Commit Graph

4001 Commits

Author SHA1 Message Date
b23d5132a9 UI: Add redo last to edit-menu 2018-06-10 17:15:40 +02:00
937e4fb49a UI: change toolbar icon size from 38 -> 32 2018-06-10 16:42:19 +02:00
a978654977 UI: use property split for UV mask panel 2018-06-10 16:29:55 +02:00
4d1193feb3 UI: correct jitter button 2018-06-10 16:08:19 +02:00
87a71f36fc UI: use split property for tool settings
Patch by @billreynish w/ edits
2018-06-10 15:58:39 +02:00
c10f1379cd UI: remove tab use in the tool-settings 2018-06-10 15:40:02 +02:00
e5a0cf730a UI: use two columns for the overlay popover
Also use sub-panels.

Patch by @billreynish w/ edits.
2018-06-10 15:24:04 +02:00
afa45fb858 UI: Use flow layout for object properties context
Mainly as a proof of concept and test to use in other contexts.
2018-06-10 13:56:28 +02:00
7fdde7fd86 UI: use draw_header function for popover buttons
Add 'is_popover' for panel draw functions to check if they're in a popup.
This puts dyntopo toggle next to the popover.
2018-06-09 17:38:32 +02:00
1ce55693f5 UI: remove tools space type, use properties context
We've decieded to use tools context in properties editor.
2018-06-08 16:35:05 +02:00
cbbf8bbbb4 Workbench: XFlip Matcap per 3D View
Note: Icons are not yet updated.
2018-06-08 16:13:49 +02:00
9f2447cbd8 Code cleanup 2018-06-08 15:35:25 +02:00
70b3fb3781 Workbench: Custom StudioLight UI 2018-06-08 15:34:46 +02:00
aff6cc9cf1 Workbench: Lights user pref 2018-06-08 14:30:32 +02:00
b3c8ffcb3e Workbench: UI for custom studio lights/matcaps
- all known image types are supported
- BpyAPI for studiolights added
- added open user pref operator in shading menu
- possible to add multiple files in a single run

For now refreshing studio lights will free all studiolights and reinit
the whole mechanism. This can be improved by only freeing deleted, reset
updated and add new custom studiolights.

details to show currently only shows the path we perhaps want to add
other information also
2018-06-08 10:41:24 +02:00
30cd35a37b Keymap: continued testing/development
After testing in the studio and extending the event system for
drag events, we've agreed on adjustments to the new keymap,
see: T55162

- Tab: Edit-mode toggle.
- Tab + Cursor Drag: mode switching pie menu.
- Accent/Grave: for 3D view pie menu.
- F3: Search
- 1..3, Shift-1..3: Edit mesh vertex/edge/face toggle.

Other minor changes were made, however they aren't part of the design.

- Ctrl-Shift-S: Image editor Save-As (was F3)
- Ctrl-Alt-R: Repeat history (was F3)
2018-06-07 20:46:12 +02:00
a867e63dd6 Rename "Viewport Display SSAO" sub-panel name to Screen Space Ambient Occlusion
Since it is already a sub-panel of Viewport Display anyway
2018-06-07 12:08:40 +02:00
f447411a82 Bone selection: user control contrast
Experiment: let the user be in control of the alpha channel as some rigs
are hard too see during bone selection. Especially rigs that were
designed for 2.79 wireframe mode.
2018-06-07 09:26:06 +02:00
19d651ca9a View3DShading popover: Naming + alignment 2018-06-06 16:17:07 +02:00
fcf720a135 View3D: Shading Popup
- layout so cavity options are better visible
- fixed issues showing wrong options in Material mode
- added labels + seperators
2018-06-06 15:44:00 +02:00
f1fd5ed74f T55333 Workbench: Cavity Shader
A cavity shader based on SSAO. Works on all workbench deferred passes.

Per 3d viewport the cavity shader options can be set as different
shading needed different options. Some global options are in the
Viewport Display of the scene like num samples and distance.

Experimental: Naming of Ridges and Valleys
2018-06-06 14:51:18 +02:00
3b8ae85e3d Move Time Remapping into a sub-panel 2018-06-06 14:28:35 +02:00
2088bb0d49 UI: add particle brush to topbar 2018-06-06 14:06:45 +02:00
1889eec918 UI: use regular size icons for toolbar popup
Test this since the popup feels disruptive/flashing when its too large
when set smaller it looks closer to a menu w/ key-accelerators which is
the intention in this case.

It's also more likely the active tool can be placed under the cursor.
2018-06-06 08:32:25 +02:00
d5ce40a5ed Wireframe: Add slider to hide edges from coplanar faces
The default behaviour is to show the same amount of edges as 2.7.
The slider makes it possible to show all edges or even less.
2018-06-05 19:35:36 +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
60aee3943f UI: move 3D view display options into popover
- Moved Mesh Display, Mesh Analysis & Motion Tracking
  display panels to Overlays.
- Removed Item panel from sidebar (buttons available elsewhere).

Patch by @billreynish w/ edits
2018-06-05 15:35:57 +02:00
a3815f8777 Workbench: Matcaps T55291
- users can use their own matcaps
.config/blender/2.80/datafiles/studiolights/matcap/ folder
- upto 100 matcaps can be loaded
- color of the matcap is influenced by the color of the material/single
color etc. To show the plain matcap use single color at 1.0
- chosing a matcap is at lighting level (flat/studio/matcap)
- matcap only possible in solid mode
- also works for X-Ray mode

As the old matcaps are still in used by the clay engine I didn't remove
it yet.
2018-06-05 11:38:33 +02:00
1df228a416 UI: context menu for other editor types
D3458 by @billreynish w/ edits.

- Context menu for dope-sheet, graph, image & node editors.
- Add type to contenxt menu header.
- Access with W-Key.
- Change UV-editor weld key binding to Shift-W.
2018-06-05 09:18:00 +02:00
William Reynish
2b4d2de253 UI: more subpanels for Cycles and Eevee. 2018-06-04 17:36:03 +02:00
William Reynish
acb5bbf9b2 UI: use subpanels for Cycles, render, scene, object, particle, curves. 2018-06-04 13:44:23 +02:00
5b64301834 Merge branch 'master' into blender2.8 2018-06-04 09:06:14 +02:00
2d3d76693a Cleanup: newlines at EOF for Python modules 2018-06-04 08:54:40 +02:00
f6743fcaa4 UI: use subpanel for particle emission source, as an example. 2018-06-03 21:36:12 +02:00
18a4553838 Edit menu: add Repeat Last and Repeat History 2018-06-02 23:13:03 +02:00
04d9316cf3 UI: use single column layout for particles
Also minor changes to other panels.

Patch by @billreynish
2018-06-02 21:52:52 +02:00
Dalai Felinto
bb8770b976 Fix UI for camera data
The fix bit is the split.

But since we are using col.separator() left and right we need this as well.
I still don't think the separators are the way to go, yet may as well be
consistent with the current design in place, thus the extra separator here too.
2018-06-02 11:22:44 +02:00
8433ed76b2 UI: re-order navigate manipulator
Looked as if size applied to navigation too.
2018-06-01 22:37:27 +02:00
d18cd768bb UI: use single column properties for object data
patch by @billreynish w/ minor edits
2018-06-01 19:26:07 +02:00
e4a727626e X-Ray: Added a slider for the alpha
- will not render when set to 0.0 for speed reasons. so when user sets
transparency to hide everything the bigger passes will be skipped.
2018-06-01 17:15:35 +02:00
William Reynish
15e5dbc2c3 UI: tweaks to viewport shading and overlay panel layouts. 2018-06-01 17:14:06 +02:00
0706b410bd UI: use same "Viewport Display" name for scene/object/material panels. 2018-06-01 17:14:06 +02:00
eef18d39cb Fix broken set collection offset from cursor operator. 2018-06-01 17:14:06 +02:00
72a360827b T54991: Restore support for Motion Path drawing in 2.8
This commit restores support for Motion Path drawing in 2.8 (as it wasn't ported over
to the new draw engines earlier, and the existing space_view3d/drawanimviz.c code was
removed during the Blender Internal removal).

Notes:
* Motion Paths are now implemented as an overlay (enabled by default).
  Therefore, you can turn all of them on/off from the "Overlays" popover

* By and large, we have kept the same draw style as was used in 2.7
  Further changes can happen later following further design work.

* One change from 2.7 is that thicker lines are used by default (2px vs 1px)


Todo's:
* There are some bad-level calls introduced here (i.e. the actgroup_to_keylist() stuff).
  These were introduced to optimise drawing performance (by avoiding full keyframes -> keylist
  conversion step on each drawcall). Instead, this has been moved to the calculation step
  (in blenkernel).  Soon, there will be some cleanups/improvements with those functions,
  so until then, we'll keep the bad level calls.


Credits:
* Clément Foucault (fclem) - Draw Engine magic + Shader Conversion/Optimisation
* Joshua Leung (Aligorith) - COW fixes, UI integration, etc.


Revision History:
See "tmp-b28-motionpath_drawing" branch (rBa12ab5b2ef49ccacae091ccb54d72de0d63f990d)
2018-06-01 16:38:21 +02:00
Vuk Gardašević
27881e9948 Fix Add menu issue when there are no collections to instance
Differential Revision: https://developer.blender.org/D3453
2018-06-01 15:27:18 +02:00
4eb47c303d Fix: raytrace_mirror does not exist anymore
Eevee default material settings were not showing.
2018-06-01 12:14:08 +02:00
c450966e95 Workbench: Material specific settings for the specular
- Uses the roughness setting of the basic eevee material
- renamed gloss_mir to roughness
- set default of roughness to 0.25
- renamed ray_mirror to metallic
- cleaned up material rna (BI mirror struct)
- use BLINN phong model
- normalize incoming/outgoing specular light
- when using camera oriented studiolight, the SolidLight will be used
for specular highlights
- EXPERIMENT: when in world oriented studiolight only the shadow direction will be used.
- change the settings of the internal light to make scenes more
readable
2018-06-01 11:01:55 +02:00
7bdc67f5f3 Fix broken 'make single user' operator UI.
Texture option was removed, since BI engine removal...
2018-06-01 10:27:27 +02:00
c87cfcc8de 3D View: make text overlay optional 2018-06-01 08:26:55 +02:00