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2017-11-03Merge branch 'master' into blender2.8Campbell Barton
2017-11-03Cleanup: split interface_regions.cCampbell Barton
Each region type is quite separate and file was getting too big.
2017-11-02Merge branch 'master' into blender2.8Campbell Barton
2017-11-02Cleanup: minor comment correctionCampbell Barton
2017-11-02Merge branch 'master' into blender2.8Campbell Barton
2017-11-02UI: free up bit in uiBut.flagCampbell Barton
2017-11-02Merge branch 'master' into blender2.8Campbell Barton
2017-11-02UI: use button_operator in operator_menu_holdCampbell Barton
Move draw calls into UI_menutype_draw
2017-11-02Merge branch 'master' into blender2.8Campbell Barton
2017-11-01UI: Option to draw button pressedCampbell Barton
Needed to show the active tool
2017-11-01UI: Add UILayout.operator_menu_holdCampbell Barton
This is an operator button that opens a menu when the button is held.
2017-10-31Merge branch 'master' into blender2.8Campbell Barton
2017-10-31UI: replace UI_ITEM_O_RETURN_PROPS /w return argCampbell Barton
Means we can have a version of this function that returns the button and avoids returning a struct that often isn't used.
2017-10-31UI: avoid double operator type lookupCampbell Barton
2017-10-23Merge branch 'master' into blender2.8Julian Eisel
2017-10-21Move & rename uiLayoutOperatorButs to interface_templates.cJulian Eisel
2017-10-12Merge branch 'master' into blender2.8Bastien Montagne
Conflicts: source/blender/editors/screen/screen_edit.c
2017-10-12Fix T52999: floating (popup) panels/menus could jump around screen in some ↵Bastien Montagne
cases. Would happen during panel's refresh drawing, if drawing code had to adjust final panel position compared to the initial one computed based on the mouse coordinates, and user had dragged the floating panel around. Issue fixed by adjusting stored mouse coordinates once final panel position is known, such that they would directly generate those coordinates. that way, the basic offset applied to those stored mouse coordinates during panel dragging is valid, and recreating panel based on those won't make it jump in screen. Note that panel will still jump in case user dragged it partially out of view - we could prevent that, but imho it's better to keep that behavior, since redraw can generate a popup of different size, which could end up with a totally out-of-view one... Hopefully this fix does not break anything else!
2017-09-19Merge branch 'master' into blender2.8Sergey Sharybin
2017-09-18Add some security checks against future bad float UIprecision values.Bastien Montagne
This commit and previous one should be backported to 2.79a should we release it.
2017-07-27Fix Label colors in popupsAleksandr Zinovev
2017-07-27Fix Label colors in popupsAleksandr Zinovev
2017-07-21Merge branch 'master' into blender2.8Sergey Sharybin
2017-07-21UI/floats: Reduce our UI_PRECISION_FLOAT_MAX by one to avoid most rounding ↵Bastien Montagne
issues. The way we use it, UI_PRECISION_FLOAT_MAX is actually + 1 to get total number of digits, and float only has 7 meaningful digits, so that define shall be at 6.
2017-07-05Override template: Add text and icon optional parametersDalai Felinto
2017-05-12UI: Add template_search (version of template_ID for non-IDs)Julian Eisel
Adds a version of template_ID that can be used for non-ID properties. The property to search for and the collection to search in has to be passed to it. Like template_ID it also takes arguments to define a 'new' and 'unlink' operator. They will be displayed as icon-only buttons then. Also added a version that can display preview thumbnails. Had to do some additional changes to make text-buttons support displaying/modifying empty RNA properties. This will be needed for workspaces, see D2451. Reviewed By: campbellbarton Differential Revision: https://developer.blender.org/D2666
2017-05-05Merge branch 'master' into blender2.8Julian Eisel
2017-05-05Revert "Add red alert in UI controls for datablock pointer properties"Julian Eisel
This reverts commit f5bc8ad4ce87165fc0648f1cd8c0ae1fb5f07281. We agreed there needs to be a better solution for this, see comments in rBf5bc8ad4ce87165.
2017-05-01Reworked version of dashed line shader.Bastien Montagne
Using geometry shader allows us to get rid of the 'line origin' extra vertex attribute, which means dashed shader no longer requires fiddling with those vertex attributes definition, and, most importantly, does not require anymore special drawing code! As you can see, this makes code much simpler, and much less verbose, especially in complex cases. In addition, changed how dashes are handled, to have two 'modes', a simple one with single color (using default "color" uniform name), and a more advanced one allowing more complex and multi-color patterns. Note that since GLSL 1.2 does not support geometry shaders, a hack was added for now (which gives solid lines, but at least does not make Blender crash).
2017-04-26Getting rid of setlinestyle: 3DView camera view.Bastien Montagne
Use new 2D dashed line shader in 3DView camera view. Note that this also involved converting UI_draw_safe_areas() to this dashed shader, which means it cannot be used anymore with other shaders. Part of D2647.
2017-04-20Merge branch 'master' into 28Campbell Barton
2017-04-20Fix T51248: user preferences window size not adapted to DPI.Brecht Van Lommel
2017-04-13Merge branch 'master' into blender2.8Alexander Romanov
2017-04-13Add red alert in UI controls for datablock pointer propertiesAlexander Romanov
2017-04-07OpenGL: remove UI_reinit_gl_state functionMike Erwin
All line & point drawing is responsible for setting its own state (as of January 2016) making this redundant.
2017-04-07OpenGL: refactor UI_draw_roundbox functionsMike Erwin
Each function takes a bool (filled vs outline) and a color. We already had multiple ways of passing color in; these are still here. Special variant for anti-aliasing. - took GLenum out of interface - removed UI_RB_ALPHA flag (only one place really used it) - use exact vertex count - removed redundant state changes (BLEND, LINE_SMOOTH)
2017-03-31Merge branch 'master' into blender2.8Campbell Barton
2017-03-30Layers: use IDProperty and override collection properties systemDalai Felinto
First this replace a custom data struct with IDProperty, and use IDProperty group merge and copying functions. Which means that a collection property setting is only created if necessary. This implements the "Layer Collection settings" override system, as suggested in the "Override Manifesto" document. The core is working, with Scene, LayerCollection and Object using a single IDProperty to store all the render settings data. Next step is to migrate this to depsgraph. Note: Clay engine "ssao_samples" was hardcoded to 32 for now. It will come back as part of "Workspace Settings" later. Many thanks for Bastien Montagne for the help with the UI template nightmare ;) Differential Revision: https://developer.blender.org/D2563
2017-03-30Redraw parent popup when the child popup is closedraa
2017-03-17Add tabs as standard button typesJulian Eisel
NOTE: This is really a backend-only implementation, nothing is changed in the UI Adds a tab button-type and the basic drawing and handling code for it. More work needs to be done on it, but idea is to get in ready for usage in the topbar. Differential Revision: https://developer.blender.org/D1371
2017-02-15Revert "Collection Editor based on patch by Julian Eisel"Dalai Felinto
This reverts commit 3da834e83ce9d7056c033148dab04885a6d3b1b7. We will use the outliner for this now. I'm also moving the collections_ops.c to outliner_collections.c
2017-02-14Immediate Mode: area.c and UI_draw_icon_tri, ui_draw_anti_triaDalai Felinto
Note: This makes the jittering to not work :/ @merwin, would you know how to use gpuMatrixBegin2D for this case? I think it must be the reason behind the lack of jittering. But I couldn't get it to work (the 2D shader is asking for a 3D Matrix). Part of T49043
2017-02-10Remove most (maybe all?) remaining yellow textJulian Eisel
Decided to request the text color as argument for UI_fonstyle_draw functions, rather than keeping it being another state to keep track of.
2017-02-07Render Layers and Collections (merge from render-layers)Dalai Felinto
Design Documents ---------------- * https://wiki.blender.org/index.php/Dev:2.8/Source/Layers * https://wiki.blender.org/index.php/Dev:2.8/Source/DataDesignRevised User Commit Log --------------- * New Layer and Collection system to replace render layers and viewport layers. * A layer is a set of collections of objects (and their drawing options) required for specific tasks. * A collection is a set of objects, equivalent of the old layers in Blender. A collection can be shared across multiple layers. * All Scenes have a master collection that all other collections are children of. * New collection "context" tab (in Properties Editor) * New temporary viewport "collections" panel to control per-collection visibility Missing User Features --------------------- * Collection "Filter" Option to add objects based on their names * Collection Manager operators The existing buttons are placeholders * Collection Manager drawing The editor main region is empty * Collection Override * Per-Collection engine settings This will come as a separate commit, as part of the clay-engine branch Dev Commit Log -------------- * New DNA file (DNA_layer_types.h) with the new structs We are replacing Base by a new extended Base while keeping it backward compatible with some legacy settings (i.e., lay, flag_legacy). Renamed all Base to BaseLegacy to make it clear the areas of code that still need to be converted Note: manual changes were required on - deg_builder_nodes.h, rna_object.c, KX_Light.cpp * Unittesting for main syncronization requirements - read, write, add/copy/remove objects, copy scene, collection link/unlinking, context) * New Editor: Collection Manager Based on patch by Julian Eisel This is extracted from the layer-manager branch. With the following changes: - Renamed references of layer manager to collections manager - I doesn't include the editors/space_collections/ draw and util files - The drawing code itself will be implemented separately by Julian * Base / Object: A little note about them. Original Blender code would try to keep them in sync through the code, juggling flags back and forth. This will now be handled by Depsgraph, keeping Object and Bases more separated throughout the non-rendering code. Scene.base is being cleared in doversion, and the old viewport drawing code was poorly converted to use the new bases while the new viewport code doesn't get merged and replace the old one. Python API Changes ------------------ ``` - scene.layers + # no longer exists - scene.objects + scene.scene_layers.active.objects - scene.objects.active + scene.render_layers.active.objects.active - bpy.context.scene.objects.link() + bpy.context.scene_collection.objects.link() - bpy_extras.object_utils.object_data_add(context, obdata, operator=None, use_active_layer=True, name=None) + bpy_extras.object_utils.object_data_add(context, obdata, operator=None, name=None) - bpy.context.object.select + bpy.context.object.select = True + bpy.context.object.select = False + bpy.context.object.select_get() + bpy.context.object.select_set(action='SELECT') + bpy.context.object.select_set(action='DESELECT') -AddObjectHelper.layers + # no longer exists ```
2017-02-06OpenGL immediate mode: interface_draw.c (cont)Clément Foucault
ui_draw_but_HISTOGRAM UI_draw_text_underline (untested)
2017-02-06OpenGL immediate mode: interface_draw.c (cont)Clément Foucault
Replaced GL_POLYGON in various places. Ported UI_draw_roundbox_unfilled
2017-02-06OpenGL immediate mode: interface_draw.cClément Foucault
2016-12-01Merge branch 'master' into blender2.8Lukas Tönne
2016-11-28UI: Add 'x' icon to text buttons to clear contentJulian Eisel
This is useful e.g. for search buttons to quickly clear the filter string. We might want to make this optional for python scripts.
2016-11-22Use const for color array argumentsJulian Eisel