Age | Commit message (Collapse) | Author |
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Move \ingroup onto same line to be more compact and
make it clear the file is in the group.
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This complicated handling of undo steps in a generic way
especially switching between undo systems that stored data to ones
that accumulated changes.
Now each undo system must treat it's steps as check-point,
internally it can apply/rewind changes.
This commit also fixes projection paint where the object mode wasn't
following the undo steps.
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Following removal from C source code.
See: 8c68ed6df16d8893
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Needed for clan-format not to wrap onto one line.
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Was confusing eg: G_AUTOPACK belonged to G.fileflags, G_PICKSEL to G.f.
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BF-admins agree to remove header information that isn't useful,
to reduce noise.
- BEGIN/END license blocks
Developers should add non license comments as separate comment blocks.
No need for separator text.
- Contributors
This is often invalid, outdated or misleading
especially when splitting files.
It's more useful to git-blame to find out who has developed the code.
See P901 for script to perform these edits.
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Scopes were moved to properties area, so need to adjust
the optimization part of tagging.
Ideally, tagging will always happen (and happen for free)
and then drawing code will update scopes when they are
actually displayed. But this is outside of the scope of
this fix since requires some design changes.
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Done using:
source/tools/utils_maintenance/c_sort_blocks.py
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There were two problems:
1. The scopes were only updated when the "Scopes" category is active,
but this category has been removed in Blender 2.8.
2. The scopes moved from the TOOLS to the UI region.
However the update-code still searched for the "Scopes" category
in the TOOLS region.
Both problems are fixed with this commit:
1. Scopes have there own category again.
2. The update code is in the correct draw function now.
Reviewers: brecht
Differential Revision: https://developer.blender.org/D4245
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This is in order to make the API more multithread friendly inside the
draw manager.
GPU_shader_get_uniform will only serve to query the shader interface and
not do any GL call, making it threadsafe.
For now it only print a warning if the uniform was not queried before.
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Without this clang-format may wrap them onto a single line.
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Prevents clang-format wrapping text before comments.
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This is in order to use batch cache directly without using tricks like
batch presets reseting the VAOs.
Note: For now it also create a depth buffer for this area which is not
needed. We could get rid of this to lower VRAM usage.
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Sets the header position for newly created windows with few exceptions
(preferences is always bottom, file-selector is always top).
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Helps separate variable names from descriptive text.
Was already used in some parts of the code,
double space and dashes were used elsewhere.
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A little too much code got removed in fb24813.
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Missing these breaks auto-indent for editors that don't expand macros.
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Add keymap flag to the gizmo handler so events can be handled
on the UI level and not get over-ridden by grease pencil.
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This should be purely an implementation change,
for end users there should be no functional difference.
The entire key configuration is in one file with ~5000 lines of code.
Mostly avoiding code duplication and preserve comments and utility
functions from the C code.
It's a bit long but for searching and editing it's also convenient to
have it all in one file.
Notes:
- Actual keymap is shared by blender / blender_legacy
and stored in `keymap_data/blender_default.py`
This only generates JSON-like data to be passed into
`keyconfig_import_from_data`, allowing other presets to load and
manipulate the default keymap.
- Each preset defines 'keyconfig_data'
which can be shared between presets.
- Some of the utility functions for generating keymap items still
need to be ported over to Python.
- Some keymap items can be made into loops (marked as TODO).
See: D3907
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Makes it simpler to make some changes...
Also fix order of some includes (use alphabetical please).
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Make it the convention to multiply by scaling factor inside the function, so
Python scripts that didn't add DPI scale start working correctly.
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This is needed for splitting UV into its own editor, see: T54744
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See: T56648
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Instead of showing the transform handles for all selections,
move this functionality into a tool as done for the 3D view.
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Image toolbar now starts with a single column width
and snaps to button increments.
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Differential Revision: https://developer.blender.org/D3732
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Pivot is now period key, orientation is comma key.
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* Proportional pie menu at shift+O.
* Snap pie menu at shift+S.
* Pivot pie menu at comma. Previous comma, ctrl+comma, period
and ctrl+period shortcuts for specific pivot types were removed.
Ref T56881.
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This will look a bit better once horizontal expanded enums work.
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This commit merge the full development done in greasepencil-object branch and include mainly the following features.
- New grease pencil object.
- New drawing engine.
- New grease pencil modes Draw/Sculpt/Edit and Weight Paint.
- New brushes for grease pencil.
- New modifiers for grease pencil.
- New shaders FX.
- New material system (replace old palettes and colors).
- Split of annotations (old grease pencil) and new grease pencil object.
- UI adapted to blender 2.8.
You can get more info here:
https://code.blender.org/2017/12/drawing-2d-animation-in-blender-2-8/
https://code.blender.org/2018/07/grease-pencil-status-update/
This is the result of nearly two years of development and I want thanks firstly the other members of the grease pencil team: Daniel M. Lara, Matias Mendiola and Joshua Leung for their support, ideas and to keep working in the project all the time, without them this project had been impossible.
Also, I want thanks other Blender developers for their help, advices and to be there always to help me, and specially to Clément Foucault, Dalai Felinto, Pablo Vázquez and Campbell Barton.
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