bpy_extras were meant to be useful high-level helper functions for
script authors to perform common operations,
to avoid writing to verbose API's.
bpy_extras.keymap_utils contains some specialized API calls
mainly intended for Blender's own internal use.
Move keymap import export to internal API.
When the toolbar is accessed with modifiers (eg shift-space):
- Check if we can use the key without any modifiers to set the cursor.
- Pie-menu stile release event no longer checks for modifiers.
Both the active tools and selection are now on LMB, which leads to
various conflicts.
For that reason the LMB keymap now has a couple of differences
compared to before. These changes do not affect the RMB keymap.
* Context Menu: W -> RMB
* Select Tool activate: None -> W
* Set Cursor: RMB -> Shift+RMB
* Loop Select: Alt+LMB -> double click LMB
* Mask Feather Vertex Slide: Shift+RMB -> Ctrl+Shift+RMB
* Node Select: only with LMB now, no RMB
The idea behind the W key Select Tool shortcut is that various
tools can't be combined with selection, unlike the RMB keymap.
So this works as a quick shortcut to drop a tool
and go back to selection.
Tools: set Select Box tool as default, rather than Cursor.
This goes along with coming LMB select keymap changes,
where we want the user to be able to LMB click to select by default,
rather than set the cursor.
The cursor will still be directly setabble with shift+RMB.
For Blender builtin configurations the option to choose the select mouse remains
and is now also in the splash screen. It works by changing the keymap dynamically
in the script, rather than using special events.
The system of automatic switching of events was not flexible enough to deal with
side effects that require further keymap changes, so it is now under more manual
control in the script.
This breaks compatibility for some scripts and exported key configurations.
These can be fixed by replacing SELECTMOUSE, ACTIONMOUSE, EVT_TWEAK_S and
EVT_TWEAK_A with appropriate LEFTMOUSE, RIGHTMOUSE, EVT_TWEAK_L and
EVT_TWEAK_R events.
Other than that, there should be no functional changes.
This setting can be tweaked to improve glossy reflection cubemaps.
It increases the sample count for each roughness level.
This settings affect the lookdev mode quality as well.
This enables reducing the noise comming from very bright light sources
(like a sun) that can be found in distant HDRIs.
The lost energy may be replaced manually by a sunlight that compensate the
this loss.
This clamping only concerns Reflection Cubmaps and is done on all on all
of them.
Setting to 0.0 disables it (default).
Right now we have a different behaviour whether users click on the name or on
the visibility eye.
When clicking on the eye, it is a toggle. When clicking in the name, you
are isolating this collection (unless you use shift).
As for the UI I tried using separator_spacer, but it was more work than
worth. A lot of sub panels, and LEFT/RIGHT alignment work just fine.
This is a parameter that will make the interpolation between irradiance
cells of a same Irradiance Volume smoother, reducing the weight of the
light leaking correction factors.
It is usefull in some cases to avoid harsh lighting transition that can
happen when a sample point it near a surface.
This is an important change. Starting from now, all lights have a finite
influence radius (similar to the old sphere option for BI).
In order to avoid costly setup time, this distance is first computed
automatically based on a light threshold. The distance is computed
at the light origin and using the inverse square falloff. The setting
can be found inside the render settings panel > shadow tab.
This light threshold does not take the light shape into account an may not
suit every case. That's why we provide a per lamp override where you can
just set the cutt off distance (Light Properties Panel > Light >
Custom Distance).
The influence distance is also used as shadow far clip distance.
This influence distance does not concerns sun lights that still have a
far clip distance.
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This change is important because it makes it possible to cull lights
an improve performance drastically in the future.
This brings the functionality currently in the H shortcut, to hide/show
individual collections.
In order to convey hierarchy, and to make justice to the originally
intended 1-10 shortcuts, we group the collections per siblings.