Age | Commit message (Collapse) | Author |
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Normally we don't allow adding new theme options if we can avoid it, but this is a legit exception since all other strips are themeable.
Default color for text strip is now yellow-ish. Not nice but there are also not many other colors left.
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GPUBuffer rendering is now done using vertex buffers.
Vertex arrays are completely removed from GL 3.2 core profile, so we'll
have to do this change at some point anyway.
This commit, though big, is not modifying blender in any way. Use should
be exactly as if the vetex buffer option is constantly on.
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Accessing theme from outside drawing code isn't reliable, pass space-type.
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- RegionView3D.view RV3D_VIEW_PERSPORTHO
only ever set on initialization, never checked for.
- Lamp.type LA_YF_PHOTON
from old 2.4x yafray files.
Also iniitalize movie-clip + grease-pencil theme colors.
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Missed to do that in rBcbeb76da952cd.
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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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- use the device names returned from the library.
- system settings UI changed as new audaspace might contain longer and more device names.
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D1344 with edits
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No need to calculate height of each line, just use height of font.
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* Theme support for metadata display
* Increase text DPI with scaling.
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Our current keymap doesn't give us enough room to make such changes in
the event system. To fix small issues caused by this, we would need to do
drastic changes in Blender's keymaps and internal handling. It was worth
a try, but it didn't work.
I can write down a more descriptive statement in a few days, but for now
I need a break of this stuff.
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Design task: T42339
Differential Revision: D840
Initial implementation proposal: T41867
Short description:
With this we can distinguish between holding and tabbing a key. Useful
is this if we want to assign to operators to a single shortcut. If two
operators are assigned to one shortcut, we call this a sticky key.
More info is accessible through the design task and the diff.
A few people that were involved with this:
* Sean Olson for stressing me with this burden ;) - It is his enthusiasm
that pushed me forward to get this done
* Campbell and Antony for the code and design review
* Ton for the design review
* All the other people that gave feedback on the patch and helped to
make this possible
A big "Thank You" for you all!
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transparent, it will render sky/transparent, regardless of the "show
world setting".
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Show World will now influence if world is rendered in opengl rendering.
This is a little undefined according to blender history, since sky used
to always be drawn when offscreen rendering, as if "Only Render" was
ticked. Since if we don't draw sky in that case there's no valid color
really (and using theme colors is not so nice) we just draw transparent
background.
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Makes usage of those funcs much more clear, we even had mixed '!strcmp(foo, bar)'
and 'strcmp(foo, bar) == 0' in several places...
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Offscreen viewport drawing wasn't properly restoring the theme.
Add API calls to store/restore the theme so it can be temporarily overridden.
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Reviewed by: Joshua Leung (aligorith)
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* Rename "emboss" to "widget_emboss"
* Remove duplicated UI_GetThemeColor4ubv function
I made sure version bump and Save User Settings are working correctly ;P
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Use BKE_appdir/tempdir naming prefix for functions extracted from BLI_path_util
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This module is intended for path manipulation functions
but had utility functions added to access various directories.
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The "Reset to Default Theme" operator didn't reset the tooltip text color correctly.
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This adds a theme option for the embossing of UI widgets. By doing this users have much greater flexibility for creating nice themes. Previously many themes (particularly dark ones) looked quite bad due to the very obvious emboss. This made simpler, flat-style themes very challenging.
Closes T42228
Reviewed by @campbellbarton
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The nodes wire was using 'TH_HEADER' flag to get its color and thus would be in sync with the header. Now make it so it uses its 'own' flag (actually 'TH_SYNTAX_R', the only TH_SYNTAX_* which wasn't yet used by the nodes).
Also expose the setting to the user so it can be themified.
This fixes T42209
Reviewers: lukastoenne
Reviewed By: lukastoenne
Maniphest Tasks: T42209
Differential Revision: https://developer.blender.org/D827
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Also, tweaked versionning for lnors color - we can add immediately versionning code,
using future next subversion, even without actually switching to this subversion now.
Avoids 'empty' versionning blocks floating around, and often forgotten when actually
raising version numbers!
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corner' icon.
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Make pie menu item placement touch the radius from the internal side of
the buttons rather than placing on the center on the cirtcle. This
allows us to get rid of the separate visual angle property, also allows
for tighter placement of pies with a smaller radius without easily
overlapping.
Also pie menu title now always appears above the threshold indicator.
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This commit merges the code in the pie-menu branch.
As per decisions taken the last few days, there are no pie menus
included and there will be an official add-on including overrides of
some keys with pie menus. However, people will now be able to use the
new code in python.
Full Documentation is in http://wiki.blender.org/index.php/Dev:Ref/
Thanks:
Campbell Barton, Dalai Felinto and Ton Roosendaal for the code review
and design comments
Jonathan Williamson, Pawel Lyczkowski, Pablo Vazquez among others for
suggestions during the development.
Special Thanks to Sean Olson, for his support, suggestions, testing and
merciless bugging so that I would finish the pie menu code. Without him
we wouldn't be here. Also to the rest of the developers of the original
python add-on, Patrick Moore and Dan Eicher and finally to Matt Ebb, who
did the research and first implementation and whose code I used to get
started.
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Looks like mask points coloring was recently changed, and IMAGE space colors were left uninitialized...
Factorized a bit the code about vertex_handle & co too, was quite duplicated.
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Rename UI_init_userdef_factory to BLO_update_defaults_userpref_blend
This closely matches BLO_update_defaults_startup_blend so makes sense for them to be together.
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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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- left aligned
- higher contrast between tip text and py-text
- use monospace for py-text
D611 by Severin, design by Plyczkowski, with own minor changes.
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also skip setting wire color drawing depth
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Summary:
The title actually says it all, it's just possible to
have independent free handles for mask splines. Also
it's now possible to have aligned handles displayed
as independent handles.
Required changes in quite a few places, but they're
rather straightforward.
From user perspective there's one really visible change
which is removed Handle Type menu from the panel. With
asymmetric handles it's not clear which handle type to
display there. So now the only way to change handle type
is via V-key menu.
Rewrote normal evaluation function to make it deal
with new type of handles we support. Now it works in
the following way:
- Offset the original spline by maximal weight
- Calculate vector between corresponding U positions
on offset and original spline
- Normalize this vector.
Seems to be giving more adequate results and doesn't
tend to self-intersect as much as old behavior used to,
There're still some changes which needed to be done, but
which are planned for further patch:
- Support colors and handle size via themes.
- Make handles color-coded, just the same as done for
regular bezier splines in 3D viewport.
Additional changes to make roto workflow even better:
- Use circles to draw handles
- Support AA for handles
- Change click-create-drag to change curvature of the
spline instead of adjusting point position.
Reviewers: campbellbarton
CC: sebastian_k, hype, cronk
Differential Revision: http://developer.blender.org/D121
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Was using wire or black in many places, this color is used for cursor,
camera guides, transform helper lines. So its possible to have a dark
background with light overlay color.
Patch D331 by Brita, with some edits.
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