3804b Grease-Pencil: Fixup for icons
* fb8c382fa17 Grease Pencil dat files fix
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placeholder.
Note that due to mess with inkscape (see T53516), I cannot generate a new icon
currently. :(
Commit related to T53501.
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Replaces the placeholder 'emtpy' icons of "Force Field" and "Group
Instance" entries in object-add menu with proper new ones.
Icons by @zlsa, thanks a lot!
Maniphest task T51291.
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* Added a new dedicated icon for normalize
* Only use an icon for "Auto"
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Improve current Grease Pencil in order to get a better 2D animation tool.
More info in WIKI pages: https://wiki.blender.org/index.php/User:Antoniov
Reviewed By: Severin, aligorith, campbellbarton
Patch by @antoniov, with edits by @Severin.
Differential Revision: https://developer.blender.org/D2115
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Currently "long keyframes" are only useful for indicating where stationary
holds occur. If however you try to create a "moving hold" (where the values
are slightly different, but in terms of overall effect, it's still a hold)
then it could get tricky to keep track of where these occur.
Now it's possible to tag such keyframes (using the keyframe types - RKEY)
as being part of a moving hold. These will not only be drawn differently
from normal keyframes, but they will also result in a "long keyframe"
being drawn between each pair of them, just like if they had been completely
stationary instead.
Currently the theming/styling of these is a bit rough. They reuse the existing
theme colours for long keyframes.
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The theme color set selector (for Bone Groups) will now show previews of
what each color set looks like. It does so using a 3-color band icon.
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The new "default keyframe type" dropdown on the timeline header
(and also the "Keyframe Type" operator/properties in other places)
now has procedurally generated icons which reflect what that keyframe
type will look like when rendered in the Dope Sheet.
This was achieved using the ancient "VICON" (vector icon) stuff
that's lurking around in the dark parts of UI code. From memory,
the only other things that use (or used to use) this stuff included
some of the triangle icons for some dropdown buttons, or something
like that.
Notes:
* Theme colour changes are reflected immediately by these icons.
This is possible because they are all drawn procedurally
* These icons scale with the DPI setting. I manually guessed the size of
these icons. They can be adjusted further if needed.
* I've documented the steps for adding voodoo icons like this on the wiki
(http://wiki.blender.org/index.php/Dev:2.7/Source/Checklists/Vector_Icon)
* It's true that the rendering of these keyframes doesn't quite fit the rest
of the icons in the UI. However, since we're just leveraging the standard
keyframe drawing methods (to avoid discreptancies between the two), we'll
leave it as such for now. Maybe later we can consider blending in a bit of
the glossy keyframe icons in the Icon Sheet?
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This patch adds icons to the physic collision shapes.
Adding a new capsule shape 'mesh_capsule' icon which represent the shape better then the metaballs icon.
And replace the metaballs icon for the Blender collision shape.
{F206628}
Reviewers: moguri, sybren, agoose77, lordloki, mont29, panzergame, campbellbarton
Reviewed By: lordloki, panzergame, campbellbarton
Projects: #game_engine, #game_ui, #user_interface
Differential Revision: https://developer.blender.org/D1403
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As decided in D910, we use a new icon for incremental grid snapping and use its old one for absolute grid snapping.
This also touches the library_data_broken icon .dat files, seems some changes on its .svg entry landed in upstream without updating the other icon files (already noticed this when committing icon for auto-offset, but removed it from commit - leaving it in now to avoid further confusion)
Icon by @plyczkowski (made a tiny edit as it looked a bit blurry in 16x16). Thx!
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Implements "Auto-offset" (called "insert offset" in code) feature for Node Editor, developed during and after LSOC :)
Idea and sponsoring by Sebastian König, blendFX, Mathias Eimann, Mikavaa, Knick Design
When you drop a node with at least one input and one output socket onto a an existing connection between two nodes, Auto-offset will, depending on the direction setting, automatically and animated move the left or right and all of its following nodes away to make room for the new node.
The direction for offsetting can be toggled while you are moving the node by pressing „T“.
The auto-offset is enabled by default but can be disabled in the header of the node-editor. The offset margin can be changed in the editing section of the User Preferences.
Thanks a lot to the sponsors, and especially to Sebastian who helped *a lot* with this. That's how users can help developing Blender!
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Nothing much to say here, basic tool to make normals point toward a target,
or to make them point 'outward' as if object was a spheroid (useful for game bushes etc.).
Also, forgot a big thank you to Campbell for the extensive review work he has done on this project!
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Name each icon group from its define in Blender.
Simplifies searching for a given icon (in one way or the other), and could also be
useful one day in some scripting.
Also, removed/fixed more empty and stray groups...
Finally, found that we have several svg icons not linked to any defines, and one define
with no icon (dyntopo), would be nice to sort this one way or the other too.
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for 'show hidden' param.
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Not much to add, modifier uses same code as operator basically, only key difference
is that modifier will never create data layers itself, you have to use dedicated operator
for that.
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corner' icon.
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Yep, at last it's here!
There are a few minor issues remaining but development can go on in
master after discussion at blender institute.
For full list of features see:
http://wiki.blender.org/index.php/Dev:Ref/Release_Notes/2.72/Painting
Thanks to Sergey and Campbell for the extensive review and to the
countless artists that have given their input and reported issues during
development.
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the "tweaking" state
1) The "pushdown" operation is the actual name for the functionality
previously represented by the snowflake. That is, pushing the active
action onto the NLA stack as a new strip.
The icon that is introduced here is the icon I originally wanted to
use here for this purpose (but couldn't at the time the NLA was coded
as we didn't have the master SVG available yet). I'm making this change
now to hopefully make the "animation-layers" intentions behind the NLA
design a lot clearer than they have been so far.
2) Also added a dedicated icon for representing that the active action
is in the "tweaking" state (i.e. we're editing a particular strip's
action). Previously we were abusing an icon designed for an entirely
different purpose, mainly since its identifier looked like it would work.
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This patch adds icons for each of the keyframe interpolation types (including
the easing equations), as well as icons for the easing type options.
Icons made by: Paulo José Oliveira Amaro (pauloup)
Reviewed by: Joshua Leung, Thomas Beck
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patch T37008 from Michael P.
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Patch D160, by Scott Petrovic with own modifications.
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Reviewed By: carter2422, billrey, plasmasolutions, brecht
Differential Revision: https://developer.blender.org/D220
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Based on patch originally by Thomas Beck,
uses options similar to solidify.
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Adding only the .svg file, the PNG can make once the multiview branch is merged.
I wanted to commit this to avoid having conflicts in the .svg file if
someone works on new icons too.
The new icon is at X-23
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from Dan McGrath (dmcgrath)
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from regular diffuse to more shiny, stone, wax, eflective, glass and two non-realistic ones.
The menu now shows it in 3 rows. I made the previews a bit smaller, 96 pixels,
like the brushes for painting.
Thanks everyone for submitting pics! I updated the credit file too, but name
from one person is missing still, will be added next.
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Full log is here:
http://wiki.blender.org/index.php/Dev:Ref/Release_Notes/2.66/Usability#Matcap_in_3D_viewport
Implementation notes:
- Matcaps are an extension of Solid draw mode, and don't show in other drawmodes.
(It's mostly intended to aid modeling/sculpt)
- By design, Matcaps are a UI feature, and only stored locally for the UI itself, and
won't affect rendering or materials.
- Currently a set of 16 (GPL licensed) Matcaps have been compiled into Blender.
It doesn't take memory or cpu time, until you use it.
- Brush Icons and Matcaps use same code now, and only get generated/allocated on
actually using it (instead of on startup).
- The current set might get new or different images still, based on user feedback.
- Matcap images are 512x512 pixels, so each image takes 1 Mb memory. Unused matcaps get
freed immediately. The Matcap icon previews (128x128 pixels) stay in memory.
- Loading own matcap image files will be added later. That needs design and code work
to get it stable and memory-friendly.
- The GLSL code uses the ID PreviewImage for matcaps. I tested it using the existing
Material previews, which has its limits... especially for textured previews the
normal-mapped matcap won't look good.
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* Add a detail_size field to the Sculpt struct, two new sculpt flags,
and a Mesh flag for dynamic-topology mode; that's it for file-level
changes needed by dynamic topology
* Add RNA for the new DNA field and flags
* Add a new icon for dynamic-topology created by Julio Iglesias. TODO:
update the icon for the new SVG icon format
* Add a SculptSession function for converting from BMesh to Mesh,
handles reordering mesh elements and setting face shading
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wheel icon which didnt make much sense.
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PATCH: [#32989] Activate backup files filter in File Browser
Contributed by Georg Kronthaler, many thanks!
(I just moved the icon to a different place reserved for file browser icons)
* enables the filtering of backup files in the file browser
* adds a 'filter backup files'-icon to the filter buttons
* adds new icons for backup files in list and thumbnail view
* enables file preview for the backup files
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Documentation & Test blend files:
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http://wiki.blender.org/index.php/User:MiikaH/GSoC-2012-Smoke-Simulator-Improvements
Credits:
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Miika Hamalainen (MiikaH): Student / Main programmer
Daniel Genrich (Genscher): Mentor / Programmer of merged patches from Smoke2 branch
Google: For Google Summer of Code 2012
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Skin modifier documentation:
http://wiki.blender.org/index.php/User:Nicholasbishop/SkinModifier
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