Commit Graph

11454 Commits

Author SHA1 Message Date
Campbell Barton
b1c2f4d468 Numeric Input: preference to default to advanced 2018-07-11 16:32:27 +02:00
Pablo Vazquez
7552972de0 UI: Remove duplicate Viewport Display panel from Scene properties
The Shadow and SSAO settings here are accessible from the Shading popover.
2018-07-11 16:07:40 +02:00
Pablo Vazquez
0ae440eba5 UI: Overlay popover - Wireframe slider style same as in shading popover
Avoids having to switch between two icons, which was misaligned anyway.
2018-07-11 16:07:40 +02:00
Pablo Vazquez
05b6b5d234 UI: Re-arrange Shading popover
* Unify X-Ray/Shadow toggle and factor, using the whole width gives you finer control
* Shadow settings next to intensity slider
* Cavity settings next to Ridge/Valley sliders
* Collapse Cavity settings when not used
* Make MatCap preview and browser dialog smaller. MatCaps are added by the user
so she is already familiar with how they look. No need to preview them that big
while browsing. To see the MatCaps in detail we have the User Preferences/Asset Manager.

Having popovers inside popovers triggers some minor glitches that will be addressed later.
(e.g. they open on mouse over and the popover arrow is not aligned)
2018-07-11 16:07:40 +02:00
Campbell Barton
117fd02477 UI: correct panel default-closed 2018-07-11 14:04:17 +02:00
Campbell Barton
7f77ee70f1 UI: minor tweaks to overlay panel
Position 'outline selected' more prominently,
gives more useful behavior when dragging over the left column.
2018-07-11 13:58:10 +02:00
Pablo Vazquez
55d44a3b6b UI: Move Object Type Visibility next to shading/overlay settings
Group Object Type Visibility with the viewport settings in the header.

The eye icon is a placeholder. A new icon is needed to better communicate
the user at a glance if all (or none) object types are enabled, or why certain types
are not visible/selectable in the viewport.

Part of design: T55863
2018-07-11 13:24:13 +02:00
Pablo Vazquez
160959152e UI: 3D Viewport Header - swap position of shading/snapping settings
When tweaking the shading/overlays settings through the popovers,
these get on the way of the content in the viewport. Making it hard to
see the result of our changes.

Unfortunately this breaks consistency with other headers where the snapping
tools are aligned to the right, but the benefits outweigh the costs.
2018-07-11 13:24:13 +02:00
Pablo Vazquez
78fc4b592a UI: Re-arrange Overlays popover
Organize content in categories/sub-panels.

The result is a more organized but slightly taller popover.
Once sub-panels are implemented code-wise, the alignment issues
(like panel label) and extra space between the content and panels
headers will be reduced. Together with the ability to have certain
less-used popovers collapsed by default, this will make the
popover more compact.

Part of design: T55863
2018-07-11 13:24:13 +02:00
Campbell Barton
e3cbff606c Keymap: update 2.7x map 2018-07-11 13:13:07 +02:00
Campbell Barton
1d83fe82bc Cleanup: simplify RNA names 2018-07-11 13:02:22 +02:00
Campbell Barton
c17611af95 Manipulator: changes for overlay options
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
2018-07-11 10:49:18 +02:00
Pablo Vazquez
0953e8af98 UI: Single-column for object type visibility 2018-07-10 20:25:50 +02:00
Campbell Barton
8a3366a494 3D View: option to hide object overlays
This hides extra wires and details you may want to disable,
name may be changed.
2018-07-10 18:31:52 +02:00
Pablo Vazquez
245d0d6bb7 UI: Textures - Move Colors panel below texture-specific panels 2018-07-10 18:22:22 +02:00
Pablo Vazquez
debfbdc279 UI: Single-column and sub-panels for Image Texture properties 2018-07-10 18:22:22 +02:00
Clément Foucault
1a43e08187 Eevee: LightCache: Initial Implementation
This separate probe rendering from viewport rendering, making possible to
run the baking in another thread (non blocking and faster).

The baked lighting is saved in the blend file. Nothing needs to be
recomputed on load.

There is a few missing bits / bugs:
- Cache cannot be saved to disk as a separate file, it is saved in the DNA
  for now making file larger and memory usage higher.
- Auto update only cubemaps does update the grids (bug).
- Probes cannot be updated individually (considered as dynamic).
- Light Cache cannot be (re)generated during render.
2018-07-10 15:31:34 +02:00
Campbell Barton
b23404d701 3D View: overlay option to show bones
Allows drawing motion paths without the bones.
2018-07-10 14:10:12 +02:00
Campbell Barton
cec8ca6619 Missing from last commit 2018-07-10 11:02:07 +02:00
Campbell Barton
f70fbad166 Keymap: update 2.7x map
Remove Shift-B, operator option is removed.
2018-07-10 11:00:43 +02:00
Campbell Barton
358e1181b5 Keymap: remove Shift-B in camera view
We already have Ctrl-B for setting the border,
no need for two keys to do the same thing.
2018-07-10 10:58:20 +02:00
Campbell Barton
1b55943888 UI: add colon to prefs headings 2018-07-10 09:56:57 +02:00
Brecht Van Lommel
845899d373 UI: tweak image menu layout to match file menu more. 2018-07-09 23:31:44 +02:00
Campbell Barton
cf9f0b35be UI: add search to popup toolbar
Add for convenience only.
2018-07-09 17:37:15 +02:00
Campbell Barton
be8855a2ef UI: move visibility panel into the side bar 2018-07-09 17:00:09 +02:00
Campbell Barton
b24232ff34 Keymap: Remove modal keymaps from blender_27x
Hard coded keys have been removed from transform.
Since these keymaps will likely remain unchanged,
remove them to avoid maintenance overhead.
2018-07-09 08:55:06 +02:00
Campbell Barton
b5811bccf8 Correct recent keymap change, writing all keymaps 2018-07-07 20:03:30 +02:00
Campbell Barton
8467a7a351 Keymap: store 2.7x map as data instead of running code 2018-07-07 19:53:05 +02:00
Campbell Barton
f7bce99e4d Keymap: support for reading/writing keymaps as data
Instead of running code to create a keymap, store them as data.
This allows for keymaps to share content as well as running
transformations at load time.
2018-07-07 19:53:02 +02:00
Campbell Barton
1f539cd7ef Merge branch 'master' into blender2.8 2018-07-07 11:32:40 +02:00
Campbell Barton
97cd8bfae1 Cleanup: isinstance can take multiple types 2018-07-07 11:29:57 +02:00
Campbell Barton
0f1000ce0b Cleanup: pep8, style 2018-07-07 09:02:34 +02:00
Campbell Barton
80a31d30a4 Merge branch 'master' into blender2.8 2018-07-07 08:53:00 +02:00
Campbell Barton
4b373ed086 Cleanup: pep8 2018-07-07 08:48:35 +02:00
Campbell Barton
252207cc7a Cleanup: redundant poll checks 2018-07-07 08:36:17 +02:00
Brecht Van Lommel
a6340a5068 Viewport: in Lookdev shading, disable scene lights and world by default.
Now we light with just a user defined HDRI by default, which is useful
for material setup and texture painting and lighting without having to
set up any scene lights.

Previously it would use the scene world without lights by default, which
in some files is just black.
2018-07-06 20:22:03 +02:00
Brecht Van Lommel
aed09d4329 Cleanup: remove unused shader node compatibility flag.
No longer needed after Blender Internal removal and Eevee replacing the
Cycles GLSL shading nodes.
2018-07-06 20:22:03 +02:00
Brecht Van Lommel
74fd17e9d7 UI/Python: rename Lamps to Lights, to follow more standard terminology.
Internally it's still mostly named lamps, though some modules like Cycles
were already calling them lights.
2018-07-06 20:06:09 +02:00
Pablo Vazquez
d360eced65 UI: Single-column for 3D Cursor panel in 3D View 2018-07-06 18:29:57 +02:00
Vuk Gardašević
4674cffe29 UI: 3D View, View panel: single-column, flow and subpanel
See D3525
2018-07-06 18:23:15 +02:00
Campbell Barton
a48b52d546 3D View: support object type visibility/selection
Trying to have a single option for this is too likely to be
insufficient in some cases.

Instead, support object type visibility & selectability per view-port.
2018-07-06 17:53:40 +02:00
Campbell Barton
7ea26cc9c5 Keymap: update 2.7x 2018-07-06 14:50:04 +02:00
Brecht Van Lommel
b0c32818ba UI: small layout fixes for RMB context menus. 2018-07-06 14:32:25 +02:00
Campbell Barton
dd5c25fab2 Remove print left in by accident 2018-07-06 12:10:30 +02:00
Campbell Barton
3e0920c61a Fix view pie menu 2018-07-06 11:17:50 +02:00
Campbell Barton
6379c7bd47 Addons: silence warnings instead of disabling 2018-07-06 11:03:24 +02:00
Campbell Barton
ed2204933a Fix typo in empty image drawing 2018-07-06 10:01:05 +02:00
Campbell Barton
72e04f9890 Draw Manager: simplify object mask usage
Remove flag defines, use object types directly.
2018-07-05 20:43:50 +02:00
Brecht Van Lommel
dbdafe1209 Shaders: add target setting to material output node.
This makes it possible to have a single shading nodetree that contains
separate Cycles and Eevee shaders. By default the target is set to All
so shaders are shared.
2018-07-05 18:43:48 +02:00
Campbell Barton
997b73c1db 3D View: split view-numpad into two operators
Naming operator based on keys it used was strange,
split into view-axis and view-camera.
2018-07-05 17:08:13 +02:00