- Interactively adding primitives with two clicks.
- Scene orientation used for new objects.
- Depth [view-plane, axis-plane, surface]
- Origin [base, center]
- Primitive types [cube, cylinder, cone, uv-sphere, ico-sphere ]
- Settings for object types in the top-bar.
Shortcuts:
- Snapping (Ctrl).
- Constrain 1:1 aspect (Shift).
- Toggle center (Alt).
Part of T57210 design task.
Each space had separate operators, duplicating logic.
Use RNA properties instead so adding the ability to toggle other
region types (floating redo region for eg) doesn't need to have an
extra operator per space type.
It's also nicer to show a check-box for something which can be toggled.
This commit does not add anything new from user perspective, but make it
possible to paste any kind of IDs, not only objects/collections.
Will be used by new copy/paste in the outliner in next commit.
This was inherited from 2.7x behavior with groups, but in 2.8
collections are also used as 2.7x layers, which turns to be a problem
when pasting back clipboard content, since it would instantiate
collections instead of objects, quickly leading to tens of new
collections in the viewlayer...
Instead, we only copy selected objects from the 3DView now. On paste
time, those will be added to the active collection.
Last part of fixes related to T61670.
Convention was not to but after discussion on 918941483f we agree its
best to change the convention.
Names now mostly follow RNA.
Some exceptions:
- Use 'nodetrees' instead of 'nodegroups'
since the struct is called NodeTree.
- Use 'gpencils' instead of 'grease_pencil'
since 'gpencil' is a common abbreviation in the C code.
Other exceptions:
- Leave 'wm' as it's a list of one.
- Leave 'ipo' as is for versioning.
BF-admins agree to remove header information that isn't useful,
to reduce noise.
- BEGIN/END license blocks
Developers should add non license comments as separate comment blocks.
No need for separator text.
- Contributors
This is often invalid, outdated or misleading
especially when splitting files.
It's more useful to git-blame to find out who has developed the code.
See P901 for script to perform these edits.
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).
This should be purely an implementation change,
for end users there should be no functional difference.
The entire key configuration is in one file with ~5000 lines of code.
Mostly avoiding code duplication and preserve comments and utility
functions from the C code.
It's a bit long but for searching and editing it's also convenient to
have it all in one file.
Notes:
- Actual keymap is shared by blender / blender_legacy
and stored in `keymap_data/blender_default.py`
This only generates JSON-like data to be passed into
`keyconfig_import_from_data`, allowing other presets to load and
manipulate the default keymap.
- Each preset defines 'keyconfig_data'
which can be shared between presets.
- Some of the utility functions for generating keymap items still
need to be ported over to Python.
- Some keymap items can be made into loops (marked as TODO).
See: D3907
This is quite an obscure option only useful in rare cases,
when enabled by accident it's confusing since single objects
can't be transformed.
Also, w/ 2.8x you don't see the option change in the header.
* Proportional pie menu at shift+O.
* Snap pie menu at shift+S.
* Pivot pie menu at comma. Previous comma, ctrl+comma, period
and ctrl+period shortcuts for specific pivot types were removed.
Ref T56881.
This lets us do the most common shading switching with one shortcut. We keep
alt+Z and shift+Z for quickly toggling to lookdev and rendered mode and back,
it's debatable which settings deserve a dedicated shortcut like this.
The downside is that switching X-ray is a little slower, and that there is
some risk of accidentally going to lookdev or rendered mode which can be slow
to cancel.
Add tool options to control how select operates (add/sub/set/and/xor).
Note: edit mode armature select still needs to support all options,
this is complicated by how it handles partial end-point selection.
There are now 3 categories in the overlay popover:
- Navigation
- Active (camera, lamp... etc)
- Tool (manipulator)
The user preference for mini axis now controls if the mini axis
displays minimal or a full-interactive widget.
Part of design: T55863
* Z now goes to solid mode when in lookdev or rendered mode.
* Alt-Z was broken after removal of texture mode, now toggles lookdev mode.
* Simplify code by turning it into a single operator.
Based on discussion with @eyecandy & @venomgfx,
we agreed that Tab drag/click, is too easy to accidentally press
while moving the cursor.
It's also not typical to activate the operator on release which
introduces a small lag switching edit-mode.
This is a shame since in some ways its a nice way to re-use the key,
overall it just feels a little too unpredictable for such an important
action.
This commit makes the following changes.
- Tab: toggles edit-mode.
- Ctrl-Tab: opens pie menu.
- Ctrl-AccentGrave: toggles manipulator.
Note, while AccentGrave isn't always available
this shortcut is not essential.
Make room for Alt-A to be used for de-select.
Discussed with artists in studio & @venomgfx,
- Use Ctrl-Space for animation.
- Use Ctrl-Tab to toggle manipulator.
- Remove mirror transform binding.