Age | Commit message (Collapse) | Author |
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Note: functions like select all are still not respecting that.
I will fix this as part of the local view commit though.
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This shows bones in font and uses the xray toggle binding.
Also 'bone select' isn't very meaningful on it's own.
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Update UI, draw-manager and operator to support with pose-bone-xray
when in weight paint mode.
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This makes it so weight paint + pose mode can't switch to other
weight paint objects.
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Allows binding to a key.
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Since this is no longer mesh only, move out of mesh,
rename next.
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Reviewers: brecht
Differential Revision: https://developer.blender.org/D3964
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Show occluded axis highlight on top when pointing away.
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A new selection with no objects found needed to de-select all.
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Axis aligned views now show both small/large handles,
this makes it possible to well if the view is in front or behind.
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Previously the positive axis was always brighter,
now use bright colors which face towards the view.
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When view aligned, the near axis was hidden,
making it seem as if the opposite axis was at the front.
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Also use struct for storing extra args.
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Also use smaller types for shading data.
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Also Remove it from the UI as it has not been ported to 2.8 and it is a
delicate thing to do.
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This type is not supported by either Eevee or Cycles. If other types of
lamps are needed by external engines, we should support adding custom types.
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Using low alpha meant it wasn't possible to see which was in-front.
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Without this bugs slip through that don't null check the descriptions
since many were set to empty strings.
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Only visible when in object mode.
Most of the time we will have the active object not being a part of the active
collection. So it is important to clearly communicate what is the active
collection, so users know for instance where new or appended objects
will be added to.
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The ruler tool is using a hard coded background color. Invert it if the
text color is bright. In the future we should maybe use a theme color
instead of guessing as it does not work well with middle gray colors.
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It was using UI_draw_roundbox_aa which is not available when drawing with
the view3d opengl context (because of VAO not being shared). Replace with
simpler rect box. Of course it's a bit more ugly but at least it's working.
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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 is inspired/based on the code we use for armature bone selection.
Both pick selection, and box selection should be working now.
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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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Now it shows more compact info below the view/object name. Render time and
memory usage is left out, as in most cases this is not so important. These
could be added back optionally if needed.
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Makes it simpler to make some changes...
Also fix order of some includes (use alphabetical please).
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This now matches original design more closely, see: T54723.
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Soft shadow similar to the title of pie menus to increase readability.
For the full white background issue an extra box container might be needed.
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Bright backdrop would get lost when having bright elements/background in the viewport.
This makes it use a darkened/lighten version of the theme space header color.
Since icons are colored using the 'text' value of the Theme Space, it's likely that any
theme is going to have a contrasting background color, but just in case darken/lighten it slightly.
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Center is misleading since it could mean the center of the objects, selection, etc.
Python API is left as is to not break compatibility. Maybe it could be renamed as well?
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Internally, a drawing is done to calculate z-depth and needs always the drawing.
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Support for showing images in background/foreground and only in perspective/orthographic view.
Internally the depth of the image is modified in the fragment shader by setting `gl_FragDepth` explicitly.
The UI still needs some work to improve usability, see D3863 for details.
Currently there is one duplicated function, not sure how to best deduplicate it yet. (`is_image_empty_visible`)
Reviewer: fclem, brecht, campbellbarton
Differential Revision: https://developer.blender.org/D3863
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