Age | Commit message (Collapse) | Author |
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`CTX_data_selected_objects()` returns a `ListBase` of
`CollectionPointerLink`, not `PointerRNA`. This caused an alignment
issue, resulting in `owner_id == NULL` reported in T92507. Correcting
the pointer type fixed this.
In the end, the same pointer is used as before this commit, but the way
it is obtained is actually correct.
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The logic should be: show material mask panel if in_front is on,
it was inverted unintentionally.
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This fixes unintentional line art error when custom camera doesn't
exist, now not adding custom camera relation in this case.
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Only regions with gizmos were checking for fallback tools.
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Expose select & strip menus and shortcuts for sequencer preview.
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Regression in 2bcf93bbbeb9e32f680c37a1e0054ff16cb00ef0.
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The callers of `ED_view3d_cursor_snap_active` that must handle the snapping of the cursor.
Forcing release at the end can hide leaks.
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Missed in rB32cc9ff03746
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`free_tooltip` is no longer needed.
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There was a bunch of special handling to support dropping data-blocks onto
string or search-menu buttons, to change the value of these. This refactor
makes that case use the normal drop-box design, where an operator is executed
on drop that gets input properties set by the drop-box. This should also make
it easier to add support for dragging assets into these buttons.
In addition this fixes an issue: Two tooltips were shown when dragging assets
over text buttons. None should be shown, because this isn't supported.
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This reverts commit f7a3450e63d129b680aa5fd8330d54c17efdf495.
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Bump the version number for the new release cycle.
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This reverts commit 7b9e3534cfd1dd4bf3aefb98407f2e42a6efac4a.
This was supposed to go to master, not the 3.0 branch.
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Bump the version number for the new release cycle.
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{F11548100, size=full}
To celebrate the beginning of a new series, it feels like the right time to
give the theme a fresh look while improving on what already works.
The aim of this refresh is to keep a familiar look but with polishing touches
here and there. Like new paint on the walls of your well known house.
The theme for Blender 2.8 was well received but presented a few flaws.
* Transparency on menus and tooltips reduce readability
* Mismatch on certain colors, especially outlines of connected widgets
* Active/open menus highlight was not prominent enough
* Header background mismatch in some editors
At the same time we can make use of new features in 3.0:
* Make panels look like panels again (like in v2.3!)
* Make use of roundness in more widgets
* Since nodes are no longer hard-coded to be transparent, tweak opacity and saturation
* Tweak colors for the new dot grid
This update does not include:
* Meshes in edit mode to match greenish object-data color. This needs tweaks in the code to improve contrast.
* A copy of the Blender 2.8x legacy theme. This could be added to the community themes (shouldn't cost much maintenance, I hope)
There will be certainly small tweaks to do here and there, I've been working using this theme
for months but there can be areas that are missing update. The overall style is presented here.
This commit bumps the file subversion.
Reviewed By: #user_interface, Severin
Differential Revision: https://developer.blender.org/D13008
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Adding a catalog should also activate it, like we do it for adding other
data in Blender. The tree-view code will make sure the newly added item
will not have collapsed parents.
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This reverts commit 487faed6d0a1170a2f098552f794280fabe82186.
I changed my mind on how to implement this feature. Adding a catalog
should also activate it, like we do it for adding other data in Blender.
The activation will automatically make it visible then. See the
following commit.
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When pressing the '+' icon to add a new child catalog, or when adding it
through the context menu, the new catalog should be visible. So the
this change makes sure the parent is uncollapsed if needed.
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It assumed that the last input socket was a geometry socket, but now
it is the fill caps boolean option.
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This is a followup to rB827d7e7d252d48. After this we should
be consistent everywhere with the hints in the names of geometry
sockets.
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Add the image type to the switch node without field support.
Differential Revision: https://developer.blender.org/D13012
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This is consistent with all the other places where we use the id attribute:
If it does not exist, use the index instead.
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This is meant to add something to the sub-panel when it is empty
so it looks more purposeful, but also add a hint that might be helpful
when figuring out how to output a named attribute.
Differential Revision: https://developer.blender.org/D12715
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The text is just too long, it doesn't fit in the node width,
and the tooltips display the property names well enough,
since they aren't used as often as other settings.
Also display the text in lite builds too, there is no reason not to.
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That makes the node more useful by default.
One use case is to delete some points after the Set ID node, then instance
with some randomness. Now when deleting different points, the
randomness will remain stable.
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Previously it wouldn't be displayed at all for inputs, now just display
it without an "add" icon.
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The node is typically only added to enable smooth shading. So this
default is much more useful.
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Ids can often be relatively large numbers when they are generated automatically.
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Subdivision surface: Both geometry sockets renamed to "Mesh"
Points to Volume: Use "Points" and "Volume" names
Distribute Points on Faces: Use "Mesh" input name
These are meant to provide a hint to users which type each
node is meant to use.
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The lower case name is the internal name and will be exposed more
to the user once we have instance attributes.
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Raycasting downwards (e.g. onto some terrain) is more common than
raycasting in the positive z direction.
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- Only cycle items when the cursor hasn't moved.
This matches object-mode behavior, making it possible to tweak-drag
the current selection without first cycling to the next sequence strip.
Successive clicks will still cycle sequence strips.
- For center selection, use a penalty for the active strip.
- Use a temporary selection list to avoid moving the sequence
strips out of the scene during selection
(changing their order when added back).
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Replace local static mouse coordinate storage with a single function.
also resolve inconsistencies.
- Edit-mesh selection used equality check (ignoring `U.move_threshold`).
- Motion to clear tooltips checked the value without scaling by the DPI.
Also prevent the unlikely case of the previous motion check matching
a different area by resetting the value when the active region changes.
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Sequence strips weren't being deselected while holding shift.
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These kind of static asserts for the base type of a template parameter
are useful, and can avoid wrong API usage.
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Uses the additions to the UI tree-view API from the previous commit to
enable drag & drop of asset catalogs. The catalogs will be moved in the
tree including children.
A remaining issue is that a catalog with children will always be
collapsed when dropping. I need to find a way to fix that in the
tree-view API.
There are a few improvements I can think of for the tree-item drag &
drop support, but time for these is too short. These can be done as
normal cleanups at some point.
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