- UILayout.popover(.. panel_type ..)
A single panel
- UILayout.popover_group(.. panel categories ..)
Expands all panels matching args.
Currently used in the topbar for redo and paint options.
Requiring context means we can't easily create new editors to replace deprecated
ones in versioning code.
Think it's reasonable to give editors access to scene and area data for their
initial setup though. They mostly need it for setting "the view", as in,
scrolling values.
Also did minor cleanup in top-bar creation function.
Steps to recreate were:
* Create custom transform orientation.
* Change properties editor into 3D View.
* Trigger refresh of 3D view header by mouse hovering it.
Mistake in rB7d055da327b9555f.
Dithering the output color for 8bit precision framebuffer with bayer matrix.
On my tests the bayer matrux patterns are not noticeable at all.
Note that it also does that in opengl rendered mode which can be in a much
higher bitdepth. We can fix that if that's a problem in the future but I
doubt it will.
* Make bottom half of topbar a bit higher
* Make tabs higher and put them closer together
* Remove screen layouts dropdown, we'll have one layout per window
* Hide action zones from topbar
* Don't change topbar background color when activating
This will never get run, because direct_link_area() already flags/resets
every space type isn't registered, meaning that we don't have any opportunity
to apply our patching.
This commit removes all references to the old timeline editor.
Unfortuantely, the removal of the Timeline spacetype defining
functions has ended up breaking the version patching code I'd
been working on earlier (as now, the editor gets marked as
"unknown/info" before we get a chance to patch it!)
After a lot of failed attempts and head banging working trying to find a way to reuse
the standard editor-switching/creation code, I've just hacked in a temporary solution
here so that users can load old files and see the old timeline instances replaced
with Dopesheet-Timelines.
Note: This is not nice code, and copies a lot of the standard initialisation code,
but it works well enough for now. We can revisit this later when the other mode changes
come along.
These were getting set in the init() callback instead of the new(). As a result,
the settings would get reset everytime you resized the window/area - not quite
something you'd really want happening everything the size changes!
instead of using "black" curtains
With most editors now showing the start/end range by default, we need a way of
easily distinguishing when preview range is now enabled. By using a different color
(the exact color used is something we can change/adjust later), there is a more distinct
visual difference between them, making it easier to see what's happening.
This uses the global scene range, with styling matching the sequencer's start/end
frame drawing.
(The graph editor's "drivers" mode is exempt, as that doesn't really display time
in a linear way, so the start/end frames don't apply)
Eventually the idea is that they'll get remapped to some more global/generic hotkey
that can get used across all animation editors (see T54728). However, to facilitate
the removal of the timeline editor, it's better we do this now.
These were runtime only data, used in pre 2.8 Blender to make use of GL vertex arrays
to draw these more efficiently. Maybe we might restore these sometime as an optimisation
step, but for now, they're not needing and were confusing.
These now live in the action editor/dopesheet related files.
Apart from these, the timeline didn't actually have other settings
of its own that were of any interest to anyone.
For many years, animators have been requesting the ability to edit keyframes in the
timeline. However, implementing such tools in the timeline quickly becomes a slippery
slope, where we'll eventually end up having to duplicate all the functionality from the
dopesheet editor.
Discussing with William and Pablo this morning, we realised that perhaps it might be possible
to just make the Timeline a mode of the Dopesheet Editor (and kill off the old standalone
Timeline), meaning that we essentially get all the Dopesheet Editor goodness for free!
Also, with some proposed UI updates (i.e. allowing "submodes" of editors to be part of the
the main editors selector), it might not even matter that there isn't an "actual" timeline
editor anymore.
This commit implements the following changes (which are actually sufficient for supporting
most basic workflows):
* Timeline mode in Dopesheet Editor
* Tweaks to UI code to make the Timeline header/menus show up in Dopesheet editor
TODO:
* Hide channels list when switching to timeline mode
* Port over cache-file indicators
* Add missing timeline-only settings that need a new home in the dopesheet
* Go through fixing all timeline editor operators (e.g. Bind to camera)
* Port over start/end frame shading (and adjust preview range rendering to make the
distinction between these clear)
* Remove old timeline editor, and transfer over any leftover code
This "improve" the viewport experience by reducing the noise from random
sampling effects (SSAO, Contact Shadows, SSR) when moving the viewport or
during playback.
This does not do Anti Aliasing because this would conflict with the outline
pass. We could enable AA jittering in "only render" mode though.
There are many things to improve but this is a solid basis to build upon.