Age | Commit message (Collapse) | Author |
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This reverts commit 30680b8d51caada48a4f773caee8b934f06e3f30.
Conflicts with typing in capitals.
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Resolve conflict w/ maximized area.
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Use 2.7x keymap preset for full keymap.
Use define to allow further adjustments.
See T55666.
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This translates the gl calls to the new GPU_ wrappers from D3501.
Given it's tedious and repetitive work, this patch does as much as it can with search + replace, the remainder of the gl calls will need to be manually dealt with on a case by case basis.
This fixes 13 of the 28 failing editors when building without opengl.
For the list of substitutions see D3502
Reviewers: brecht
Differential Revision: https://developer.blender.org/D3502
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Strip unindented comment blocks - mainly headers to avoid conflicts.
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- Default Lamp increased strength (10x stronger)
- 3D View & Camera Lens = 50mm
- Camera film size = 36x24mm Full Frame
- Render Size Percentage = 100%
- Render Display = New Window
- Scene Units = Metric
- Color Management View = Filmic
- Workbench Object Overlap = ON
- Headers on top for all editors, except the Timeline at the bottom
- Default Properties tab = Object Properties
- Generate UV's = ON
See T47064
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Requiring context means we can't easily create new editors to replace deprecated
ones in versioning code.
Think it's reasonable to give editors access to scene and area data for their
initial setup though. They mostly need it for setting "the view", as in,
scrolling values.
Also did minor cleanup in top-bar creation function.
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Engine is not stored in WorkSpaces. That defines the "context" engine, which
is used for the entire UI.
The engine used for the poll of nodes (add node menu, new nodes when "Use Nodes")
is obtained from context.
Introduce a ViewRender struct for viewport settings that are defined for
workspaces and scene. This struct will be populated with the hand-picked
settings that can be defined per workspace as per the 2.8 design.
* use_scene_settings
* properties editor: workshop + organize context path
Use Scene Settings
==================
For viewport drawing, Workspaces have an option to use the Scene render
settings (F12) instead of the viewport settings.
This way users can quickly preview the final render settings, engine and
View Layer. This will affect all the editors in that workspace, and it will be
clearly indicated in the top-bar.
Properties Editor: Add Workspace and organize context path
==========================================================
We now have the properties of:
Scene, Scene > Layer, Scene > World, Workspace
[Scene | Workspace] > Render Layer > Object
[Scene | Workspace] > Render Layer > Object > Data
(...)
Reviewers: Campbell Barton, Julian Eisel
Differential Revision: https://developer.blender.org/D2842
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Conflicts:
source/blender/blenloader/intern/versioning_270.c
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Since we already have a rather advanced PovRay exporter, makes sense to
also nicely display generated 'code'.
Patch by Maurice Raybaud (@mauriceraybaud), thanks!
Cleanup (mostly styling) by @mont29.
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Use to avoid accidental missing break statements,
use ATTR_FALLTHROUGH to suppress.
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From workspaces branch
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handling).
This commit changes a lot of how IDs are handled internally, especially the unlinking/freeing
processes. So far, this was very fuzy, to summarize cleanly deleting or replacing a datablock
was pretty much impossible, except for a few special cases.
Also, unlinking was handled by each datatype, in a rather messy and prone-to-errors way (quite
a few ID usages were missed or wrongly handled that way).
One of the main goal of id-remap branch was to cleanup this, and fatorize ID links handling
by using library_query utils to allow generic handling of those, which is now the case
(now, generic ID links handling is only "knwon" from readfile.c and library_query.c).
This commit also adds backends to allow live replacement and deletion of datablocks in Blender
(so-called 'remapping' process, where we replace all usages of a given ID pointer by a new one,
or NULL one in case of unlinking).
This will allow nice new features, like ability to easily reload or relocate libraries, real immediate
deletion of datablocks in blender, replacement of one datablock by another, etc.
Some of those are for next commits.
A word of warning: this commit is highly risky, because it affects potentially a lot in Blender core.
Though it was tested rather deeply, being totally impossible to check all possible ID usage cases,
it's likely there are some remaining issues and bugs in new code... Please report them! ;)
Review task: D2027 (https://developer.blender.org/D2027).
Reviewed by campbellbarton, thanks a bunch.
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Did not happen when using screen layout saved in default startup.blend
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Apparently this is the result of some sloppiness during 2.5 project and since then it confused people who were trying to understand the area-region relation (myself included).
Sorry if this causes merge conflicts for anyone, but at some point we really had to do it :/
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Use a timer to get predictable speed.
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by kevindietrich
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This can freeze Blender if you accidentally press ctrl+m on a large
script, conversion from text to 3d objects is fairly special case,
restricting access to the menu only.
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Patch by chipgw.
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There is a bunch of internal refactoring going on too:
* No longer use operators to handle these directory and file fields, only makes
things more complicated than they should be.
* Handle autocomplete partial/full match deeper in the UI code
* Directory field still does not keep focus, that's for another time to fix,
you can already do pretty quick keyboard only navigation with the file field.
Reviewed By: elubie
Differential Revision: http://developer.blender.org/D29
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in Text Generic
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(added Ctrl+P as a toggle to show Properties)
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node materials.
Area and region listener callbacks now get the screen and area pointers passed, so
they can do more fine grained checks to see if redraw is really needed, for example
depending on the 3D view drawtype.
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many areas).
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since an event wasn't added to the queue no redraws we're done when the panel was already open, instead use a notifier.
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In text editor, the CTRL+F find now opens property region (or keeps it) and
activates the search button for input.
That's already nice! But next step should be to do a search on exit of
the button (or while typing). That's stuff I need Campbell to help with though.
Notes:
- Probably Py api for property buttons could get an "operator=" arg?
- The warning menu "not found" should go away
- I also suggest to make "wrap" search default for new editors
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On opening a text editor for first time, and use search (CTRL+F) the scrollers were not
correct initialized, so the view would jump a bit on redraw.
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from Benjamin Tolputt (btolputt), (with minor changes)
adds support for LUA syntax highlighting.
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CTRL+F in text editor now also works in the button region.
Added generic keymap for it, could get other shortcuts as well. Will leave it to the
maintainers :)
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- This doesnt use python as 2.4x did, instead it just autocompletes based on the text files unique identifiers so its useful for any language.
- key is same as console (Ctrl+Space)
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