- Add "Live Edit" to Text menu.
- "Top/Bottom of File" renamed to "Top/Bottom" and placed in Navigation sub-menu.
- Added navigation functions to Navigation menu,
since they were not exposed in the menus.
- Added selection functions to Select menu,
since they were not exposed in the menus.
- Moved the Select menu to the Header in consistency with the 3D View.
- Inserted comment in context menu.
D5434 with edits.
Tweak Text Editor to fit better with the rest of Blender 2.8:
- Move sidebar to the right
- Add proper context menu
- Move view toggles to the View menu
- Change the indentation option to be an enum between spaces and tabs
- Several layout tweaks
Patch by @tintwotin / Peter Fog with additional tweaks by me.
Differential Revision https://developer.blender.org/D5028
Reviewers: Brecht, Campbell
Each space had separate operators, duplicating logic.
Use RNA properties instead so adding the ability to toggle other
region types (floating redo region for eg) doesn't need to have an
extra operator per space type.
It's also nicer to show a check-box for something which can be toggled.
* It can be hidden by dragging it up/down.
* It can be at the top or bottom, independent of the header.
* It uses the color theme from the header.
* It does not change its color, when the area becomes active.
Currently, it is used in the text editor to display the file path.
Differential Revision: https://developer.blender.org/D4601
Although this wasn't so obvious since it
only showed up for factory settings and in the preferences window.
Panel display order depends on registration order,
Sorry for the noise. On the bright side we no longer need to move
classes around to re-arrange panels.
Organize Maximize/Fullscreen mess and add a new fullscreen mode with no UI
* Maximize Editor: (old Ctrl+Up)
* Full Screen Window: (old Alt + F11)
* Full Screen Editor: new operator (Alt + F10)
* Change Show/Hide Header: (Alt + F9)
When the mode is on moving the mouse near the top right corner of the
editor shows an icon to go back to the normal editor mode.
This was originally intended for the multiview branch, but this
functionality also benefits non-stereo workflows, thus it can be
reviewed and committed independently.
Development notes:
* This includes cleanups in the code to sanitize the naming of
fullscreen/maximize across the window/editor code.
* Originally the idea was to make the window fullscreen as well, but
this idea was dropped.
* You can see the clicking area when debug is 1
* Technically the user can be left with an unfaded icon in the corner
(specially when using a tablet). If we think this is too bad we can
increase the action zone to be the whole screen, or something similar.
Reviewers: campbellbarton [1], ton [2], fsiddi [2]
[1] actual code review
[2] design review
Differential Revision: https://developer.blender.org/D678
* Add "Open" operator to the Text Editor header, it's a common operation next to New.
* Add Body Text property to the Font panel for Text objects, so text can easily be pasted into Blender and editing it becomes easier too. This was only accessible via the RNA Data blocks before.
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"!
(Did not add those when I created that module, because I did not thought we would actually need them in usual UI code, but turned out I was wrong).
Also made some optimizations in those py gettext funcs, when i18n is disabled at build time, no need to do pyobject -> cstring -> pyobject conversions!.
- This doesnt use python as 2.4x did, instead it just autocompletes based on the text files unique identifiers so its useful for any language.
- key is same as console (Ctrl+Space)
* Add "Toggle Full Screen" and "Duplicate Area into New Window" operators to the view menu, was missing in those 2 operators. Patch [#33076] by Harley Acheson, thanks.
* Also moved those two operators to the top in text editor, for consistency.
* Shader script node added, which stores either a link to a text datablock or
file on disk, and has functions to add and remove sockets.
* Callback RenderEngine.update_script_node(self, node) added for render engines
to compile the shader and update the node with new sockets.
Thanks to Thomas, Lukas and Dalai for the implementation.