Hex color values are now always in sRGB space, as would be expected by
most other applications. Previously they were in display space and using
the view transform.
In 2d655d3 the color picker was changed to use display space HSV values.
This works ok for a simple sRGB EOTF, but fails with view transforms like
Filmic where display space V 1.0 maps to RGB 16.292.
Instead we now use the color_picking role from the OCIO config when
converting from RGB to HSV in the color picker. This role is set to sRGB
in the default OCIO config.
This color space fits the following requirements:
* It is approximately perceptually linear, so that the HSV numbers and
the HSV cube/circle have an intuitive distribution.
* It has the same gamut as the scene linear color space.
* Color picking values 0..1 map to scene linear values in the 0..1 range,
so that picked albedo values are energy conserving.
Was using UI_BLOCK_LOOP to control draw style,
this meant we couldn't use popup theme colors for cases
where it the interface has the same purpose as a popup but happens
not to use this flag.
This patch adds a new matte node that implements the Cryptomatte specification.
It also incluces a custom eye dropper that works outside of a color picker.
Cryptomatte export for the Cycles render engine will be in a separate patch.
Reviewers: brecht
Reviewed By: brecht
Subscribers: brecht
Tags: #compositing
Differential Revision: https://developer.blender.org/D3531
Shortcut strings would be offset to the left to make space for the triangles,
breaking the alignment with other shortcut strings. Now this alignment is kept
by making menus slightly wider if there's a sub-menu triangle visible, making
room for the triangle.
The theme is now stored in generated C code,
which can be extracted from existing user preferences.
This theme can then be used for version patching themes
instead of duplicating values
Note that theme versioning has been removed,
since minor changes from now on won't apply well on top of 2.7x theme.
Theme colors from interface_widgets.c have been removed too.
Experimental support for using popovers like menus,
use this when the user hold the mouse down
(previously this did nothing).
This means turning frequently accessed menu items into
popovers doesn't add more clicks to the existing use case.
* Ensure popover does not change direction or location.
* Open popover towards the relevant editor, like pulldown menus.
* Use a bigger maximum assumed size to deal with some corner cases.
* Do proper 3D viewport header refresh on shading mode changes.
Now we always fill the slider with a vertical boundary. A bit hard to explain,
but very easy to see the difference.
I split the widget in three parts and used fragment shader discard to remove the
undesired bits. That means all the widget program is doing a bit extra
calculation.
Reviewers: fclem
Subscribers: billreynish
Differential Revision: https://developer.blender.org/D3186
- UILayout.popover(.. panel_type ..)
A single panel
- UILayout.popover_group(.. panel categories ..)
Expands all panels matching args.
Currently used in the topbar for redo and paint options.