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2018-06-10UI: change toolbar icon size from 38 -> 32Campbell Barton
2018-06-01Merge branch 'master' into blender2.8Campbell Barton
2018-06-01Cleanup: trailing whitespace (comment blocks)Campbell Barton
Strip unindented comment blocks - mainly headers to avoid conflicts.
2018-04-28UI: Add icon color saturation preferenceCampbell Barton
Toolbar icon saturation can now be set from the preferences, (use 0.4 by default).
2018-04-26UI: desaturate toolbar icons that the mouse is not over.Brecht Van Lommel
This does not look great with light toolbar buttons as in the default, so consider this a work in progress.
2018-04-25UI: workaround for text & icon alignmentCampbell Barton
Blender's icons weren't written to draw different sizes. For now ifdef in a hack to show toolbar icons larger.
2018-03-31UI: Perf: Batch icons drawcalls together.Clément Foucault
For this we use a new shader that gets it's data from a uniform array. Vertex shader position the vertices using these data. Using glUniform is way faster than using imm for that matter. Like BLF rendering, UI icons are always (as far as I know) non occluded and displayed above everything else. They also does not overlap with texts so they can be batched at the same time.
2017-02-22UI: Support drag & drop reordering of collectionsJulian Eisel
This adds initial support for reordering collections from the Outliner using drag & drop. Although drag & drop support is limited to collections for now, this lays most foundations for general drag & drop reordering support in the Outliner. There are some design questions to be answered though: * Would reordering of other data types (like objects) be a purely visual change or would it affect the order in which they are stored? (Would that make a difference for the user?) * Should/can we allow mixing of different data types? (e.g. mixing render layers with objects) * How could we realize this technically? Notes: * "Sort Alphabetically" has to be disabled to use this ("View" menu). * Reordering only works with collections on the same hierarchy level. * Added some visual feedback that should work quite well, it's by far not a final design though: {F493806} * Modified collection orders are stored in .blends. * Reordering can be undone. * Did minor cleanups here and there.
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
2017-02-07Render 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 ```
2015-08-10Data previews: add utils to generate/clear previews.Bastien Montagne
Not much to add, you can now clear previews from current .blend file, or a set of non-opened files. Likewise, you can generate previews (for mat/tex, objects, groups, scenes, ...).
2015-05-25Fix `widget_draw_preview()` not taking into account given alpha.Bastien Montagne
Needed to get correct 'inactive' effect on buttons with big previews.
2015-05-11Expose PreviewImage & custom icons to py API.Bastien Montagne
This commit mainly: * Exposes PreviewImage struct in RNA, including ways for user to set images data. * Adds a new kind of PreviewImage, using a file path and IMB_thumb to get image. * Adds a new kind of custom icon using PreviewImage, unrelated to ID previews system. * Adds a python API (utils.previews) to allow python scripts to access those custom previews/icons. Note that loading image from files' thumbnails is done when needed (deferred loading), not when defining the custom preview/icon. WARNING: for release addons who would want to use this, please keep it to a strict minimum, really needed level. We do not want our UI to explode under hundreds of different flashy icons! For more info, see also the release notes of Blender 2.75 (http://wiki.blender.org/index.php/Dev:Ref/Release_Notes/2.75/Addons) and the example/templates featured with Blender. Patch by Campbell (ideasman42), Inês (brita) and Bastien (mont29). Differential Revision: https://developer.blender.org/D1255
2015-03-28Cleanup: redundant struct declarationsCampbell Barton
2015-01-12Second try to fix missing previews of mat/tex/etc. in .blend files.Bastien Montagne
This time, it's a dedicated operator user has to run before saving the file. And it recursively check all IDs linked from each scene, therefore rendering materials etc. previews using a scene they are used in. Note the renderengine issue is not completely addressed this way (existing code for icon previews seems to ignore completely other engines, and IDs not linked anywhere (fake-user ones) will be rendered with current scene's engine as fallback, also you can get a material linked to an hidden object in a scene, etc.). Reviewers: sergey, campbellbarton Reviewed By: campbellbarton Differential Revision: https://developer.blender.org/D980
2015-01-07Ensure mat/tex/etc. previews are generated/saved in .blend files when ↵Bastien Montagne
enabled in userprefs. Reviewers: campbellbarton Differential Revision: https://developer.blender.org/D970
2013-04-04code cleanup: use bools in UI and WM code, quiet some shadow warnings, ↵Campbell Barton
remove unused function uiEmboss()
2013-01-22Matcap support in 3D Viewport.Ton Roosendaal
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.
2012-12-28This commit frees list ui items from their dependencies to Panel, and hence ↵Bastien Montagne
from all the limitations this implied (mostly, the "only one list per panel" one). It introduces a new (py-extendable and registrable) RNA type, UIList (roughly similar to Panel one), which currently contains only "standard" list's scroll pos and size (but may be expended to include e.g. some filtering data, etc.). This now makes lists completely independent from Panels! This UIList has a draw_item callback which allows to customize items' drawing from python, that all addons can now use. Incidentally, this also greatly simplifies the C code of this widget, as we do not code any "special case" here anymore! To make all this work, other changes were also necessary: * Now all buttons (uiBut struct) have a 'custom_data' void pointer, used currently to store the uiList struct associated with a given uiLayoutListBox. * DynamicPaintSurface now exposes a new bool, use_color_preview (readonly), saying whether that surface has some 3D view preview data or not. * UILayout class has now four new (static) functions, to get the actual icon of any RNA object (important e.g. with materials or textures), and to get an enum item's UI name, description and icon. * UILayout's label() func now takes an optional 'icon_value' integer parameter, which if not zero will override the 'icon' one (mandatory to use "custom" icons as generated for material/texture/... previews). Note: not sure whether we should add that one to all UILayout's prop funcs? Note: will update addons using template list asap.
2012-05-13code cleanup: header cleanup and remove some duplicate defines.Campbell Barton
2012-04-04use 'const float' when passing readonly colors, and include array size.Campbell Barton
2012-03-03style cleanup - use aligned * prefixed blocks for descriptive comments (was ↵Campbell Barton
already used a lot and part of proposed style guide).
2012-02-17unify include guard defines, __$FILENAME__Campbell Barton
without the underscores these clogged up the namespace for autocompleation which was annoying.
2012-01-21change filepath limit from 240 to 1024Campbell Barton
2011-10-23remove $Id: tags after discussion on the mailign list: ↵Campbell Barton
http://markmail.org/message/fp7ozcywxum3ar7n
2011-09-25Fix some MSVC 2010 warnings (including one apparent bug in ↵Andrew Wiggin
intern/elbeem/intern/solver_relax.h)
2011-06-05file selector now scales with DPI betterCampbell Barton
2011-02-21doxygen: editor entryNathan Letwory
2010-12-03- added GCC warning -Wstrict-prototypesCampbell Barton
- fixed bug in paste material, exposed by stricter warnings. - removed/renamed various shadowed vars. - removed BGE lamp.colour, only allow lamp.color attribute.
2010-11-19use 'const char *' for imbuf and file ops.Campbell Barton
2010-02-12correct fsf addressCampbell Barton
2010-01-03Changes to Brush texture workflowMatt Ebb
This changes how textures are accessed from Brushes, with the intention of simplifying the workflow, and reducing the amount of clicking. Rather than the previous texture slots (which didn't work as a stack anyway), brushes now have a single texture linked. Rather than taking time having to set up your slots in advance, you can now select and change textures directly as you sculpt/paint on the fly. For complex brushes, node textures can be used, or for fast access, it's easy to make a duplicate of your brush with the texture you like and assign a hotkey. Brush textures can now be chosen from a new Textures panel in the brush tool properties - click on the thumbnail to open a texture selector. This is done using a new variation on the ID template - the number of rows and columns to display in the popup can be customised in the UI scripts.
2009-09-29Sorry, three commits in one, became difficult to untangle..Brecht Van Lommel
Editors Modules * render/ module added in editors, moved the preview render code there and also shading related operators. * physics/ module made more consistent with other modules. renaming files, making a single physics_ops.c for operators and keymaps. Also move all particle related operators here now. * space_buttons/ now should have only operators relevant to the buttons specificially. Updates & Notifiers * Material/Texture/World/Lamp can now be passed to DAG_id_flush_update, which will go back to a callback in editors. Eventually these should be in the depsgraph itself, but for now this gives a unified call for doing updates. * GLSL materials are now refreshed on changes. There's still various cases missing, * Preview icons now hook into this system, solving various update cases that were missed before. * Also fixes issue in my last commit, where some preview would not render, problem is avoided in the new system. Icon Rendering * On systems with support for non-power of two textures, an OpenGL texture is now used instead of glDrawPixels. This avoids problems with icons get clipped on region borders. On my Linux desktop, this gives an 1.1x speedup, and on my Mac laptop a 2.3x speedup overall in redrawing the full window, with the default setup. The glDrawPixels implementation on Mac seems to have a lot of overhread. * Preview icons are now drawn using proper premul alpha, and never faded so you can see them clearly. * Also tried to fix issue with texture node preview rendering, globals can't be used with threads reliably.
2009-03-10* More 2.5 UI tweaks - text/controls/file browserMatt Ebb
2009-01-062.5 - Start of filebrowser.Andrea Weikert
- basic drawing of list and thumbnail view (switchable through 'favourits' icon in header) - selection of files and directories (bookmarks) works with the RMB (right mouse button) - load operator for files still unstable (no check for correct file type) and incomplete. (WM_operator_free missing) immediate TODOS: - fix load file operator - finish drawing of buttons in header - drawing of detailed list with all file info. - finish selection and execute operators (LMB and MMB execute) later todos: - parent dir - keymap for all the shortcuts - append/link and databrowse - ...
2009-01-062.5Andrea Weikert
small cleanup of header include guards.
2008-11-25Bringing back icons:Andrea Weikert
Part 3/3: new icons - Icon set done by jendrzych! Great job! - cleaned up unnecessary includes and removed commented out code - preview icons (for materials, textures,..) don't work yet, have to be ported to new event system
2008-11-25Bringing back icons:Andrea Weikert
- Part 2/3: renaming file according to new convention