Age | Commit message (Collapse) | Author |
|
This reverts commit f7a3450e63d129b680aa5fd8330d54c17efdf495.
|
|
|
|
|
|
Bump the version number for the new release cycle.
|
|
This reverts commit 7b9e3534cfd1dd4bf3aefb98407f2e42a6efac4a.
This was supposed to go to master, not the 3.0 branch.
|
|
Bump the version number for the new release cycle.
|
|
{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
|
|
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.
|
|
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.
|
|
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.
|
|
It assumed that the last input socket was a geometry socket, but now
it is the fill caps boolean option.
|
|
This is a followup to rB827d7e7d252d48. After this we should
be consistent everywhere with the hints in the names of geometry
sockets.
|
|
Add the image type to the switch node without field support.
Differential Revision: https://developer.blender.org/D13012
|
|
|
|
This is consistent with all the other places where we use the id attribute:
If it does not exist, use the index instead.
|
|
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
|
|
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.
|
|
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.
|
|
Previously it wouldn't be displayed at all for inputs, now just display
it without an "add" icon.
|
|
The node is typically only added to enable smooth shading. So this
default is much more useful.
|
|
Ids can often be relatively large numbers when they are generated automatically.
|
|
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.
|
|
The lower case name is the internal name and will be exposed more
to the user once we have instance attributes.
|
|
|
|
|
|
Raycasting downwards (e.g. onto some terrain) is more common than
raycasting in the positive z direction.
|
|
- 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).
|
|
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.
|
|
Sequence strips weren't being deselected while holding shift.
|
|
|
|
|
|
These kind of static asserts for the base type of a template parameter
are useful, and can avoid wrong API usage.
|
|
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.
|
|
Adds the needed bits to the UI tree-view API to support dragging
tree-view items. This isn't used yet, but will be in the following
commit for asset catalogs.
There will probably be some further tweaks to the design at some point,
for now this should work well enough for our use-cases.
|
|
Mantaflow could steal tasks from dependency graph, which under
certain conditions causes a recursive lock involving GIL.
Isolate threading done in mantaflow when it is interfaced form
the dependency graph.
Isolation done from the modifier, since the deeper calls are
branching out quite quickly.
Differential Revision: https://developer.blender.org/D13011
|
|
Previously, muted links were just ignored considered by field inferencing.
Now muted links behave like normal links in the inferencing process.
|
|
This only happened when the spline contained a single point.
|
|
The toposort did not handle link cycles which it should.
|
|
The label was placed right at the left border of the row highlight,
which looked weird. So add some padding to tree-row labels without icon
or collapse chevron, which makes it look more polished. As additional
benefit, it alignes the labels better with icons of other rows on the
same tree level. And the padding makes it more clear that a child is
indeed a child, not just a sibling without icon.
|
|
Constructors that can be called with a single argument should be
explicit, unless there's a reason not to, to avoid unintended
constructions.
|
|
|
|
This fixes T92511, but there is still the more general problem
described in T92508.
|
|
Unlike translating existing nodes [which disables cursor wrapping and
enables edge-panning instead since rBSa1cc7042a74], adding new nodes
would still show the old behavior of cursor wrapping.
This has been disabled for the case when the node whould be added
outside (due to menus overlapping other editors).
Now enable edge-panning for adding new nodes as well and make sure
this only starts once the mouse has returned into the inside rect once.
Maniphest Tasks: T92427
Differential Revision: https://developer.blender.org/D13005
|
|
This seems wrong and was especially noticeable since transform snapping
does account for it (which was reported in T92494).
Now divide the `DotGridLevelInfo` `step_factor` by the default of 20 for
`U.widget_unit` and scale it later by the actual interface scale.
note: when zooming, this will still always snap to the smallest dot
level (not sure, with a bit more work it could be possible to only snap
to the lowest visible level after fading?)
Maniphest Tasks: T92494
Differential Revision: https://developer.blender.org/D13002
|
|
`FOREACHID_PROCESS_IDSUPER`.
Follow-up of rBf11ed418e5fa.
|
|
Properties Editor
Similar to rBf9308a585ecd, use `psys_get_current` if we cant get the
active psys from context (which is only defined for the Properties
Editor). Other solution would be to define a "particle_system" context
member in other editors, but for now, stick with the simplest solution.
thx @mano-wii for additional input
Maniphest Tasks: T92402
Differential Revision: https://developer.blender.org/D13000
|
|
Lattice wires are drawn as part of "Extras". Unlike the other types
details (Cameras, Lights, Lightprobes and Speakers), Lattices actually
have boundingboxes defined, so hide the lattice wires if only the
boundingbox is requested.
Maniphest Tasks: T88443
Differential Revision: https://developer.blender.org/D11343
|
|
Otherwise this function may fail to compile when other changes are made.
|
|
|
|
Avoid using underscore prefix since these typically mean the variable
shouldn't be accessed directly (it may be accessed from a macro,
or memory on the stack which is assigned to a pointer).
In this case a more meaningful name can be used for the argument
that was shadowed.
|