Commit Graph

73 Commits

Author SHA1 Message Date
604fdb6e85 Spelling fixes in comments and descriptions, patch by luzpaz
Differential Revision: https://developer.blender.org/D3744
2019-07-31 14:27:35 +02:00
d2e474d043 Cleanup: use trailing commas for multi-line arguments 2019-06-21 08:36:03 +10:00
8af1d1b199 UI: Icons update
New icons from Andrzej Ambroż / Jendrzych:

  - Bespoke icon for creating new Collections
  - Special icons for Rigid Body and Rigid Body Constraints (Physics Properties)
  - New icons for Holdout and Indirect Only toggles in the Outliner
  - New generic Cursor icon for cases that are not related to either Orientation or Pivot

Many other tweaks to existing icons, including:

  - Add & Remove Keyframe
  - Weight Paint & Collision Modifier
  - Tablet Pressure Sensitivity
  - Playback icons
2019-05-17 23:22:22 +02:00
e2b60f858e UI: Reinstate icons in the Physics Properties
These were removed at a time when there were no modifier icons.
2019-05-12 19:57:56 +02:00
5b0f0421ef Cleanup: mark unused arguments in UI scripts
Quiet's pylint W0613 warning, also remove some unused args.
2019-04-19 07:32:24 +02:00
cd60843aef Cleanup: add trailing commas to wrapped args 2019-04-13 12:45:02 +02:00
a3b9f20b1b UI: make UI label clearer for Affect Rotation 2019-03-21 16:30:55 +01:00
82507ecf5a UI: align header to the left
Since it's a header, this makes the hierarchy clearer
2019-03-21 16:30:09 +01:00
Pablo Vazquez
5c630f8256 UI: Rename 'Use Lib Path' to 'Use Library Path' in particle settings.
Also align items in the column since they work together.
2019-03-08 15:50:43 +01:00
8c2a978b03 UI: rename Free Bake to Delete Bake.
"Free" is more of a programming term related to memory allocation, not a term
we need to use in the interface. Ref T61054.
2019-01-31 19:49:47 +01:00
7c7f3776dd Use collection and instance terminology in Python API
This follows naming convention agreed on in T56648.
2018-11-28 18:22:51 +01:00
d5778b5bc1 UI: rename "OpenGL" render engine to "Workbench".
Neither is very descriptive for its task, but at least workbench is more
future proof and distinguishes it from Eevee.
2018-11-26 19:05:37 +01:00
2ac65f6153 UI: new icon set by Andrzej Ambroz.
This is a monochrome icon set, with a more modern look and icons for
various features that did not have a proper icon before.
2018-10-08 19:46:00 +02:00
e1ec93ce75 UI: use keyword arguments
Prepare for keyword only args.
2018-08-28 13:41:47 +10:00
e9fb2feb2e UI: text keyword argument to label
Prepare for keyword only args
2018-08-28 12:34:51 +10:00
7fa42b3e51 Fix T56511: UILayout.prop_search misaligned
Add padding when used with property decorations.
2018-08-24 12:11:24 +10:00
Vuk Gardašević
3b4d520cd7 Physics Common: Use Single Column and Grid Flow layout
See D3605
2018-08-17 12:01:26 +02:00
9df1e54079 Cleanup: style 2018-07-19 16:06:37 +10:00
644fadf2f0 Render: add "OpenGL" render engine.
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.
2018-07-17 16:46:09 +02:00
Vuk Gardašević
84d4037363 UI: Single-column and flow layout for Scene properties
See D3532
2018-07-17 12:17:42 +02:00
e6825946d0 Cleanup: style, pep8 2018-06-26 08:45:13 +02:00
William Reynish
26251282e0 UI: Single-column layout for Force Fields and Particles
Force Fields and Falloff are now simpler and more compact
by removing unnecesary labels (there was a text label just for one option)

Particle Force Fields Falloff is now a sub-panel of each effector type,
rather than just as a section with label.
2018-06-25 17:04:40 +02:00
William Reynish
244cb8410e UI: Single column for Rigid Body World 2018-06-21 12:41:01 +02:00
54a0247f59 Cleanup: whitespace 2018-06-20 16:42:19 +02:00
William Reynish
00fd2b57d1 UI: Single column layout for Force Fields 2018-06-20 16:11:18 +02:00
7436fb2ef1 Merge branch 'master' into 28 2018-06-05 16:36:13 +02:00
c68429bc03 Cleanup: pep8
Use 'autopep8 --ignore E721,E722' on our UI code, only minor changes.
2018-06-05 16:32:11 +02:00
f9cf2e2f6c Workspaces: remove workspace engine, use 3D viewport draw mode instead.
ViewRender was removed, which means we can't get the render engine for files
saved in 2.8. We assume that any files saved in 2.8 were intended to use Eevee
and set the engine to that.

A fix included with this is that .blend thumbails now draw with Clay mode,
and never Eevee or Cycles. These were drawn with solid mode in 2.7, and should
be very fast and not e.g. load heavy image textures.

Differential Revision: https://developer.blender.org/D3156
2018-04-18 16:35:38 +02:00
acdf76668a Eevee: Make Smoke sim panel visible with EEVEE 2017-10-27 22:49:15 +02:00
Dalai Felinto
e4f2b2be26 Workspace: Move engines to workspace and Properties Editor cleanup
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
2017-10-16 17:29:04 -02:00
31be0a6e52 Fix T52344: Softbody on Text.
Own previous fix (rBd5d626df236b) was not valid, curves are actually
supported by SoftBodies. It was rather a mere UI bug, which was not
including Surfaces and Font obect types in those valid for softbody UI.

Thanks to @brecht for the head up!

Also, fix safe for 2.79, btw.
2017-08-11 14:27:34 +02:00
9bdda427e6 PyAPI: remove bpy.utils.register_module()
In preparation for it being removed, see: T47811
2017-03-18 20:03:24 +11:00
4c164487bc Add "Gravitation" option to "Force" type force fields
This adds an option to force fields of type "Force", which enables the
simulation of gravitational behavior (dist^-2 falloff).

Patch by @AndreasE

Reviewers: #physics, LucaRood, mont29

Reviewed By: #physics, LucaRood, mont29

Tags: #physics

Differential Revision: https://developer.blender.org/D2389
2017-02-23 19:23:39 -03:00
3a4c307652 Use COMPAT_ENGINES instead of RenderEngine.use_game_engine for panel poll methods
This mostly affects physics panels. Any engines relying on
RenderEngine.use_game_engine flag to show/hide panels will need to be
updated. The COMPAT_ENGINES technique is how we usually deal with this.
One issue with use_game_engine is that I cannot find a way to set it; it
appears only the BGE can set it. This means (without this commit)
external RenderEngines cannot get rid of the default physics panels.

The RE_GAME flag (the C flag behind use_game_engine) is pretty hacky
and we should look into removing its usage where possible.
2016-07-27 19:00:35 -07:00
59db8d74b9 RNA: avoid past tense in property names 2015-04-16 16:41:12 +10:00
7095f47665 cleanup: pep8
also remove empty class parenthesis
2015-01-29 15:35:06 +11:00
9e30783585 Interface / PointCache: Remove name fields here as well, not needed anymore due to direct rename in uiList. 2013-12-13 10:20:35 +01:00
f79eff2984 Interface / Template Lists:
* Reduce the space of more lists, should be all in bl_ui/
2013-10-13 23:24:37 +00:00
0d524d1809 Further fix for #36382: bake buttons for linked objects could be grayed out
when they shouldn't be.
2013-09-23 12:14:06 +00:00
6cc84d7c99 Related to #36382: for linked object point caches, show a message that disk
cache must be used for baking.
2013-09-03 16:28:53 +00:00
5b83a89c81 Followup to r59434 : py UI scripts edits.
Notes:
* Made those edits by full checking of py files, so I should have spoted most needed edits, yet it remains quite probable I missed a few ones, we'll fix if/when someone notice it...
* Also made some cleanup "on the road"!
2013-08-23 20:41:21 +00:00
e8c272422a code cleanup: py ui 2013-04-04 17:01:51 +00:00
146a1545c3 Fix typo in recent i18n changes
Broke rigid body buttons in physics tab.
2013-03-31 17:41:22 +00:00
5262fcd4d3 I18n: various fixing.
* Reflect changes stated in prev commit about contexts in py code.

* Add a "Plural" context, to handle cases where english does not mark plural at all (e.g. shorten labels of only one adjective). Not so happy with that, but can't see any other way to do it, for now.

* Abuse "ID_CURVE" context for all falloff curves (this should solve some confusion issues, e.g. "sharp"...).
2013-03-28 15:41:43 +00:00
5c5b753779 Fix [#34300] Slider for list of particle systems (keyed particles) is not doing anything. Navigating a list of more than 5 elements requires keyboard.
Systematically adding some custom id to template_list using default UI_UL_list class, this one is commoly used more than once in an area, yielding collision issues if they do not have a custom id...
2013-02-18 13:30:40 +00:00
43f4f807d9 Fix physics' name not translated in main physics panel (reported on bf-translations ML).
This also revealed another bug, as you could not explicitely set default context to text_ctxt UI func parameter (None is not accpeted by RNA string props), so I had to change default context from py POV to "*" instead of None.

Anyway, that physics UI translation remains weak, as the trick used here (helper func) prevents message extractor script to directly find them. Currently it works because specified labels are also defined elsewhere, but it would be nice to have some kind of "translation markers" in py code too (similar to our N_/CTX_N_ C macros, unfortunately python does not have preprocessing ;) )...
2013-02-13 11:52:01 +00:00
5d4df1a999 pep8 cleanup 2013-02-10 08:54:10 +00:00
90a97a4710 rigidbody: Fix constraint buttons only showing for mesh objects
Was silly indentation mistake.
2013-01-23 13:45:52 +00:00
47c96081d0 rigidbody: Add rigid body constraints
Constraints connect two rigid bodies.
Depending on which constraint is used different degrees of freedom
are limited, e.g. a hinge constraint only allows the objects to rotate
around a common axis.

Constraints are implemented as individual objects and bahave similar to
rigid bodies in terms of adding/removing/validating.

The position and orientation of the constraint object is the pivot point
of the constraint.

Constraints have their own group in the rigid body world.

To make connecting rigid bodies easier, there is a "Connect" operator that
creates an empty objects with a rigid body constraint connecting the selected
objects to active.

Currently the following constraints are implemented:
* Fixed
* Point
* Hinge
* Slider
* Piston
* Generic

Note: constraint limits aren't animatable yet).
2013-01-23 05:56:56 +00:00
2d8637946b rigidbody: Add rigid body simulation
Add operators to add/remove rigid body world and objects.
Add UI scripts.

The rigid body simulation works on scene level and overrides the
position/orientation of rigid bodies when active.
It does not deform meshes or generate data so there is no modifier.

Usage:
* Add rigid body world in the scene tab
* Create a group
* Add objects to the group
* Assign group to the rigid body world
* Play animation
For convenience the rigid body tools operators in the tools panel of the 3d view
will add a world, group and add objects to the group automatically so you only have
to press one button to add/remove rigid bodies to the simulation.

Part of GSoC 2010 and 2012.
Authors: Joshua Leung (aligorith), Sergej Reich (sergof)
2013-01-23 05:56:44 +00:00