The VSE grid theme setting is currently used for two things:
* Indicate time intervals (vertical lines)
* As separator between channels (horizontal lines)
This adds visual noise because for the time interval to be visible, the
grid color needs to be bright, resulting in a rectangle-grid backdrop.
Recently, the VSE got a theme setting to customize alternate-row background color.
This should be sufficient to tell the channels apart without the need for a line in between.
Additionally, this patch makes the VSE background use the theme setting as-is,
without hard-coded darkening, to ease the tweaking of themes. This aligns the style
of the VSE backdrop with the rest of Blender (Outliner rows, File Browser, Spreadsheet,
Info and animation editors).
Related reports: T92581
Related task: T92792
#### Before
{F11680317, size=full}
#### After
{F11694981, size=full}
Reviewed By: #user_interface, Severin
Maniphest Tasks: T92581
Differential Revision: https://developer.blender.org/D13072
A repeat of the problem I caused last time I edited the startup file.
Never do it with a lite build! Also align the toolbar widths in all
editors to the smallest size they snap to.
Simply removing the check for `UI_STATE_TEXT_INPUT` makes it inherit
the "List Item" User Interface theme settings. This patch changes the
default theme to match the colors of text input fields.
#### Master
{F11680556, size=full}
#### This patch
{F11680557, size=full}
All the included commmunity themes seem to work well (only Deep Grey might
need more contrast but that's a different patch).
Related reports: T92720
Reviewed By: #user_interface, Severin
Maniphest Tasks: T92720
Differential Revision: https://developer.blender.org/D13073
{F11548100, size=full}
To celebrate the beginning of a new series, it feels like the right time to
give the theme a fresh look while improving on what already works.
The aim of this refresh is to keep a familiar look but with polishing touches
here and there. Like new paint on the walls of your well known house.
The theme for Blender 2.8 was well received but presented a few flaws.
* Transparency on menus and tooltips reduce readability
* Mismatch on certain colors, especially outlines of connected widgets
* Active/open menus highlight was not prominent enough
* Header background mismatch in some editors
At the same time we can make use of new features in 3.0:
* Make panels look like panels again (like in v2.3!)
* Make use of roundness in more widgets
* Since nodes are no longer hard-coded to be transparent, tweak opacity and saturation
* Tweak colors for the new dot grid
This update does not include:
* Meshes in edit mode to match greenish object-data color. This needs tweaks in the code to improve contrast.
* A copy of the Blender 2.8x legacy theme. This could be added to the community themes (shouldn't cost much maintenance, I hope)
There will be certainly small tweaks to do here and there, I've been working using this theme
for months but there can be areas that are missing update. The overall style is presented here.
This commit bumps the file subversion.
Reviewed By: #user_interface, Severin
Differential Revision: https://developer.blender.org/D13008
This patch changes how nodes look visually, in an attempt to fix a number of issues:
* The header background is currently drawn using a theme color fully opaque, this limits the colors we can use because the node name/label is drawn on top.
* Hard-coded transparency makes nodes hard to read. The node backdrop already has alpha so if the user wants it they can set it. This patch uses alpha from the theme.
* Better muted status indicator, instead of simply making everything transparent and the wires inside red, draw a red outline around the node, darken the header and backdrop.
* On muted nodes, display wires behind the backdrop to not interfere with text/widgets inside the node.
Nodes:
* Darken header to improve readability of node label.
* Draw a line under the header
* Thicker outline.
* Do not hard-code transparency on nodes, use the theme's node backdrop alpha component.
* Use angle icon instead of triangle (to be consistent with the [[ https://developer.blender.org/D12814 | changes ]] to panels)
Style adjustment to sockets drawing:
* Do not hard-code the socket outline color to black, use `TH_WIRE` instead
* Do not use `TH_TEXT_HI` for selected sockets, use `TH_ACTIVE` (active node outline)
* Do not draw sockets background transparent on muted nodes.
* Thicker outline to help contrast and readability
{F11496707, size=full}
Reviewed By: #user_interface, HooglyBoogly
Differential Revision: https://developer.blender.org/D12884
Cycles:Distance Scrambling for Cycles Sobol Sampler
This option implements micro jittering an is based on the INRIA
research paper [[ https://hal.inria.fr/hal-01325702/document | on micro jittering ]]
and work by Lukas Stockner for implementing the scrambling distance.
It works by controlling the correlation between pixels by either using
a user supplied value or an adaptive algorithm to limit the maximum
deviation of the sample values between pixels.
This is a follow up of https://developer.blender.org/D12316
The PMJ version can be found here: https://developer.blender.org/D12511
Reviewed By: leesonw
Differential Revision: https://developer.blender.org/D12318
This patch makes the background grid of the node editor a grid of dots
instead of lines. This makes the background look a bit more subtle and
reduces visual complexity. The dots are meant to provide a reference
when panning and zooming. Based on the design of @pablovazquez, and
a patch originally authored by @fabian_schempp.
The "Grid Levels" controls how many levels of dots are drawn. As the
editor zooms in, the higher levels of dots fade in, making them closer
together visually. The zoom factor at which each grid starts and ends
fading in is controllable in the code, and could be tweaked further
in the future. The new default value is 7, out of a range from 0 to 9.
Differential Revision: https://developer.blender.org/D10345
The NLA editor is in need of a design overhaul, hopefully for 3.1 or 3.2.
This should be a project on itself, however, the worst offender currently is the use of
gradients on strips. Something that can be fixed easily.
{F11390293, size=full, loop, autoplay}
A simple replace of `UI_draw_roundbox_shade_x` for `UI_draw_roundbox_4fv` brings strips
in line with how other areas are drawn.
This patch also:
* Remove embossed lines around active action channel.
* Highlight the strip while being moved.
This patch does not include any theme changes. This will be tackled separately.
Reviewed By: HooglyBoogly
Differential Revision: https://developer.blender.org/D12968
This patch corrects the misalignment of some icons.
Some of them can't be centered because they would look blurry, but look better if shifted to the right instead of shifted to the left.
{F10864196 size=full} {F10864202 size=full}
{F10864216} {F10864228}
{F10864231 size=full} {F10864234 size=full}
{F10867008 size=full} {F10867015 size=full}
Reviewed By: #user_interface, pablovazquez
Differential Revision: https://developer.blender.org/D12789
Camera, lattice and speaker object types were missing there own proper
`USER_DUP_` flags, leading to not properly handling duplication of their
object data.
NOTE: We could probably simply opions here, by using categories (like
'GEOMETRY', 'SHADING', etc.) instead of exact object types. But this is
beyond bugfix scope.
This patch includes code from D9891 and D12754, so credit goes to Juanfran and Dalai.
I updated the patches to work with `master` and with the new overlay toggle.
The reason to include both changes as part of one patch is that the dimmed dashed lines work much better together with colored wires.
Theme setting for dash opacity:
{F11370574, size=full}
{F11286177, size=full, autoplay, loop}
{F11149912, size=full}
For adding the overlay I used `SpaceImageOverlay` as reference, although I'm not familiar with this code so there might be mistakes.
Reviewed By: #user_interface, HooglyBoogly
Differential Revision: https://developer.blender.org/D12886
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
In editors with vertical scale indicators, such as Graph Editor,
Drivers, or VSE, display the values aligned to the view.
Also add a shadow (similar to the 3D View info) to improve readability when the text is on top of curves, strips, or other content.
{F10987240, size=full}
Reviewed By: Severin
Differential Revision: https://developer.blender.org/D12809
{F10761402}
With active viewport render from camera view, the camera border shows up, even when passepartout and overlays are disabled.
By moving the line-drawing code to the passepartout section, it is effectively disabled when passepartout is off.
Reviewed By: sebastian_k
Differential Revision: https://developer.blender.org/D12745
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
If the theme used by the user did not touch the wire or the wire outline
colors this will update them as well.
This was supposed to be a part of a bigger UI theme change for 3.0. But
it was expedited because of the recent change in line thickness for the
noodles (2bd0205215).
Theme change by Pablo Vazquez.
Differential Revision: https://developer.blender.org/D12649
smooth out jaggy lines with a given threshold. For each point in a stroke, the ones with in a given distance of its previous segment will be removed,
thus "zig-zag" artefacts can be cleaned up.
Reviewed By: Antonio Vazquez (antoniov)
Differential Revision: https://developer.blender.org/D12050
This node can be used to fillet splines at control points to
create a circular arc.
The implementation roughly follows T89227's design.
The node works in two main modes: Bezier and Poly
* Bezier: Creates a circular arc at vertices by changing
handle lengths (applicable only for Bezier splines).
* Poly: Creates a circular arc by creating vertices (as
many as defined by the Count fields input) along
the arc (applicable for all spline types).
In both modes, the radius of the created arc is defined
by the Radius fields input.
The Limit Radius attribute can be enabled to prevent
overlapping when the defined radius exceeds the maximum
possible radius for a given point.
Reviewed By: Hans Goudey
Differential Revision: https://developer.blender.org/D12115
Adds an "Auto" option to blend thumbnail types that will automatically
use Screenshot if there is no camera and 3dview, or workbench render
with shading settings from the largest 3dview.
See D12407 for more details.
Differential Revision: https://developer.blender.org/D12407
Reviewed by Campbell Barton
Create dot-dash effect for grease pencil strokes. User can manually edit the length, gap and styles for each segment of dashed lines.
The values in each segment can all be key-framed to make animations.
Reviewed By: Hans Goudey (HooglyBoogly), Antonio Vazquez (antoniov)
Differential Revision: http://developer.blender.org/D11876
It appears an old version of this file was committed by accident. The
intended change to remove sculpt layers was done in versioning code and
does not require a modified startup.blend.
This adds an option to use a capture of the entire main window as the
blend file preview thumbnail.
See D10492 for details and examples.
Differential Revision: https://developer.blender.org/D10492
Reviewed by Campbell Barton
Lowers tile splitting limit so models with extremely dense mesh
portions could still have reasonable performance while for more
common cases the performance impact should be minimal.
Reviewed By: Sebastian Parborg (zeddb), Antonio Vazquez (antoniov)
Differential Revision: https://developer.blender.org/D12236
Before this commit rendering material icons the floor will is hidden.
This reduces the readability of reflective/refractive materials.
check patch for additional screenshots and notes.
This patch will switch the floor material that uses ray visibility tricks to render a floor for reflective rays.
Eevee uses screen space reflections that makes this a different problem. There is nothing else drawn in
the scene in screen space so we need a different trick. Using math we convert a reflective ray to UV space
and generate a world that projects a checker pattern to infinity.
As now the floor is in the world it is being reflected via
a cubemap. As the film is transparent the background (including the floor isn't rendered)
In the future when Eevee supports vulkan raytracing we can re-evaluate and perhaps remove this
approximation.
We tried lightprobes but that wasn't able to do the trick.
Using the compositor would lead to more memory usage (render layers and intermediate buffers) and slower performance.
Solution has been validated with Simon
Reviewed By: sybren, Severin
Differential Revision: https://developer.blender.org/D11988
This adds support for building the icons from make.bat
unlike bash there is no passing environment variables
on the command line.
The scripts go out of their way to locate both blender
and inkscape however if they are not found, the user is
given a helpful error message telling them how to set
the variables.
Although some extra help can be given there, if your
normal build is a 2019 full build running
`make 2019 full icons`
will help it find the blender executable as well.
finally if you know the name of your build folder
running
`make builddir build_windows_Lite_x64_vc16_Release icons`
will also work, if all fails you can point directly to
the blender executable by running
`set BLENDER_BIN=c:\where\blender\lives\blender.exe`
before running `make icons` or `make icons_geom`
The python scripts needed some small modifications since
without the PATHEXT, SystemRoot and SystemDrive
environment variables python will not initialize properly
on windows. (Not blender related, even mainline python
won't start without those)