We still control this in the viewport collections visibility menu. But
now we are actually changing the visibility of the collections, not of
the objects.
If a collection is indirectly invisible (because one of its parents are
invisible) we gray it out.
Also if you click directly in the collection names, it "isolates" the
collection by hiding all collections, and showing the direct parents and
all the children of the selected collection.
Development Note:
Right now I'm excluding the hidden collections from the depsgraph.
Thus the need for tagging relations to update.
If this proves to be too slow, we can change.
The approach is fairly simple, just apply an edge detection filter to the view normal and scale the brightness based on that.
The overlay is disabled at object boundaries to avoid dark lines around objects.
Generally, this implementation follows the proposal of @monio at https://blender.community/c/rightclickselect/J9bbbc.
The changes are:
- Dynamic filter radius (on high-DPI displays, a radius of two is used)
- Options to reduce the strength of both ridges and valleys
- Tweaked function for the strength reduction (the original method actually had a local maximum, resulting in a brighter line inside valleys)
- Multiplication for blending instead of overlay, which doesn't work reliably with scene-referred intensities
- Renamed to point out the distinction between it and the SSAO-based cavity overlay
Reviewers: jbakker
Reviewed By: jbakker
Subscribers: billreynish, manitwo, linko, monio
Differential Revision: https://developer.blender.org/D3617
Bring back per-viewport localview. This is based on Blender 2.79.
We have a limit of 16 different local view viewports.
We are using both the numpad /, as well as the regular /.
Missing features:
* Hack to make sure lights are always visible.
* Make rendered mode with external engines to support this as well
(probably just need to support this in the RNA iterators).
* Support over 16 viewports by taking existing viewports out of local view.
The code can use a cleanup pass in the future to unify the test to see
if an object is visible (or we can use TESTBASE in more places).
- Z shows pie menu (removed wire/xray toggles).
- Alt-Z toggles x-ray.
- Shift-Z toggles wireframe.
- Shift-Alt-Z toggles overlays.
Note that toggle overlays had no binding for 2.7x,
this is likely not a heavily used option and could even be left out.
* Move type-specific options first.
Allows to get quicker access to settings like Shading Smooth/Flat
by pressing W -> S/F, or camera or light settings.
* Lights: Rename Strength to Energy
* Lights: Show Energy when using EEVEE
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 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.
- Vertex & weight paint now use the 'blend' setting.
- Weight paint now has it's own tool setting,
since weight paint doesn't deal with color - we'll likely
support different tools eventually.
- Draw on back buttons moves near mode
- zDepth offset moved from View Panel to Popover
- Target for Stroke mode moved to popover
- New First point snap mode
Center is misleading since it could mean the center of the objects, selection, etc.
Python API is left as is to not break compatibility. Maybe it could be renamed as well?
Since we now have an Opengl "render engine", it is misleading to have this
operator still called "OpenGL Render" when all it does is take a snapshot
of the viewport.
This option allows to fade all layers except active one. This can help in very crowded scenes with a lot of layers, to verify you are working in the right one.
* Text editor word wrap, line numbers & syntax toggles now use consistent icons
that don’t change when you enable or disable them.
* Replaced icon toggle buttons in the snapping popover with normal checkboxes
and descriptive text labels. This makes it clearer which item is the main
radio button, is more consistent with other popovers, and allows us to use
more descriptive text.
* Added correct icons for grease pencil add menu.
* Added bespoke icons for grease pencil modifiers.
* Added icon for particle instance modifier.
* Added icon for fake user on & off states.
* Added correct icons for enabling/disabling modifiers in the dopesheet &
f-curve editor.
* Made it so the restrict viewport & restrict render toggles for modifier
update correctly when enabled or disabled, by flipping the order in the
icon sheet. This also required changing the outliner to match.
* Removed the few old remaining icons in the old style and made sure to replace
the last places where they were used.
* Updated many icons to be clearer & more consistent.