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2019-05-18Fix T54686: objects don't occlude each other for edit-mesh select (part 2)Campbell Barton
The previous fix 8a6414ed46f66, resolved selection picking but didn't work for box/circle/lasso select. - Add ED_select_buffer_utils.h for general select-buffer operations unrelated to edit-mesh. - Circle select still needs to cache select-id's for each update.
2019-05-18Cleanup: remove unused argumentCampbell Barton
2019-05-18UI: Icons updateWilliam Reynish
New icons from Andrzej Ambroż / Jendrzych: - Bespoke icon for creating new Collections - Special icons for Rigid Body and Rigid Body Constraints (Physics Properties) - New icons for Holdout and Indirect Only toggles in the Outliner - New generic Cursor icon for cases that are not related to either Orientation or Pivot Many other tweaks to existing icons, including: - Add & Remove Keyframe - Weight Paint & Collision Modifier - Tablet Pressure Sensitivity - Playback icons
2019-05-17Cycles/Eevee: unify depth of field settings for camerasJeroen Bakker
There is now a checkbox to enable/disable depth of field per camera. For Eevee this replace the scene level setting. For Cycles there is now only an F-Stop value, no longer a Radius. Existing files are converted based on Cycles or Eevee being set in the scene. Differential Revision: https://developer.blender.org/D4882
2019-05-17UI: File Close DialogJacques Lucke
This adds a new dialog that is shown whenever a file is closed. So, either when a new file is opened, or when Blender quits. The dialog allows to save unsaved changes. Furthermore it also allows saving images that have been modified in Blender, but are not saved yet. Known limitations: * Images that have no file path and have not been packed before, are not saved. * On MacOS the old dialog is shown when Blender quits. Reviewers: brecht, billreynish Differential Revision: https://developer.blender.org/D4860
2019-05-17Mesh Select: use select context instead of static structsmano-wii
This patch does not bring any functional change, but it does expose some utilities that can be very useful to correct occlusion and performance problems of Circle Select and similar. Creating a selection context still makes it easier to track issues.
2019-05-16Images: more tweaks to save all modified imagesBrecht Van Lommel
Support showing warning messages before saving for cases that we can detect in advance, to be used by quit dialog.
2019-05-16Images: move save modified images operator from Python to CBrecht Van Lommel
We will use this for saving images along with the .blend file. Ref D4861
2019-05-16UI: tweak display of active, selected and edited items in the outlinerHarley Acheson
* Change circle to roundbox around active icons, so they don't overflow. * Change text color to indicate selected and active state. Differential Revision: https://developer.blender.org/D4650
2019-05-16RNA: add 3D cursor matrix attributeCampbell Barton
Avoids having to check rotation modes to get the orientation.
2019-05-16Fix unreported: Presselection cycle not working in multiple meshes editing.mano-wii
2019-05-16Theme: add color difference for every other rowCampbell Barton
D4862 by @CandleComet with minor edits.
2019-05-16Fix T54686: objects don't occlude each other for edit-mesh selectmano-wii
2019-05-15UI: make sidebars in 3D view and other editors a little wider and consistentBrecht Van Lommel
2019-05-14Interface: Free argument callback for popupsJacques Lucke
Reviewers: brecht Differential Revision: https://developer.blender.org/D4858
2019-05-14Cleanup: sort struct declarationsCampbell Barton
2019-05-14Cleanup: rename ED_scrubbing.h to ED_time_scrub_ui.hJacques Lucke
Also renames the corresponding .c file.
2019-05-11Outliner Visibility UpdateDalai Felinto
See T61578 for discussions and mockups. Visibility Options ================== We are adding more granular control over restriction columns in the outliner, exposing "indirect only" and "holdout" as options, and change the way users enable/disable collections in a viewlayer. We also rename the object viewport restriction to hide instance. So the options we have are: Collection ---------- * Render Visibility * Instance Visibility * Selectable (View) Layer Collection ----------------------- * Enable * Holdout * Indirect Only * Viewport Shortcuts ========= Isolate Collection ------------------ * Ctr + click isolates the collection. It turns all its parents and children "visible", and all the other collections "invisible". If ALL the collections were already properly set, we re-set the collections to their default value. Set Collection Inside Collections and Objects --------------------------------------------- * Shift + click: Set/unset inside collections and objects. We only set objects values as well when we are in View Layer mode and (obviously) when the objects have a matching property. Icons ===== Little reminder that we will need better icons for holdout, indirect only, and probably instanced (nothing wrong with the current, but it differs from the proposal when it is turned off). Also, we need to decide where do we want the modifier/bones/... icons to be (in which column) and ideally make sure their icons match the ones we use for collections/objects. At the moment those are using the screen icon, which is not being used by collections. Reviewers: brecht, billrey Subscribers: pablovazquez Differential Revision: https://developer.blender.org/D4823
2019-05-10UI: expose tool settings in the 3D view side-barCampbell Barton
Internally tool settings have been moved to the 3D view. Added the ability for to draw panels from another space/region so they can be mirrored in the properties editor.
2019-05-09UI: dim icons in inactive tabs, similar to textBrecht Van Lommel
This makes the properties editor navigation bar less saturated. Internally the icon theme coloring was refactored a bit to move more towards the button drawing code.
2019-05-09Cleanup: reduce number of UI_icon_draw variationsBrecht Van Lommel
2019-05-09Themes: add setting to draw border around icons, use for Blender LightJeroen Bakker
Monochrome colored icons don't work well on a dark background, so now we can add a border around them. Note that most icons in the interface will remain without a border, just the outliner and properties editor navigation have colored icons and those will get a border. Other icons continue to be drawn in the text colored without a border. Differential Revision: https://developer.blender.org/D4787
2019-05-09Themes: add scene icon color category, for consistency in properties tab barBrecht Van Lommel
The icons here still need to be dimmed when the tab is inactive.
2019-05-09Fix: Nav_bar context menu in preferencesCampbell Barton
Also merge the keymaps for header/footer/navbar. D4736 by @Gvgeo with edits
2019-05-08UI: Move scrollbars to the right in animation editorsJacques Lucke
The text, that was in the scrollbars, stays on the left. Reviewers: brecht, billreynish Differential Revision: https://developer.blender.org/D4821
2019-05-08Keymap: Special keymap for clip editor scrubbing areaJacques Lucke
Reviewers: sergey Differential Revision: https://developer.blender.org/D4825
2019-05-07UI: Animation editor scrubbing areaJacques Lucke
The main reason for this change is to allow setting the active frame with the left mouse button, while still being able to select e.g. keyframes with the same mouse button. The solution is to introduce a new scrubbing region with a specialized keymap. There are a couple of related todos, that will be handled in separate commits. Those are listed in D4654. This solves T63193. Differential Revision: https://developer.blender.org/D4654 Reviewers: brecht, billreynish
2019-05-06Fix: T64213 Properties Editor Icon Colors are wrong for Text and Light ProbesWilliam Reynish
2019-05-06UI: Icons updateWilliam Reynish
New icons from Andrzej Ambroż / jendrzych: - New icons for select tool modes - Brought back screen icon for viewport visibility toggles - Added new Instanced visibility toggle (unused currently - meant for forthcoming updates to the Outliner) - New Gizmo icon for the header - Many tweaks and alterations to existing icons. Full list on Devtalk - Use correct icon when Proportional Editing is disabled
2019-05-03UI: color icons in the properties editor tabsBrecht Van Lommel
Still can use more tweaks and icon reorganization, but this gets us closer to the intended design so we can evaluate it. Ref T61561, T63521.
2019-05-03UI: Pass color id into view2d text drawingJacques Lucke
2019-05-03Refactor: Support arbitrary y offset for channel listJacques Lucke
At first you could think that this refactor would not be necessary, because `ACHANNEL_FIRST` exists already. It contained the small y offset that all channels had. Unfortunately, a lot of code assumed that `ACHANNEL_FIRST = -ACHANNEL_HEIGHT`, making the define pretty much useless. This refactor fixes that for the action and nla editor. As a nice side effect, this patch fixes channel box select. Before there was always have a half-channel offset. Reviewers: brecht Differential Revision: https://developer.blender.org/D4783
2019-05-03Fix active tool side-bar redrawing on tool changeCampbell Barton
2019-05-02Fix T63904: Remove Animation should remove empty actions from objects.Alexander Gavrilov
2019-05-02Refactor grid and scale indicator text drawingJacques Lucke
This affects the timeline, dopesheet, graph editor, sequencer, clip editor and nla editor. Removed structs and enums: `V2D_ARG_DUMMY`, `eView2D_Units`, `eView2D_Clamp`, `eView2D_Gridlines`, `View2DGrid`. A main goal of this refactor is to get rid of the very generic `View2DGrid` struct. The drawing code became very complex because there were many different combinations of settings. This refactor implements a different approach. Instead of one very generic API, there are many slighly different functions that do exactly, what we need in the different editors. Only very little code is duplicated, because the API functions compose some shared low level code. This structure makes the code much easier to debug and change, because every function has much fewer responsibilities. Additionally, this refactor fixes some long standing bugs. E.g. when `Show Seconds` is enabled, you zoom in and pan the view. Or that the step size between displayed frame numbers was always `>= 2`, no matter how close you zoom in. Reviewers: brecht Differential Revision: https://developer.blender.org/D4776
2019-05-01UI: move object origin size preference to themesGeorge Vogiatzis
Differential Revision: https://developer.blender.org/D4657
2019-05-01UV Sculpt: improve tool-system integrationCampbell Barton
In 2.7x UV sculpt was a kind of sub-mode (a toggle with it's own key-map & drawing code). Move this to an operator that uses the tool-system, this simplifies internal logic, especially brush selection which now matches sculpt and other paint modes. - Remove toggle used to enable uv sculpt. - Expose the brush, which was already used but there was no way to select different brushes. - Make UV sculpt use paint paint tool slots (using brushes how all other paint mode currently do). - Move UV Sculpt keymap to the tools keymap. - Remove Q to toggle UV sculpt mode, S/P/G keys to switch tools.
2019-04-30Refactor: Separate scrollers from text drawing in APIJacques Lucke
This is a continuation of rB7fdffd735ff24, where I separated the e.g. frame number drawing from scrollers internally. This patch changes the API, so that space draw handlers have to draw these numbers explicitely. This greatly simplifies the scrollers API for all spaces that just need scrollers without any frame numbers. Reviewers: campbellbarton Differential Revision: https://developer.blender.org/D4747
2019-04-30Sequencer: Scene Strip PerformanceJeroen Bakker
- Merged SEQ_OFSDRAW with V3D_OFSDRAW and define in the DNA_view3d_types: Due to this FSAA always kicked in making the rendering slow. - Removed `Texture Solid` and `DOF`. - Now when chosing Solid rendering the settings of the original scene is used. - Added a global override to use scene specific shading. In the Future we will need to enhanced this so user can change the settings. - Added support for LookDev. LookDev crashed as it needed the `evil_C` what was not set - LookDev mode will always show the scene + world lights. Reviewed By: brecht, fclem Maniphest Tasks: T62517 Differential Revision: https://developer.blender.org/D4738
2019-04-29Cleanup: comments (long lines) in editorsCampbell Barton
2019-04-29Cleanup: spellingCampbell Barton
2019-04-29Docs: expand action-zone type commentsCampbell Barton
2019-04-25UI: hide redundant menu separators automaticallyHarley Acheson
Differential Revision: https://developer.blender.org/D4682
2019-04-24Fix T63822: Sidebar tabs active area dead-zone #2Campbell Barton
Take the entire gutter used for panel tabs into account. Introduced in recent fix for T61554
2019-04-23Space_node: Add draw backdrop callback.Ray Molenkamp
Add a callback to allow custom node editors to draw their own backdrop. Differential Revision: https://developer.blender.org/D4709 Reviewed by: JacquesLucke
2019-04-23Cleanup: rename the curveInX etc bbone DNA fields to curve_in_x etc.Alexander Gavrilov
2019-04-23B-Bones: split the Scale In/Out properties into X and Y values.Alexander Gavrilov
As far as I can tell, there is no technical reason why the B-Bone segment thickness scaling can't be separated into two axes. The only downside is the increase in complexity of the B-Bone settings, but this is inevitable due to the increase in flexibility. Updating the file is somewhat complicated though, because F-Curves and drivers have to be duplicated and updated to the new names. Reviewers: campbellbarton Subscribers: icappiello, jpbouza Differential Revision: https://developer.blender.org/D4716
2019-04-23UI: ignore events in empty region overlap areasCampbell Barton
- Resizable areas use 2D view bounds. - Header uses the button bounds. - A margin is added to avoid clicking between buttons. - Region resize edges clamp to the 2D view bounds. Resovles T61554
2019-04-21Cleanup: comments (long lines) in editorsCampbell Barton
2019-04-20GPU: automatically draw images with GLSL shader depending on resolutionBrecht Van Lommel
This adds a new "Automatic" image display method which uses GLSL shaders for most images. It only does CPU side color management for higher res images where sending big float buffers to the GPU is likely to be a bottleneck or cause memory usage problem. Automatic is the default now, previously it was 2D Texture.