Enable depth picking by default.
This adds new 'gpu_flag' since it's not so relevant to add GPU drawing
options into uiflag & uiflag2.
This resets the recently added smooth edge flag.
Requested by some users who prefer old wireframe precision.
Smooth wires are still enabled by defaults as they don't have a noticeable
perf impact.
Application restart is needed for changes to take effects.
Currently the preferences have both tweak and drag threshold,
this is confusing because most actions users would consider
dragging use the 'tweak' setting.
Now one drag threshold is used for both, with a maximum limit of half
the button unit-size in case of dragging UI elements.
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This is often invalid, outdated or misleading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.
TH_BACK was being used when drawing the 3D view even though
there was no way to set the color in the preferences.
The color was zero'd when moving to the new 2.8x theme.
Having both gradient and background colors was confusing,
especially having to use 'TH_HIGH_GRAD' for the 3D view, 'TH_BACK' for
other views.
Move the background color back to 'TH_BACK', 'TH_BACK_GRAD' is used
when gradients are enabled.
RNA is unchanged so presets don't need updating.
When holding down the key for a while, the pie menu will disappear when
releasing the key. This is under the assumption that in this case the user
decided to cancel the action.
Differential Revision: https://developer.blender.org/D4180
In a77b63c569, the Preferences navigation region background was
made brighter. Recently stored userpref.blends (since b00963afc1,
so beta release included) would still use the slightly darker
background for the Preferences navigation region.
Now the version patch added for a77b63c569 also sets the new color
for those recent configs.
(Part 1 was 00963afc14978b)
Does the following changes visible to users:
* Use panels and sub-panels for more structured & logical grouping
* Re-organized options more logically than before (see images in D4148)
* Use flow layout (single column by default).
* New layout uses horizontal margin if there's enough space.
* Change size of Preferences window to suit new layout.
* Move keymap related options from "Input" into own section.
* Own, left-bottom aligned region for Save Preferences button.
* Adjustments of names, tooltips & icons.
* Move buttons from header into the main region (except editor switch).
* Hide Preferences header when opened in temporary window.
* Use full area width for header.
* Don't use slider but regular number widget for UI scale.
* Gray out animation player path option if player isn't "Custom"
Internal changes:
* Rearrange RNA properties to match changed UI structure.
* Introduces new "EXECUTE" region type, see reasoning in D3982.
* Changes to panel layout and AZone code for dynamic panel region.
* Bumps subversion and does versioning for new regions.
RNA changes are documented in the release notes:
https://wiki.blender.org/wiki/Reference/Release_Notes/2.80/Python_API/Preferences_API
Design & implementation mostly done by @billreynish and myself.
I recommend checking out the screenshots posted by William:
https://developer.blender.org/D4148#93787
Reviewed By: brecht
Maniphest Tasks: T54115
Differential Revision: https://developer.blender.org/D4148
One issue that especially newer users often run into is that they accidentally reset changes to the scene by switching frame without creating a keyframe first.
Therefore, this commit adds a new color that is used to draw properties if their current value differs from the one that would be set when switching to this frame.
This works both for existing keyframes as well as for currently interpolated frames.
Unfortunately the flags in but->flag are full, so I had to move the new flag to but->drawflag and pass that to all relevant functions.
I went with orange for the color since afaics it fits with the green and yellow that are currently used for keyframe states and since it's somewhat reddish to signify that there might be something to look out for here.
Reviewers: campbellbarton, #user_interface, brecht
Reviewed By: campbellbarton
Subscribers: brecht, predoe
Differential Revision: https://developer.blender.org/D3949
There was a bug due to non-aligned struct in the DNA that prevented us
to increase the size of the userdef light array.
Since the studio lights are now presets and stored in external files,
there is no need to keep backward compatibility with theses lights.
Remove the old array and create a new one.
Add blue tint light for specular.
This is in order to have more flexible ligthing presets in the future.
The diffuse lighting from hdris was nice but lacked the corresponding
specular information. This is an attempt to make it possible to customize
the lighting and have a cheap/easy/nice-looking pseudo-PBR workflow.
* Add cheap PBR to Workbench with fresnel and better roughness support.
This improves the look of the metallic surfaces and is easier to control.
* Add ambient light to studio lights settings: just a constant color added
to the shading.
* Add Smooth option to studio lights settings: This option fakes the
effect of making the light bigger making the lighting smoother for this
light. Smoother lights gets reflected like a background hdri.
* Change default light settings to include the smooth params.
* Remove specular highlights from flat shading. (could be added back but
how do we make it good looking?)
* If specular lighting is disabled, use base color without using metallic.
* Include a lot of code simplification/cleanup/confusion fix.
A few reasons motivating this change:
* It works well for all devices: mouse, trackpad, and tablet pens.
* For beginners or users coming from other software, it's easier to get
started and avoids an initial stumbling block.
* Many users in 2.7 (about half?) were already using left click select, so
combined with the above advantages it makes for a practical default.
Note that we continue to support right click select, as many experienced
Blender users (and developers) see efficiency advantages in this approach.
The option to switch is in the first time setup splash screen, and in the
user preferences.
For Blender builtin configurations the option to choose the select mouse remains
and is now also in the splash screen. It works by changing the keymap dynamically
in the script, rather than using special events.
The system of automatic switching of events was not flexible enough to deal with
side effects that require further keymap changes, so it is now under more manual
control in the script.
This breaks compatibility for some scripts and exported key configurations.
These can be fixed by replacing SELECTMOUSE, ACTIONMOUSE, EVT_TWEAK_S and
EVT_TWEAK_A with appropriate LEFTMOUSE, RIGHTMOUSE, EVT_TWEAK_L and
EVT_TWEAK_R events.
Other than that, there should be no functional changes.
Moves the Properties editor context switching to a vertical tabs region.
Design Task: T54951
Differential Revison: D3840
The tabs are regular widgets, unlike the 'old' toolshelf tabs. This means they
give mouse hover feedback, have tooltips, support the right-click menu, etc.
Also, when vertical screen space gets tight, the tabs can be scrolled, they
don't shrink like the toolshelf ones.
The tab region is slightly larger than the header. The tabs are scaled up
accordingly. This makes them nicely readable.
The header is quite empty now. As shown in T54951, we wanted to have a search
button there. This should be added next.
Implementation Notes:
* Added a new region type, RGN_TYPE_NAVIGATION.
* Having the tabs in a separate region allows scrolling of the tab-bar, unlike
the toolshelf tabs. We might want to remove the scrollbars though.
* Added a new region flag RGN_FLAG_PREFSIZE_OR_HIDDEN, to ensure the tab region
is either hidden or has a fixed size.
* Added some additional flags to support fine-tuning the layout in panel and
layout code.
* Bumps subversion.
With the new automatic handle algorithm, it is possible to do a lot
of the animation via keyframes without touching the curves. It is
however necessary to change the keyframe interpolation and handle
types in certain cases. Currently the dopesheet/action editor
allows changing the types, but does not show them in any way.
To fix, add a new menu option to display this information. For handle
type, it is represented using the shape of the key icons: diamond for
Free, clipped diamond for Aligned, square for Vector, circle for Auto
Clamp, and cirle with dot for Automatic.
Non-bezier interpolation is a property of intervals between keys,
so it is marked by drawing lines, similar to holds. In this initial
version, only the fact of non-bezier interpolation is displayed,
without distinguishing types. For summaries, the line is drawn at
half alpha if not all curves in the group are non-bezier.
In addition, it is sometimes helpful to know the general direction
of change of the curve, and which keys are extremes. This commit
also adds an option to highlight extremes, based on comparing the
keyed values with adjacent keys. Half-intensity display is used
for overshot bezier extremes, or non-uniform summaries.
Reviewers: brecht, aligorith, billreynish
Differential Revision: https://developer.blender.org/D3788
Add the necessary colors and/or alpha components to the theme instead.
Also switch the background for ordinary channels to use the likely
intended theme option, instead of the window background color.
The general rule is that the channel color is drawn full strength in the
channel list on the left, and with alpha in the actual key frame area on
the right. This alpha is also reused with bone group colors.
Reviewers: brecht, billreynish
Differential Revision: https://developer.blender.org/D3813
For now we have categories collection, object, object data, modifiers &
constraints, and shading. The icons can be categorized by adding e.g.
DEF_ICON_OBJECT() in UI_icons.h.
Light themes will need to be updated to use darker colors to keep icons
visible in the outliner.
It's more convenient to keep version patching in the same place,
this also splits out some function calls from version patching
and supports updating UserDef structs besides the 'U'l global.