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2018-11-02UI: add render output tab to properties editorBrecht Van Lommel
2018-10-30UI: Cleanup typos and minor tweaks to Grease Pencil related textPablo Vazquez
First pass on adding articles, capitalize Grease Pencil, use 'keyframes' instead of 'frames' when possible, and other minor adjustments.
2018-10-30GP: New Fade no active layer overlay optionAntonioya
This option allows to fade all layers except active one. This can help in very crowded scenes with a lot of layers, to verify you are working in the right one.
2018-10-303D View: use 1.0 opacity for wpaint shadingCampbell Barton
Now the colors are multiplied, faded color isn't useful to see weights. Matches 2.7x behavior.
2018-10-29Dope Sheet: new option to display keyframe interpolation mode and extremes.Alexander Gavrilov
With the new automatic handle algorithm, it is possible to do a lot of the animation via keyframes without touching the curves. It is however necessary to change the keyframe interpolation and handle types in certain cases. Currently the dopesheet/action editor allows changing the types, but does not show them in any way. To fix, add a new menu option to display this information. For handle type, it is represented using the shape of the key icons: diamond for Free, clipped diamond for Aligned, square for Vector, circle for Auto Clamp, and cirle with dot for Automatic. Non-bezier interpolation is a property of intervals between keys, so it is marked by drawing lines, similar to holds. In this initial version, only the fact of non-bezier interpolation is displayed, without distinguishing types. For summaries, the line is drawn at half alpha if not all curves in the group are non-bezier. In addition, it is sometimes helpful to know the general direction of change of the curve, and which keys are extremes. This commit also adds an option to highlight extremes, based on comparing the keyed values with adjacent keys. Half-intensity display is used for overshot bezier extremes, or non-uniform summaries. Reviewers: brecht, aligorith, billreynish Differential Revision: https://developer.blender.org/D3788
2018-10-29UI: icon set updates Andrzej Ambroz, and various fixes.William Reynish
* Text editor word wrap, line numbers & syntax toggles now use consistent icons that don’t change when you enable or disable them. * Replaced icon toggle buttons in the snapping popover with normal checkboxes and descriptive text labels. This makes it clearer which item is the main radio button, is more consistent with other popovers, and allows us to use more descriptive text. * Added correct icons for grease pencil add menu. * Added bespoke icons for grease pencil modifiers. * Added icon for particle instance modifier. * Added icon for fake user on & off states. * Added correct icons for enabling/disabling modifiers in the dopesheet & f-curve editor. * Made it so the restrict viewport & restrict render toggles for modifier update correctly when enabled or disabled, by flipping the order in the icon sheet. This also required changing the outliner to match. * Removed the few old remaining icons in the old style and made sure to replace the last places where they were used. * Updated many icons to be clearer & more consistent.
2018-10-29Edit Mode: Fix "Hidden Wire" option not workingClément Foucault
2018-10-19Image Space: make 'UV Edit' a separate modeCampbell Barton
This is needed for splitting UV into its own editor, see: T54744
2018-10-08UI: new icon set by Andrzej Ambroz.Brecht Van Lommel
This is a monochrome icon set, with a more modern look and icons for various features that did not have a proper icon before.
2018-10-08Implement display of weight isoline contours in the fragment shader.Alexander Gavrilov
Add an option to display contour lines tracing through points with the same interpolated weight value in weight paint mode. This can be useful for working on gentle gradients over a relatively high resolution mesh, where the difference in color between adjacent vertices is very small. The contour grid has 3 levels of detail going down to step 0.001, which automatically fade in or out based on the weight gradient. Fade out works by capping both screen space and weight space line width, and reducing alpha when the screen space width becomes too small for moire and noise-less rendering. Reviewers: fclem Differential Revision: https://developer.blender.org/D3749
2018-10-05UI: rename overlay: Ornaments -> ExtrasCampbell Barton
See: T56648
2018-10-05GP: Move grid parameters to GP object data levelAntonioya
The grid now can be configured by object because this helps to identify objects and allows to define diferent grid parameters for each objects. Also added a color option.
2018-10-03GP: Allow canvas grid with different scales in X/YAntonioya
Now it's possible create rectangular shapes and disable the subdivisions to get only a rectangle
2018-10-03GP: Allow 0 subdivisions for canvas gridAntonioya
2018-09-28Fix errors for show_occlude_wire not in view3d.overlayDalai Felinto
2018-09-26Wireframe/Xray: Make Xray option local to wireframe modeClément Foucault
This commit make the Xray option for the wireframe different from the other shading mode. This makes it possible to rapidly switch between wireframe + Xray and Solid mode without Xray. Xray alpha is also decoupled. Both variables are duplicated and exposed separately through RNA.
2018-09-25Curves: Move draw options to overlaysClément Foucault
This commit add one regression: it is impossible to currently hide handles in the viewport. But this should be fixed in another commit.
2018-09-25Edit Mesh: Move Edit Mesh display settings to overlay'sClément Foucault
This makes the Edit Mesh display settings common to all objects. They can also be set differently per viewport. Modifying extra data (seams, sharp edges etc...) will no longer set them automaticaly visible. Bumping version because we need to force set all extra draw options for older files.
2018-09-21Viewport: tweak shading pie layout and naming.Brecht Van Lommel
2018-09-21Edit Mode: Merge Xray and "Limit selection to visible" options behaviourClément Foucault
We now treat Xray as being the mode where Limit selection to visible is off. If Xray is OFF, Limit selection to visible is considered ON. To allow 'see through wires' with solid shading (not Xray shading) we still draw solid shading if Xray is ON with Xray Alpha set to 1.0.
2018-09-21DRW: Add back wireframe modeClément Foucault
This is using the existing engine (workbench forward) with 0.0 xray_alpha and forcing wireframes on all objects. There is no workflow/shortcut changes in this commit.
2018-09-21GP: Change canvas titlesAntonioya
These changes are to harmonize names.
2018-09-19Fix T55059: EEVEE UV not available until you go in and out of edit modeClément Foucault
This is a dirty hack that should become irrelevant when depsgraph will support CD masks.
2018-09-10Image/UV Editor: Remove show other optionDalai Felinto
This is no longer useful now that we have multi-object editing support.
2018-09-06UI / Python: rename X-Ray to In Front, Draw to Display.Brecht Van Lommel
See T56648.
2018-09-04Cleanup: remove legacy layer and dupli code.Brecht Van Lommel
2018-08-30UI: add dedicated icon IDs for decorators, tool settings, shaderfx, overlays.Brecht Van Lommel
The preset and decorator icons were updated to be monochrome and draw in the same color as text. Other icons are unchanged, having them as separate icon IDs prepares for an artist to make them.
2018-08-30GP: New Armature modifier and tools to handle weightsAntonioya
This commit adds a new armature modifier for grease pencil. The deformations are done reusing the mesh deform routines. There is also a new operator in weight paint mode to help the artist to generate weights base on armatures. This operator is required because 2D animation workflow is not equal to meshes when parent an object to armatures. In the drawing engine has been added the option to handle the Fade object parameter used in armatures to see the strokes while move the bones. When rename bones, all related data of grease pencil is renamed too. This not only affect new armature code, but also layers parented and hook modifiers. Thanks @aligorith for his review and help.
2018-08-30UI: move workspace panels to tool settingsCampbell Barton
While this isn't the most logical place, there are very few workspace options and they don't need to be in such a prominent location.
2018-08-01Merge branch 'master' into blender2.8Campbell Barton
Move 'View3D.flag3' options into 'gp_flag'.
2018-08-01DNA: remove View3D.flag3Campbell Barton
Having 'flag, flag2, flag3' is getting out of hand especially when we support increasing the size of types. Make flag2 into an int. Note, this looses the 'show world' option, but it's not such an important setting.
2018-07-31Cleanup: use static variablesCampbell Barton
2018-07-31New Grease Pencil object for 2D animationAntonioya
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.
2018-07-27Workbench: option to change backgroundJeroen Bakker
Replaced the draw world option with a shading.background_type enum. Where the user can select Theme, World or a Custom color. World and theme colors do not always work in workbench. We needed to have an option what the user could control locally (per viewport). Especially when using linked data. I removed the world background drawing from the draw_manager. It was never used as EEVEE and Workbench both override the logic. Not 100% sure about the naming of Theme, World, Viewport. In other parts of blender's codebase World is sometimes called Scene. Will stick to the names that describes its location best. {F3990139} Reviewers: fclem, campbellbarton Reviewed By: fclem Subscribers: venomgfx Tags: #bf_blender_2.8 Differential Revision: https://developer.blender.org/D3551
2018-07-17Render: add "OpenGL" render engine.Brecht Van Lommel
This is intended for quick renders for previsualization, animation previews or sequencer previews. It provides the same settings as found in the 3D view Shading popover in solid display mode, but in the scene render properties. The "Workbench" engine was removed, and this name no longer appears in the user interface, it's purely an internal name. We might come up with a better name for this OpenGL engine still, but it's good to be consistent with the OpenGL Render operator name since this has a similar purpose.
2018-07-17Cleanup: moving shading type into View3DShading.Brecht Van Lommel
So all shading settings are in this struct and can be reused in the OpenGL render engine.
2018-07-17UI: Lamp -> Light for the object type visibility operatorsPablo Vazquez
Spotted in a live stream by Emilton Mendoza, thanks!
2018-07-15Cleanup: use variable names based on term gizmoCampbell Barton
2018-07-15WM: rename manipulator to gizmo internallyCampbell Barton
2018-07-14UI: rename manipulator to gizmoCampbell Barton
This is a common, short, distinctive term often used for this purpose. Changes to internal API's still needed.
2018-07-14UI: Capital letters for propertyPablo Vazquez
2018-07-12UI: 4-state icon for view visibility popoverCampbell Barton
This is a quick way to see if some of the object types in the scene are hidden or unselected. Icon design may change.
2018-07-113D View: option not to draw center dotsCampbell Barton
While this is a fairly obscure option, it means it's possible to disable all overlays except for any overlays the users wants to see.
2018-07-11Cleanup: simplify RNA namesCampbell Barton
2018-07-11Manipulator: changes for overlay optionsCampbell Barton
There are now 3 categories in the overlay popover: - Navigation - Active (camera, lamp... etc) - Tool (manipulator) The user preference for mini axis now controls if the mini axis displays minimal or a full-interactive widget. Part of design: T55863
2018-07-103D View: option to hide object overlaysCampbell Barton
This hides extra wires and details you may want to disable, name may be changed.
2018-07-103D View: overlay option to show bonesCampbell Barton
Allows drawing motion paths without the bones.
2018-07-10Fix 3D cursor updateCampbell Barton
Changing the values for the 3D cursor wasn't updating.
2018-07-06Viewport: in Lookdev shading, disable scene lights and world by default.Brecht Van Lommel
Now we light with just a user defined HDRI by default, which is useful for material setup and texture painting and lighting without having to set up any scene lights. Previously it would use the scene world without lights by default, which in some files is just black.
2018-07-06UI/Python: rename Lamps to Lights, to follow more standard terminology.Brecht Van Lommel
Internally it's still mostly named lamps, though some modules like Cycles were already calling them lights.