Commit Graph

4232 Commits

Author SHA1 Message Date
3858bf5c6f Cleanup: Use common define for menu separator arrow 2021-10-21 12:52:08 -05:00
6910278604 Cleanup: Use array as a parameter for event x/y functions
This change simplifies the parameter list for these functions
and reduces the chance of typos mixing up array indices.

Reviewed By: campbellbarton

Ref D12950
2021-10-21 13:15:41 +11:00
9001dd7f29 View3D: Cursor Snap Refactor
Make the snap system consistent with the placement tool and leak-safe.

**Changes:**
- Store `SnapCursorDataIntern` in a `static` variable;
- Initialize (lazily) `SnapCursorDataIntern` only once (for the keymap).
- Move setup members of `V3DSnapCursorData` to a new struct `V3DSnapCursorState`
- Merge `ED_view3d_cursor_snap_activate_point` and `ED_view3d_cursor_snap_activate_plane` into `state = ED_view3d_cursor_snap_active()`
- Merge `ED_view3d_cursor_snap_deactivate_point` and `ED_view3d_cursor_snap_deactivate_plane` into `ED_view3d_cursor_snap_deactive(state)`
- Be sure to free the snap context when closing via `ED_view3d_cursor_snap_exit`
- Use RNA properties callbacks to update the properties of the `"Add Primitive Object"` operator
2021-10-20 08:28:58 -03:00
381965eb56 UI: Activate parent when active child is collapsed
Previously, when an item was active and its parent (or grand parent, etc.) was
collapsed, the active item would simply not be visible anymore. It seemed like
there was no active item. So instead, change the just collapsed parent to be
the active item then, so the active item stays visible.
2021-10-20 12:31:54 +02:00
2bcf93bbbe View3D: expose snap selection as a utility funciton
This makes it convenient to position appended objects, see: T92111.
2021-10-20 18:21:14 +11:00
823996b034 Asset Browser: Improved workflow for asset catalog saving
No longer save asset catalogs on blendfile save. Instead:

- extend the confirmation prompt for unsaved changes to show unsaved
  catalogs.
- In the confirmation prompt, make catalog saving explicit & optional,
  just like we do it for external images. {F10881736}
- In the Asset Browser catalog tree, show an operator icon to save the
  catalogs to disk. It's grayed out if there are no changes to save, or
  if the .blend wasn't saved yet (required to know where to save the
  catalog definitions to). {F10881743}

Much of the work was done by @Severin and reviewed by me, then we
swapped roles.

Reviewed By: Severin

Differential Revision: https://developer.blender.org/D12796
2021-10-19 18:07:22 +02:00
b74f2c7d74 Fix image cache margin calculation
This margin was inconsistently calculated: only taking the
visible region and interface scale into account in some cases.
2021-10-19 12:50:07 +11:00
d7b231baa8 Cleanup: remove unused member and rearrange function 2021-10-18 18:38:42 -03:00
ef7e21fd4a UI: Reduce vertical margin between panels
In an attempt to reduce scrolling. This can be re-visited if a kind of switch
between "compact" and "comfortable" UI size is implemented in the future.
2021-10-18 16:16:45 +02:00
Jan-Willem van Dronkelaar
4de0e2e771 Animation: Motion Paths Refresh All
Adds a button, Update All Paths, to the Motion Paths property tabs and
will always show. The operator goes through all visible objects and
updates their motion paths.

The current implementation has a subtle functional change. Calculating
or updating motion paths for armature objects (through the Object tab,
not Armature tab) now also updates the paths for its bones. We could
preserve the old behavior but it doesn't seem necessary. It seems more
likely that the animator wants to update both anyways.

Reviewed by: sybren

Maniphest Tasks: T83068

Differential Revision: https://developer.blender.org/D11667
2021-10-18 14:36:26 +02:00
Germano Cavalcante
69d6222481 Snap and Placement Gizmo Refactor
Move most of the gizmo snap and placement code to `view_cursor_snap.c`.

Simplify and extend the snap API.

Differential Revision: https://developer.blender.org/D12868
2021-10-18 01:58:00 -03:00
Pablo Vazquez
962b17b3ca UI: Adjust header color when active instead of inactive
Currently, the background color of headers gets darkened when the editor is not active,
this makes it hard to theme, and adds contrast/noise when it's not needed.

This patch makes headers use the regular theme color when the editor is not active, so it
can be made to flush with the background more easily. And lightens the header (by +10,
same value as before) when the editor is active, providing the wanted highlight.

The motivations behind this change are:
* Simplify picking a theme color for headers.
* Widgets already become lighter on mouse hover, this change creates a connection with that concept.

Left: current master, inactive header is darkened.
Right: this patch, inactive header gets the theme color, active editor gets header in a slightly lighter color (like most widgets)

{F11052503, size=full, loop, autoplay}

Reviewed By: #user_interface, HooglyBoogly

Differential Revision: https://developer.blender.org/D12856
2021-10-17 18:49:59 +02:00
93544b641b UI: Visual style update to panels
Back in Blender 2.30, the GUI project brought panels into Blender among other important visual updates.
For the first time it was possible to move the wall of buttons around. Providing a clear separation
between sections (it even allowed the grouping of panels in tabs!)

During the 2.5 redesign, the separation between panels became a line on top of each panel, and panels received
theme settings for background and header colors. The default theme used the same color for both.

In 2.8 the background color of panels was different from headers in the default theme, so the separator
line was removed. While the separator line wasn't elegant (only on top, non-themeable, hard-coded emboss effect),
it provided a sort of separation between panels.

This patch solves the panels-separation by simply adding a margin space around them (not visible in default theme yet).
Even though the margin reduces the width of the working area slightly, it makes room for the upcoming always-visible scrollbars.

Other adjustments:
* Use arrow icon instead of triangle to collapse/expand
* Use rounded corners to match the rest of the UI (editor corners, nodes, etc).

{F10953929, size=full}

Margin on panels makes use of the `style->panelouter` property that hasn't been
used in a while. Also slight tweaks to `boxspace` and `templatespace` style properties so they
are multiples of 2 and operations on them round better.

There is technically no need to update the themes for them to work, so no theme changes are included in this patch.

{F10953931, size=full}

{F10953933, size=full}

{F10953934, size=full}

{F10954003, size=full}

----

A new theme setting under Style controls the roundness of all panels (added it to Style instead of ThemeSpace because I think controlling the panel roundness per editor is a bit overkill):
{F11091561, size=full, autoplay, loop}

Reviewed By: HooglyBoogly

Differential Revision: https://developer.blender.org/D12814
2021-10-17 18:31:24 +02:00
Paul Golter
240345842d Filebrowser: Expose file select functions for File Browser to Python API.
This patch adds activate_file_by_relative_path(relative_path="") and
deselect_all() function to the space api of the File Browser. While the
first sets the active file and adds it to the selection based on a
relative path to the current File Browser directory the second one
deselects all files but does not change the active file.

Differential Revision: https://developer.blender.org/D12826
Reviewed by: Julian Eisel
2021-10-14 14:42:43 +02:00
9dff3de6ac Cleanup: clang-tidy, clang-format & spelling 2021-10-14 08:57:50 +11:00
91c33c8b99 Cleanup: Snap Context Refactor
Move runtime parameters out of context creation.

Not being able to choose another region and v3d limits the use of the
snap API.
2021-10-13 17:43:29 -03:00
9dda65455b XR Controller Support Step 4: Controller Drawing
Addresses T77127 (Controller Drawing).

Adds VR controller visualization and custom drawing via draw
handlers. Add-ons can draw to the XR surface (headset display) and
mirror window by adding a View3D draw handler of region type 'XR' and
draw type 'POST_VIEW'.  Controller drawing and custom overlays can be
toggled individually as XR session options, which will be added in a
future update to the VR Scene Inspection add-on.

For the actual drawing, the OpenXR XR_MSFT_controller_model extension
is used to load a glTF model provided by the XR runtime. The model's
vertex data is then used to create a GPUBatch in the XR session
state. Finally, this batch is drawn via the XR surface draw handler
mentioned above.

For runtimes that do not support the controller model extension, a
a simple fallback shape (sphere) is drawn instead.

Reviewed By: Severin, fclem

Differential Revision: https://developer.blender.org/D10948
2021-10-12 16:18:05 +09:00
17c928e975 UI: Add context menu support for tree-view items
Tree-view items can now easily define their own context menu. This works
by overriding the `ui::AbstractTreeViewItem::build_context_menu()`
function. See the documentation:
https://wiki.blender.org/wiki/Source/Interface/Views#Context_Menus

Consistently with the Outliner and File Browser, the right-clicked item
also gets activated. This makes sure the correct context is set for the
operators and makes it clear to the user which item is operated on.

An operator to rename the active item is also added, which is something
you'd typically want to put in the context menu as well.
2021-10-08 20:08:22 +02:00
2aca08fc1c UI: Support tooltips for superimposed icons
In a couple of places in the UI, we show superimposed icons on buttons
to execute an operation (called "Extra Icons" internally). Hovering them
would show the tooltip of the underlying button, which is misleading and
confusing.
There are cases where it's not obvious what an icon does, so a tooltip
would be quite useful here. It's likely we are going to use superimposed
icons in more places in the future, e.g. see D11890.

The extra icon basically acts as an override for the button in the
tooltip code.

Differential Revision: https://developer.blender.org/D11894

Reviewed by: Campbell Barton
2021-10-08 14:18:10 +02:00
ebe216f532 Sequencer: add option to toggle gizmos
Use shortcut matching the 3D view & popover in the header
2021-10-08 17:07:56 +11:00
d04d27b406 Sequencer: 2D cursor for the preview & transform
- Use 2D cursor in the preview space using shortcuts
  matching the UV editor and 3D view.
- Add Cursor tool, cursor transform.
- Support for cursor and bound-box pivot.
- Add pivot pie menu.
2021-10-08 03:27:55 +11:00
c0a5b13b5e Asset Browser: Rework layout & behavior of catalog tree-view
This reworks how tree rows are constructed in the layout and how they
behave in return.

* To open or collapse a row, the triangle/chevron icon has to be clicked
  now. The previous behavior of allowing to do it on the entire row, but
  only if the item was active already, was just too unusual and felt
  weird.
* Reduce margin between chevron icon and the row label.
* Indent child items without chevron some more, otherwise they feel like
  a row on the same level as their parent, just without chevron.
* Fix renaming button taking entire row width. Respect indentation now.
* Fix double-clicking to rename toggling collapsed state on each click.

Some hacks/special-handling was needed so tree-rows always highlight
while the mouse is hovering them, even if the mouse is actually hovering
another button inside the row.
2021-10-07 15:30:59 +02:00
75fbf6f17e Asset Browser: Show catalog add & delete icons on mouse hover (only)
Now the icons to add or delete catalogs are only shown when mouse hovering a
catalog item in the tree. This is convenient for quick creation of catalogs,
and doesn't require activating a catalog to edit it first.

Determining if a tree item is hovered isn't trivial actually. The UI tree-view
code has to find the matching tree-row button in the previous layout to do so,
since the new layout isn't calculated yet.
2021-10-06 16:36:20 +02:00
536109b4ec Fix possibly wrong matching of tree-view item buttons
The UI code to ensure consistent button state over redraws was just comparing
the name of the item, ignoring the parent names. So with multiple items of the
same name, there might have been glitches (didn't see any myself though).

There's a leftover to-do though, we don't check yet if the matched buttons are
actually from the same tree. Added TODO comment.
2021-10-06 16:36:20 +02:00
539575b585 Assets: Support Renaming Catalogs in the UI
Catalogs can now be renamed by double clicking them in the Asset
Browser. This is mostly done through the tree-view API, the asset
specific code is very little.

There is some polish left to be done here, e.g. the double click
currently also collapses/uncollapses and activates the clicked item. And
the rename button takes the full width of the row. But addressing these
is better done as part of some other behavioral changes that are planned
anyway.
2021-10-06 14:25:26 +02:00
3c4537cd38 Cleanup: Improve readability & comments in UI tree-view header 2021-10-06 13:08:45 +02:00
758f3f7456 Fix T91940: Asset Browser catalogs continuously redraw
Issue was that the `on_activate()` callback of tree-items were
continuously called, because the active-state was queried before we
fully reconstructed the tree and its state from the previous redraw.
Such issues could happen in more places, so I've refactored the API a
bit to reflect the requirements for state queries, and include some
sanity checks.
The actual fix for the issue is to delay the state change until the tree
is fully reconstructed, by letting the tree-items pass a callback to
check if they should be active.
2021-10-05 16:10:27 +02:00
dbe3981b0a Cleanup: Better way to pass activate callbacks to Tree-View items
The `ui::BasicTreeViewItem` took a function-like object to execute on
item activation via the constructor. This was mainly intended to be used
with lambdas. However, it's confusing to just have this lambda there,
with no indication of what it's for (activation).
Instead, assign the function-like object via an explicit `on_activate()`
function.
2021-10-05 16:10:27 +02:00
7a66a9f22e Cleanup: remove unused parameter 2021-10-05 16:54:25 +09:00
08511b1c3d XR: Add runtime window area for XR events
This adds an offscreen View3D window area for the VR view in order to
execute XR events/operators in the proper context. The area is created
as runtime data before XR events are dispatched and set as the active
area during XR event handling.

Since the area is runtime-only, it will not be saved in files and since
the area is offscreen, it will not interfere with regular window areas.
The area is removed with the rest of the XR runtime data on exit, file
read, or when stopping the VR session.

Note: This also adds internal types (EVT_DATA_XR, EVT_XR_ACTION) and
structs (wmXrActionData) for XR events.

Reviewed By: Severin

Differential Revision: https://developer.blender.org/D12472
2021-10-05 16:05:12 +09:00
2b6f2072f1 UI Tree-View API: Enforce active item to be un-collapsed
Makes sure that the active item of a tree never has collapsed parent
items, which can be confusing if it happens. E.g. for the asset catalogs
UI, the active catalog decides which assets are visible. Having it
hidden while being the main factor deciding which assets are visible is
quite confusing.

I think it makes sense to have this at the UI Tree-View level, rather
than doing it manually in the asset catalog code for example. Seems like
something you'd commonly want. We can make it optional in the API if
needed.

Renamed the `set_active()` function to make clear that it is more than a
mere setter.
2021-10-04 17:03:12 +02:00
4ee2d9df42 UI: Support easy dropping into/onto rows in new tree-view API
Adds an easy way to add drop support for tree-view rows.

Most of the work is handled by the tree-view UI code. The tree items can
simply override a few functions (`can_drop()`, `on_drop()`,
`drop_tooltip()`) to implement their custom drop behavior.

While dragging over a tree-view item that can be dropped into/onto, the
item can show a custom and dynamic tooltip explaining what's gonna
happen on drop.

This isn't used yet, but will soon be for asset catalogs.

See documentation here:
https://wiki.blender.org/wiki/Source/Interface/Views#Further_Customizations
2021-09-30 16:39:09 +02:00
fdcae48663 Cleanup: isolate UDIM parameters into a struct
Passing multiple UDIM arguments into the packing function
is awkward especially since the caller may not be using UDIM.

Use an argument to store UDIM packing parameters which can be NULL,
which operates without any UDIM support.

Add a function that extracts these parameters out of the image space
allowing for multiple functions to take UDIM parameters in the future.
2021-09-30 17:32:45 +10:00
9d9f205dc4 Asset Browser: Initial Asset Catalog UI
The Asset Browser now displays a tree with asset catalogs in the left
sidebar.
This replaces the asset categories. It uses the new UI tree-view API
(https://wiki.blender.org/wiki/Source/Interface/Views#Tree-View).
Buttons are displayed for adding and removing of catalogs. Parent items
can be collapsed, but the collapsed/uncollapsed state is not stored in
files yet.
Note that edits to catalogs (e.g. new or removed catalogs) are only
written to the asset library's catalog definition files when saving a
.blend.

In the "Current File" asset library, we try to show asset catalogs from
a parent asset library, or if that fails, from the directory the file is
stored in. See adaf4f56e1.

There are plenty of TODOs and smaller glitches to be fixed still. Plus a
UI polishing pass should be done.

Important missing UI features:
* Dragging assets into catalogs (WIP, close to being ready).
* Renaming catalogs
* Proper handling of catalogs in the "Current File" asset library
  (currently not working well).

The "Current File" asset library is especially limited still. Since this
is the only place where you can assign assets to a catalog, this makes
the catalogs very cumbersome in general. To assign an asset to a
catalog, one has to manually copy the Catalog ID (a random hash like
number) to the asset metadata through a temporary UI in the Asset
Browser Sidebar. These limitations should be addressed over the next few
days, they are high priority.

Differential Revision: https://developer.blender.org/D12670
2021-09-29 17:15:23 +02:00
c33a005297 Texts in Outliner dont activate
Texts in Outliner dont activate on selecting (Text Editor did not change
to selected text) which is a bit inconsistent to other ID types.

ref T90862

Maniphest Tasks: T90862

Differential Revision: https://developer.blender.org/D12412
2021-09-29 15:07:13 +02:00
Falk David
5cebcb415e VSE: Add color tags to strips
This patch adds color tags to VSE strips, an overlay option to toggle the colors
on and off, a section in the theme settings to define the 9 possible colors and
two ways of changing the color tag through the UI. You can change the color
through the right-click context menu, or in the strip side panel next to the
strip name.

Color tags are defined in user preferences and they can be disabled in overlay
settings.

Reviewed By: campbellbarton, ISS

Differential Revision: https://developer.blender.org/D12405
2021-09-29 14:34:01 +02:00
Siddhartha Jejurkar
a285299ebb UV: Pack to closest/active UDIM
Implements T78397
Extends the functionality of pack islands operator to allow packing UVs
to either the closest or active UDIM tile.
This provides 2 new options for packing UVs :

* Closest UDIM: Selected UVs will be packed to the UDIM tile they were
  placed on. If not present on a valid UDIM tile, the UVs will be packed
  to the closest UDIM in UV space
* Active UDIM: Selected UVs will be packed to the active UDIM image tile
  In case, no image is present in the UV editor, then UVs will be packed
  to the tile on the UDIM grid where the 2D cursor is located.

Reviewed By: campbellbarton

Maniphest Tasks: T78397

Ref D12680
2021-09-29 17:53:09 +10:00
Siddhartha Jejurkar
bf06f76be6 UV Editor: Grid and snapping improvements
Implements T89789, T89792, custom grid (described as dynamic grid in
T78389) and UV grid snapping (T78391)
Replaces the default UV editor grid with 2 new types of grid :

* Custom grid: Allows the user to create an NxN grid, where the value
  of N is specified by the user.
* Subdividing grid: Subdivides the UV editor grid when the user
  zooms in the viewport and vice versa when zooming out.

UV snapping improvements :
* Increment snapping: Increment values for snapping are calculated based
  on which grid type is being used in the UV editor
  (subdividing or custom). In general the increment value is equal to
  the distance between 2 visible grid lines.
* Absolute grid snap: New toggle added to increment snapping option in
  the UV editor, allows UV grid snapping during translation.

Reviewed By: campbellbarton

Ref D12684
2021-09-29 17:48:35 +10:00
008ae26712 Fix T91237: Wrong Editors could sync animation 'Visible Range'
This was reported for the Outliner.

It was possible to set 'show_locked_time' on any space (via python, not
sure if there are other ways to achieve this).
Navigating in an animation editor obviously ruined the layout in certain
Editors that are not made for this.

Now restrict syncing to editors that support it well (the ones that have
this setting exposed in their menus) and prevent setting this in RNA.

Maniphest Tasks: T91237

Differential Revision: https://developer.blender.org/D12512
2021-09-29 09:12:47 +02:00
330a04d7c7 Fix T91393: Duplicating an action with python crashes Blender.
Own mistake when making NLA overridable, instead of assuming things
about the ID owner of the animation data being processed, properly
return and use the one found by `ED_actedit_animdata_from_context`.
2021-09-28 17:41:40 +02:00
b3431a8846 Fix Drivers Editor showing playhead on the X Axis
Currently the Drivers Editor shows this (the blue thing can be dragged
to change frame):
{F10647661}

But the Drivers Editors X axis is the output of the driver [which can be
further tweaked by the curve] not time(frame).
So it seems better to not mix them here, it is just confusing to have
two different units on one axis.
Especially since what we really want to look at in X (the drivers output
value) can be in a totally unrelated range compared to frames, so e.g.
we might be interested in a drivers range from 0.0 to 1.0 and a
framerange of 100 to 200, so putting this on one axis just does not make
sense. Better to use a separate timeline for this.

Note 2.79 also did not do this.

Maniphest Tasks: T91157

Differential Revision: https://developer.blender.org/D12392
2021-09-28 11:14:44 +02:00
Charlie Jolly
7fb2b50e5d Fix: Build issue with MSVC
header for std::function was not included

reported/fixed by Charlie on chat
2021-09-23 12:33:27 -06:00
b8a30c7664 Cleanup: Use const in previously committed function 2021-09-23 19:39:26 +02:00
323fd80aad UI: Tree-View API for easy creation of tree UIs
This follows three main targets:

* Make creation of new tree UIs easy.
* Groundwork to generalize tree UIs (so e.g. Outliner, animation
  channels, asset catalogs and spreadsheet data-sets don't have to
  re-implement basic tree UI code) or even other data-view UIs.
* Better separate data and UI state. E.g. with this, tree-item selection
  or the open/collapsed state can be stored on the UI level, rather than
  in data. (Asset Catalogs need this, storing UI state info in them is
  not an option.)

In addition, the design should be well testable and could even be
exposed to Python.

Note that things will likely change in master still. E.g. the actually
resulting UI isn't very nice visually yet.

The design is documented here:
https://wiki.blender.org/wiki/Source/Interface/Views

Differential Revision: https://developer.blender.org/D12573
2021-09-23 19:33:54 +02:00
d0493796a6 Cleanup: Remove hardcoded values and rename keyframe shape shaders
No functional change.

The shader is complicated by itself, having hardcoded values makes it
even more cryptic.

I also renamed the shader because the shader is not for the keyfarme diamond only,
but for all the keyframe shapes.

Differential Revision: https://developer.blender.org/D12615
2021-09-23 17:41:11 +02:00
3ff60bcad8 Asset Template: Extra UI options
This allow users to show/hide:
* Library name / refresh.
* Assets names.
* Filter.

To set them in Python use:
display_options={'NO_NAMES', 'NO_FILTER', 'NO_LIBRARY'}

With contributions by Julian Eisel.

Differential Revision: https://developer.blender.org/D12476
2021-09-13 19:51:46 +02:00
9b2b32a333 Fix T84638: Wrong scale for primitives with radius
Creating some primitives allows for a scale value (via python) that will
scale the object accordingly. For objects with a radius parameter
(like cylinders, spheres, etc.) passing a scale different to (1,1,1)
would result in unexpected behavior.

For example:
`>>> bpy.ops.mesh.primitive_uv_sphere_add(radius=2, scale=(1,1,2))`
We would expect this to create a sphere with a radius of 2
(dimensions 4,4,4) and then be scaled *2 along the z-axis
(dimensions 4,4,8). But this would previously create a scaled sphere
with dimensions (2,2,4).

The scale was simply divided by two. Maybe because the "radius"
parameter for creating the primitives was confusingly named "diameter"
(but used as the radius).

The fix adds a scale parameter to `ED_object_new_primitive_matrix`
and also renames the wrongly named "diameter" parameters to "radius".

Reviewed By: campbellbarton

Maniphest Tasks: T84638

Ref D10093
2021-09-13 18:02:27 +10:00
Jeroen Bakker
60cfdf0809 Anim: Keylist drawing optimization by using arrays.
Change data structure of keylists. Reducing the balancing overhead and therefore increases performance.

| **Function** | **Master** | **Patch** |
|`draw_summary_channel`| 0.202105s| 0.083874s |

When adding items to the keylist it will store it in a linked list. This linked list is
accompanied with the length (key_len) and a `last_accessed_column`. last_accessed_column is a cursor
that improve the performance when adding new items as they are mostly ordered by frame numbers.
last_accessed_column is reset when a new fcurve/mask/... is added to the keylist.

Before searching or array access. the listbase needs to be converted to an array.
`ED_keylist_prepare_for_direct_access`. After that the caller can use
`ED_keylist_find_*` or `ED_keylist_array*` functions.

The internal array can also be accessed via the `ED_keylist_listbase` function.
The items inside the array link to the previous/next item in the list.

Reviewed By: sybren

Differential Revision: https://developer.blender.org/D12052
2021-09-10 13:28:47 +02:00
Jeroen Bakker
54f5c174a8 Asset: Dropping Material assets on material slot under mouse cursor.
This patch allows dropping material assets from material slot under the mouse
cursor. Before this change the material slot had to be hand-picked from the
properties panel.

For consistency it is chosen to do this in any shading mode as the tooltip shows
what is exactly going to happen during release.

The feature also works for other object types than Meshes as it uses the drawn surface on the
GPU to detect the material slots. Performance of this patch has been tested with AMD GCN3.0
cards and are very responsive.

Reviewed By: fclem, Severin

Differential Revision: https://developer.blender.org/D12190
2021-09-08 08:47:26 +02:00
ce71357711 Fix T90414: New GPencil icons
Designed by @mendio

The new icons are:

* Dot-Dash modifier
* Length Modifier
* Line Art modifier
2021-09-06 17:35:12 +02:00