The layers list and the Dopesheet channels now show color swatches for both the
stroke and fill colours now. This is useful when you've got layers that only
use either/or.
* Currently, these only get shown if the relevant opacity setting is high enough
for that aspect to contribute to the result.
* The sizing of these items could do with some more tweaking (especially in the
Dopesheet), as these may now be too small to accurately see and/or interact with.
* There are some potential issues when using near-gray (or actually, colours similar
to the list backgrounds, but that issue exists in other areas of Blender anyway.
(NOTE: At this stage, these changes are still experimental, and not for 2.73 yet)
This commit includes a few things:
* It moves the Rake and Random flags from the brush to the MTex.
* The first change allows mask textures to have independent rake
support.
* Random rotation now has an angle value that controls the width of the
effect from the rake or default angle
* Rake and Random are now supported together.
Currently, code just checks whether a text-edited button uses a given icon (VIEWZOOM) to decide to apply changes on each typed char.
This patch adds a propper button flag (UI_BUT_TEXTEDIT_UPDATE) and a dedicated RNA flag (PROP_TEXTEDIT_UPDATE) for that.
It's also now usable not only for text buttons, but also for example for num buttons when in 'text edit' mode, etc.
It also fixes an actual bug, which is for text properties, in 'immediate' mode, hitting escape would not restore org value, because `ui_apply_but_TEX()` would set its orgstr to NULL on first call (giving it to `but->rename_orig` instead of copying it).
Note no change in behavior is expected from user POV.
Update for addons using that 'VIEWZOOM' icon 'feature' will follow (if any).
Reviewers: campbellbarton
Reviewed By: campbellbarton
Projects: #user_interface, #bf_blender:_next
Differential Revision: https://developer.blender.org/D938
Can be considered TODO but it's not bad to support either. Also added
RNA api to get aspect ratio of assigned UV image - returns aspect
corrected image dimensions so needs adjustments for uv editing.
* Rename "emboss" to "widget_emboss"
* Remove duplicated UI_GetThemeColor4ubv function
I made sure version bump and Save User Settings are working correctly ;P
It turns out that several important modelling addons depend on the assumption
that Grease Pencil data gets created on the active object instead of on scene
level. This commit adds a toggle for setting whether new Grease Pencil data
is created on scene or object level.
These work as follows:
* "Scene" = The behaviour originally introduced as part of the GPencil_EditStrokes
changes. New strokes are added to the scene instead of the active object, making
it easier to manage things when working with Grease Pencil in general.
* "Object" = The previous behaviour (from 2.50 to 2.72), where new strokes are added
to the active object. This is now being reintroduced to soften the transition
for addons out there which have been doing this in a lazy/lax way so far.
Now, what may be slightly confusing are the "fallback" measures in place:
* "Scene" - To ensure that loading old files goes ok without needing a version patch,
if the active object has GPencil data, that will be used in place of the scene's
own GPencil data.
* "Object" - If there was no active object at the time of creating strokes
(for instance, if you delete the active object immediately before drawing),
GPencil data gets attached to the current scene instead.
Since some tweaks may still be needed here, I've decided to bump the subversion
number so that we have a reference point when doing version patches.
On second thought, it is probably still worthwhile to be able to disable GPencil
drawing on strips. By default, GPencil strokes are still shown by default now,
but they can be turned off using this option if it turns out that they are
getting in the way (e.g. a director/animator make some planning notes in the shot
at an earlier stage which are hidden for normal display now, but are still there
popping up sproadically during the animatic).
This merge-commit brings in a number of new features and workflow/UI improvements for
working with Grease Pencil. While these were originally targetted at improving
the workflow for creating 3D storyboards in Blender using the Grease Pencil,
many of these changes should also prove useful in other workflows too.
The main highlights here are:
1) It is now possible to edit Grease Pencil strokes
- Use D Tab, or toggle the "Enable Editing" toggles in the Toolbar/Properties regions
to enter "Stroke Edit Mode". In this mode, many common editing tools will
operate on Grease Pencil stroke points instead.
- Tools implemented include Select, Select All/Border/Circle/Linked/More/Less,
Grab, Rotate, Scale, Bend, Shear, To Sphere, Mirror, Duplicate, Delete.
- Proportional Editing works when using the transform tools
2) Grease Pencil stroke settings can now be animated
NOTE: Currently drivers don't work, but if time allows, this may still be
added before the release.
3) Strokes can be drawn with "filled" interiors, using a separate set of
colour/opacity settings to the ones used for the lines themselves.
This makes use of OpenGL filled polys, which has the limitation of only
being able to fill convex shapes. Some artifacts may be visible on concave
shapes (e.g. pacman's mouth will be overdrawn)
4) "Volumetric Strokes" - An alternative drawing technique for stroke drawing
has been added which draws strokes as a series of screen-aligned discs.
While this was originally a partial experimental technique at getting better
quality 3D lines, the effects possible using this technique were interesting
enough to warrant making this a dedicated feature. Best results when partial
opacity and large stroke widths are used.
5) Improved Onion Skinning Support
- Different colours can be selected for the before/after ghosts. To do so,
enable the "colour wheel" toggle beside the Onion Skinning toggle, and set
the colours accordingly.
- Different numbers of ghosts can be shown before/after the current frame
6) Grease Pencil datablocks are now attached to the scene by default instead of
the active object.
- For a long time, the object-attachment has proved to be quite problematic
for users to keep track of. Now that this is done at scene level, it is
easier for most users to use.
- An exception for old files (and for any addons which may benefit from object
attachment instead), is that if the active object has a Grease Pencil datablock,
that will be used instead.
- It is not currently possible to choose object-attachment from the UI, but
it is simple to do this from the console instead, by doing:
context.active_object.grease_pencil = bpy.data.grease_pencil["blah"]
7) Various UI Cleanups
- The layers UI has been cleaned up to use a list instead of the nested-panels
design. Apart from saving space, this is also much nicer to look at now.
- The UI code is now all defined in Python. To support this, it has been necessary
to add some new context properties to make it easier to access these settings.
e.g. "gpencil_data" for the datablock
"active_gpencil_layer" and "active_gpencil_frame" for active data,
"editable_gpencil_strokes" for the strokes that can be edited
- The "stroke placement/alignment" settings (previously "Drawing Settings" at the
bottom of the Grease Pencil panel in the Properties Region) is now located in
the toolbar. These were more toolsettings than properties for how GPencil got drawn.
- "Use Sketching Sessions" has been renamed "Continuous Drawing", as per a
suggestion for an earlier discussion on developer.blender.org
- By default, the painting operator will wait for a mouse button to be pressed
before it starts creating the stroke. This is to make it easier to include
this operator in various toolbars/menus/etc. To get it immediately starting
(as when you hold down DKEy to draw), set "wait_for_input" to False.
- GPencil Layers can be rearranged in the "Grease Pencil" mode of the Action Editor
- Toolbar panels have been added to all the other editors which support these.
8) Pie menus for quick-access to tools
A set of experimental pie menus has been included for quick access to many
tools and settings. It is not necessary to use these to get things done,
but they have been designed to help make certain common tasks easier.
- Ctrl-D = The main pie menu. Reveals tools in a context sensitive and
spatially stable manner.
- D Q = "Quick Settings" pie. This allows quick access to the active
layer's settings. Notably, colours, thickness, and turning
onion skinning on/off.
This patch includes the work done in the terrible consequencer branch
that hasn't been merged to master minus a few controversial and WIP
stuff, like strip parenting, new sequence data structs and cuddly
widgets.
What is included:
* Strip extensions only when slipping. It can very easily be made an
option but with a few strips with overlapping durations it makes view
too crowded and difficult to make out.
* Threaded waveform loading + code that restores waveforms on undo (not
used though, since sound_load recreates everything. There's a patch for
review D876)
* Toggle to enable backdrop in the strip sequence editor
* Toggle to easily turn on/off waveform display
* Snapping during transform on sequence boundaries. Snapping to start or
end of selection depends on position of mouse when invoking the operator
* Snapping of timeline indicator in sequencer to strip boundaries. To
use just press and hold ctrl while dragging.
Reviewers: campbellbarton
Differential Revision: https://developer.blender.org/D904
Previosuly, world was shown on the background if "Render Only" was used.
Now user should be able to set it independently. This is a prelude to
(drumroll)...
In the process, I've removed the old operator (ANIM_OT_channels_visibility_set)
and folded that option in with the hide operator, to make this consistent
with how this is done in the 3D view and other parts of Blender.
Revised the tools for managing which FCurves are visible in the Graph Editor
curves area. Now, there are the following tools in place:
* V (channels region only) = Hide all curves except those in selected channels [OLD]
* H = Hide all selected curves [NEW]
* Shift-H = Show all previously hidden curves [NEW]
I've removed the old operator to toggle visibility status of selected curves,
as it doesn't seem that useful anymore.
The Mesh Tools have quite few crucial tools that're missing from the toolbar. This is the main one.
The tools that're here should also be reorganized a bit to introduce actual orgnization, as it's quite sporadic at the moment. Will do that later.
too crowded.
UVs in the same layer can be used for many images. It used to be
possible to filter UV faces based on the image, but this is impossible
now due to the way the system works, so I added an option to allow
filtering UVs based on active material index.
Rationale on using option and not being smart here (options are bad tm)
is that for some workflows, such as preserving image space by using the
same image for many materials, people might want to turn this off.
Add simple uvs now does a cube unwrap and pack operation. Result is not
optimal by far but it should not result in crashes and it will be quite
usable for simple cases.
Adding new object to RigidBodyWorld obgroup is not a good way to do that, since it only
takes effect (create rigid_body for new objects) when you change current frame.
Better to use rigidbody.object_add() operator here!
This adds a theme option for the embossing of UI widgets. By doing this users have much greater flexibility for creating nice themes. Previously many themes (particularly dark ones) looked quite bad due to the very obvious emboss. This made simpler, flat-style themes very challenging.
Closes T42228
Reviewed by @campbellbarton
Add Recalcuate Normals to the Faces menu, next to other shading options.
Differential revision: https://developer.blender.org/D841
Signed-off-by: Thomas Dinges
Main moving logic is moved to new `BKE_keyblock_move()`, which makes it available from anywhere.
In addition, move code was reworked so that it only loops once on whole keyblocks list,
and it accepts arbitrary org and dest indices, not only neighbor ones.
Partly based on work by revzin (Grigory Revzin) in his soc-2014-shapekey GSoC branch, thanks!
Loading XML module, registering etree namespaces... etc
on startup for everyone on chance someone may want to export
an SVG from Freestyle is unacceptable.
This shouldn't have got through the review.
also disable loading when built without freestyle.
Features:
* Both still image and animation rendering, as well as polygon
fills are supported.
* The exporter creates a new SVG layer for every Freestyle line
set. The different layers are correctly sorted.
* SVG paths use data from line styles, so the base color of a
line style becomes the color of paths, idem for dashes and
stroke thickness.
* Strokes can be split at invisible parts. This functionality is
useful when exporting for instance dashed lines or line styles
with a Blue Print shader
* The exporter can be used not only in the Parameter Editor mode,
but also from within style modules written for the Python
Scripting mode.
Acknowledgements:
The author would like to thank Francesco Fantoni and Jarno
Leppänen for their [[ https://github.com/hvfrancesco/freestylesvg | Freestyle SVG exporter ]].
Differential revision: https://developer.blender.org/D785
Author: flokkievids (Folkert de Vries)
Reviewed by: kjym3 (Tamito Kajiyama)
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