Commit Graph

9564 Commits

Author SHA1 Message Date
Campbell Barton
194cba8ba4 Merge branch 'master' into blender2.8 2018-05-11 20:13:07 +02:00
Campbell Barton
925e775818 EditMesh: remove duplicate rip macro
Change the fill setting in the keymap,
this allows tool access the macro with either setting.
2018-05-11 20:02:12 +02:00
Jeroen Bakker
d3c4248946 Workbench: StudioLight HDRI's
The Studio lights are now loaded from disk. The location is
`datafiles/studiolights` they need to be JPG for now. JPG cannot store
HDRI color range but they are clamped inside the Workbench
engine for speed reason. I didn't select JP2K as it might not be
enabled.

Users can add upto 20 HDRI files. This limitation is inside the
RNA_space.c Currently the icons are calculated when you first open the
selection box for the HDRI's. We could add them to a background
rendering later.

I added 2 test files a sky texture rendered in Cycles and an HDRI from
cloud.blender.org.
2018-05-11 17:02:13 +02:00
Pablo Vazquez
625c2c2943 Use Light Probe icons 2018-05-11 16:02:30 +02:00
Pablo Vazquez
f3017bbc06 Icon for Light Probes
Including Cubemap, Grid and Planar

Designed by @wevon with minor modifications as part of T53840. Thanks!
2018-05-11 16:02:30 +02:00
Jeroen Bakker
6d155dc462 T54983: Bone selection overlay
Bone selection overlay is only available in pose mode.
and when active overrules the selection buffer.

This is currently `tricked` by switching the draw engines, but this is
an exception. Not sure how to solve this in a better way.

After this is solved we can look at how to localize the dim effect to only the objects connected to the active armatures. Currently it dims the whole screen (including background).

@campbellbarton I added you as reviewer as it you have done a lot in the DRW_draw_select_loop

Reviewers: campbellbarton, fclem

Reviewed By: fclem

Subscribers: campbellbarton

Tags: #bf_blender_2.8, #code_quest

Maniphest Tasks: T54983

Differential Revision: https://developer.blender.org/D3241
2018-05-11 08:17:05 +02:00
Campbell Barton
3f3326af1c EditMesh: add cube interactive tool
Initial add-cube tool which uses the scale cage to resize.

The 3D cursor is currently used to project the cursor onto.

We'll likely have more orientation options in the future.
2018-05-10 20:31:10 +02:00
Joshua Leung
5df0fed47c Timeline Header Cleanup - Part 3: Consolidate options in a "Playback" popover
The "Playback" popover now combines options from several old menus
and scattered around in other places.
2018-05-10 19:28:37 +02:00
Joshua Leung
1ac0b4e2ba Timeline Header Cleanup - Part 2: Rearrange buttons (WIP)
NOTE: This is all still heavily WIP, and still requires some additional
layout engine magic to make it all nice.

* Moved current frame, and start/end frame buttons to the end
* Put playback controls in the center
* Remove other more obscure buttons (e.g. Frame menu, lock frame to frame range)

More to follow in next commit...
2018-05-10 19:28:36 +02:00
Joshua Leung
176cb0c3f8 Timeline Header Cleanup - Part 1: Move Keying Set + Autokeying Settings to Properties Region (NKEY)
Now all Keying Set and Auto Keyframing settings can be found the in NKEY
Properties Region (right-hand-side hidden tab/drawer).

This way, we have more room to display the full names of the settings,
without clogging up the timeline header.
2018-05-10 19:28:36 +02:00
03fc491048 Outliner: move filter options to popover. 2018-05-09 15:17:17 +02:00
Jeroen Bakker
d3b80c4734 T55014: Optionally: objects not cast shadows in workbench 2018-05-09 15:14:43 +02:00
Jeroen Bakker
c0667c2f35 T55008: Migrating RE-Collection data to Scene data
in Scene DNA is available in scene.display New DNA Struct DisplayData
Added RNA (scene.display).

We already have scene.display_settings which contains non viewpoert
specific color management settings. I did not merge those two.

Patch should be in line with the ideas that @brecht wrote in T55008.

As I am not in detail aware of the decisions that have been made for the override feature I want a short review if it is in line with the plans.

Reviewers: brecht, dfelinto

Reviewed By: brecht

Subscribers: brecht

Tags: #code_quest, #bf_blender_2.8

Differential Revision: https://developer.blender.org/D3290
2018-05-09 13:38:06 +02:00
Campbell Barton
aab5ac25f2 Remove Frame Server
This feature is limited (only byte PPM output, no multi-view),
only works with specific configurations.

This also causes some maintenance overhead
when testing changes to the render pipeline.
2018-05-09 12:50:26 +02:00
e6d11c6ce6 Collections: remove per collection and view layer engine overrides.
This will be handled by the new view layer override system which will
store data elsewhere, removing the code already for easier refactoring.
2018-05-08 17:46:20 +02:00
Campbell Barton
eefaec4114 Extrude Widget: Add orientation to topbar
Add extrude operator that's intended to work on the current selection
and be activated as a tool.
2018-05-07 21:40:51 +02:00
Campbell Barton
50e28092d3 Cleanup: style 2018-05-07 21:40:51 +02:00
Pablo Vazquez
da89fac348 Update Flatty Light theme with topbar and minor tweaks 2018-05-07 18:46:40 +02:00
Clément Foucault
8ab3697e21 Armature: Add new Transparent Bone overlay option.
This is half the replacement of the old wireframe mode. It's not doing any
XRay drawing at the moment.
2018-05-07 17:00:10 +02:00
Campbell Barton
c4440cf783 UI: add particle mode popovers 2018-05-07 15:01:51 +02:00
Jeroen Bakker
f09d3a7a40 Workbench: Texture Shading mode 2018-05-07 14:59:27 +02:00
Campbell Barton
dcc4b2cc25 Fix missing show_weight from overlay UI
Missed when moving settings out of the mesh.
2018-05-06 12:17:53 +02:00
Campbell Barton
466125f3d6 EditMesh: initial extrude manipulator
This manipulator is a test for mixing do/redo,
there are still some glitches that need sorting out in
transform & the undo stack.
2018-05-06 10:14:20 +02:00
Campbell Barton
2241f14e26 Icons: add texture paint icons 2018-05-05 18:01:35 +02:00
1ddedfb2af 3D viewport: rename ambient to shadow intensity, default single color to 0.8. 2018-05-05 16:01:45 +02:00
6d980020ba UI: experiment to make popover buttons draw like enum menus.
Looks better for 3D viewport shading, but needs more tweaks to distinguish
it from other button types probably.
2018-05-05 15:54:43 +02:00
b365cc017a 3D Viewport: move overlay settings from collections to 3D viewport.
For some we may add per object overrides, but for most we plan to keep them
strictly per viewport settings. Display settings from the mesh still need to
be moved here, only collections were done to remove that code.
2018-05-05 15:54:43 +02:00
2094b45447 3D Viewport: make shading and overlay DNA match UI names.
We should use consistent naming between the internal code and UI whenever
possible, only reason not to is file compatibility.
2018-05-05 15:54:36 +02:00
Jeroen Bakker
a73c02a17b Workbench: Color selector when in single color mode 2018-05-04 17:26:10 +02:00
Clément Foucault
f48e53f562 Eevee: Shadows: Separate Cube and Cascade shadow maps into 2 texture array.
This mean we can now have different shadow resolutions for both.

However each shadow type keep the same size accross all lamps because of
future "real" Cube Shadowmaps limitation and to save texture sampler slots.

That said the cascade shadow resolution could (in the future) still be
changed to be adjustable per sun lamp.
2018-05-04 16:22:23 +02:00
Jeroen Bakker
3f95daa31f Workbench: Shadows
Initial review of the shard shadows in the workbench engine.

Speed optimizations like transform feedback are not implemented yet. I first want this part to be reviewed and merged.

@fclem please check the note in drw_stencil_set it was holding back nequal == 0 as by default DST.stencil_mask was set to 0. questioin is should we remove the whole check or not.

Also I am still looking for a better name (or split the enum) for DRW_STATE_STENCIL_DEPTH_FAIL_INCR_DECR_WRAP

Reviewers: fclem

Reviewed By: fclem

Tags: #code_quest

Differential Revision: https://developer.blender.org/D3198
2018-05-04 14:08:40 +02:00
Joshua Leung
20185a8681 Cleanup "Sync Mode" (i.e. Av Sync/Framedropping) stuff
* Remove the "sync_mode" dropdown from timeline header, and move it into
  the Playback menu instead.
* Remove the confusing "Frame Dropping" and "AV Sync" entries from the
  Playback menu. These were supposed to be mutually exclusive (or else,
  the "sync_mode" menu would break).
* Turn AV Sync on by default
* Commented out the Frame Dropping and Av Sync RNA Properties too.
  THere doesn't seem to be any valid reason for these to exist?
2018-05-03 18:50:53 +02:00
Campbell Barton
656d6f47b9 Fix 3D cursor being hidden on existing 2.8 files
Flip logic for the flag avoids versioning code.
2018-05-03 18:02:13 +02:00
Jeroen Bakker
2bf333b35d Workbench: studiolight 2018-05-03 15:31:03 +02:00
Jeroen Bakker
026792ffed Workbench: Show 3D Cursor Overlay 2018-05-03 10:55:28 +02:00
Clément Foucault
1ff2646d58 Eevee: Add Lamp Specular multiplier.
It's usefull in some scenario to tweak the specular intensity of a light
without modifying the diffuse contribution.

Cycles allows it via lamps material which we currently not support in Eevee.

This is a good workaround for now.
2018-05-02 18:39:53 +02:00
Jeroen Bakker
baf0547de5 Workbench: Single Color Modes
- ability to switch between Single Color, Object Color, Material Color
and Random Color
 - fixed Shading and Lighting popover
 - Renamed Solid -> Single Color
2018-05-02 12:05:40 +02:00
Campbell Barton
85dcdb87d2 UI: fix operator redo showing empty popovers
Many operators have no options,
showing a popover button with no content isn't good.
2018-05-02 11:03:03 +02:00
Campbell Barton
c052346fbf UI: move object selector into 3D view
This matches the new convention for left-handed mode selectors,
however we're still undecided on exactly how this should work.

For now test this out as a convention for all space types.
2018-05-01 22:33:10 +02:00
Campbell Barton
52f1510613 UI: move space-mode selectors before menu items
This adds a convention to have a spaces primary mode selector
positioned to at the left of the header.
2018-05-01 18:56:52 +02:00
Campbell Barton
0636acc59a Icons: updated icons from @billreynish
This adds vertex paint & sculpt icons + other minor changes.
2018-05-01 16:52:12 +02:00
Jeroen Bakker
43452c254e Merge branch 'blender2.8' of git.blender.org:blender into blender2.8 2018-05-01 16:28:02 +02:00
Jeroen Bakker
be88f23b83 Overlay: Enabled wireframe drawing for vertex/weight paint
This is a temp hack, so that billrey can use blender 2.8 for
drawing the icons. Hack will be phased out by T54910
2018-05-01 16:26:31 +02:00
Campbell Barton
3f4a81232a UI: expose radial gradient as option
Was a separate tool, use option so we can extend more easily.
2018-05-01 12:48:35 +02:00
Campbell Barton
f38fbc9bed UI: add weight paint sample tools
Also use unified weight.
2018-05-01 12:20:53 +02:00
Jeroen Bakker
aad0e52e38 Workbench: Shading popover
- Moved random object color and object outline to shading popover as
these are draw options.
2018-05-01 10:43:27 +02:00
Campbell Barton
ed51b93bed Icons: write object children
Allows for sharing geometry between icons.
2018-05-01 08:40:07 +02:00
Campbell Barton
b93a76fe75 Add missing tools to vertex paint 2018-04-30 21:58:35 +02:00
Campbell Barton
a44d5b59d3 UI: order edit-mesh tools
See T54885
2018-04-30 20:40:36 +02:00
Campbell Barton
de1405949a UI: show topbar brush options w/ texture paint 2018-04-30 17:06:03 +02:00
Campbell Barton
3b9554ce9d UI: share common paint panels between all modes 2018-04-30 16:59:16 +02:00
Campbell Barton
7720525873 UI: add texture paint brushes to toolbar 2018-04-30 16:43:36 +02:00
Campbell Barton
9aef2d961d UI: add weight paint brushes to toolbar 2018-04-30 16:08:15 +02:00
Jeroen Bakker
cbe57acddf Workbench: Integration VertexPaint and WeightPaint modes
- Disable VertexPaint and WeightPaint for OB_MATERIAL and OB_RENDER. Users want to see the final result
 - When in OB_SOLID, the active object should be rendered without any color. The lighting information is multiplied with the VertexPaint/WeightPaint color
 - Removed the use_shading flag from VertexPaint and WeightPaint
 - add method to check if render engine should draw without color (DRW_object_in_only_lighting_mode)

Reviewers: fclem

Tags: #code_quest

Maniphest Tasks: T54894

Differential Revision: https://developer.blender.org/D3191
2018-04-30 15:54:38 +02:00
Campbell Barton
d9f395ac39 UI: add vertex paint tools
Generalize logic to show the paintbrush as a tool so
different paint modes can use it.
2018-04-30 15:23:04 +02:00
Joshua Leung
05cf7863c3 Fix: UI layout for "Pause" button on timeline header was broken (leaving a gap)
A recent change in the UI layout code probably broke how the scale_x
for layouts was getting handled. This was leaving a large gap
(and causing layouts to pop) when trying to scrub the timeline.

This commit fixes this with a manually-found value that largely seems
to get rid of the popping problem. There's still a little jumping (1-2 px)
but it's less distracting now.
2018-04-30 15:11:43 +02:00
Campbell Barton
78f13ee46c UI: use "none" icon if loading fails
Workaround for issues w/ two column layout when icons are missing.

Also fix reloading icons when some values aren't valid.
2018-04-30 13:57:47 +02:00
Campbell Barton
005711ffef Fix sculpt ToolDef generation
With non-default sculpt brushes, tool generation could fail.
2018-04-30 13:46:01 +02:00
Campbell Barton
ea2146c3e1 Correct error in toolbar update 2018-04-30 12:46:23 +02:00
Campbell Barton
f4697b392d Tool System: change internal definitions (again)
Was using classes to define tools, however this makes it awkward to
dynamically generate them (we can do it, but its not very "Pythonic").

Move to a named tuple.
2018-04-30 12:14:46 +02:00
Jeroen Bakker
cb37080627 Topbar: Enable Vertex Paint tools
Discussed with Campbell just to use the .dummy for now.
2018-04-30 10:40:54 +02:00
Campbell Barton
4218a94b1e UI: disable top-bar tool name drawing
Makes text jump about.
2018-04-29 18:03:01 +02:00
Campbell Barton
b5985831e2 UI: show add/subtract as icons
Saves space in the topbar
2018-04-29 17:38:17 +02:00
Campbell Barton
5cdeae2105 UI: show basic sculpt options in topbar 2018-04-29 17:33:08 +02:00
Campbell Barton
e84735de45 Cleanup: rename snake_hook 2018-04-29 17:08:24 +02:00
Campbell Barton
60ce3275c1 UI: use sculpt icons in the toolbar 2018-04-29 17:01:10 +02:00
Campbell Barton
7c3a028e85 UI: new sculpt icons from @billraynish 2018-04-29 17:00:46 +02:00
Campbell Barton
79638c5c30 UI: backface cull generated icons
Allows for keeping icons 3D without adding extra geometry at export.
2018-04-29 16:51:15 +02:00
Campbell Barton
695326eb8f UI: remove toolbar separator between categories
Made cursor split from selection tools, giving ugly 2 column layout.
2018-04-29 16:49:24 +02:00
Campbell Barton
65d78f4695 UI: group sculpt brushes in the toolbar
All sculpt brushes are accessible from the toolbar, grouped by type
to keep the toolbar a fixed size.
2018-04-29 16:36:31 +02:00
Campbell Barton
6f544f635b UI: fix toolbar groups w/ data_blocks 2018-04-29 16:24:40 +02:00
Campbell Barton
8c4ff84ed6 UI: hide sculpt panels from toolbar
These are already available from the topbar.
2018-04-29 16:22:40 +02:00
Campbell Barton
76282a986d UI: initial dynamically generated sculpt tools
Lots more work needed, this just lists sculpt tools in the toolbar.
2018-04-29 14:31:00 +02:00
Campbell Barton
6e76a35f07 Tool System: support data-blocks in tools
Needed so tools can set the active brush.
2018-04-29 14:30:09 +02:00
Campbell Barton
f4ba7667dc UI: support tool generators (no visible change)
This allows toolbar definitions to dynamically generate tools,
needed for generating a tool list from brushes for eg.
2018-04-29 12:28:21 +02:00
e017876f78 3D View: add initial view.shading and view.overlay in RNA.
These are mostly empty still, many properties need to be renamed and moved there.
2018-04-29 09:55:47 +02:00
03957b9487 3D View: move shading and overlay settings into popovers.
* This is just moving buttons to get a bit closer to the intended design,
  better naming and layout is needed.
* Popovers currently work best when the 3D view header is at the top, with
  the most important settings nearest to the mouse. Open design question is
  if we should flip (part of) the buttons if header is at the bottom.
* Another question is if selecintg a shading mode enum should immediately
  close the popover since those are changed often, unlike the other settings
  for which it seems more convenient to keep the popover open.
2018-04-29 09:22:00 +02:00
cb53c9bc7b Fix use of removed Blender Internal properties. 2018-04-29 09:18:54 +02:00
ca7964c24b UI: fix toolbar not snapping properly with system DPI and display scale. 2018-04-28 20:50:47 +02:00
61759f3b55 Cleanup: remove code for removed Blender Internal properties. 2018-04-28 16:15:42 +02:00
Campbell Barton
a74097dc19 UI: Add icon color saturation preference
Toolbar icon saturation can now be set from the preferences,
(use 0.4 by default).
2018-04-28 13:34:52 +02:00
Campbell Barton
e1417c665d UI: split toolbar layout from button creation
Having single & multi-column checks inline were becoming unmanageable.

Use a generator to define the layout,
allows for easily adding different layouts in the future.
2018-04-28 11:42:53 +02:00
a593cc046c UI: put active tool buttons in center topbar region. 2018-04-28 10:42:58 +02:00
Campbell Barton
cfa1700792 UI: add loopcut & edge offset tools
Also fix minor layout bug.
2018-04-27 23:08:25 +02:00
Campbell Barton
c42a47d177 UI: add new transform tool that enables all widgets
Also add bevel tool.
2018-04-27 22:49:52 +02:00
Campbell Barton
e724238457 Tool System: use release_confirm for extrude 2018-04-27 20:43:41 +02:00
Campbell Barton
c4a24a7f5d Tool System: inset tool now completes on release 2018-04-27 20:38:29 +02:00
Campbell Barton
0adabe33bd UI: respect separators for row layout 2018-04-27 20:03:43 +02:00
Campbell Barton
782240636c UI: use new extrude icon and correct keymap 2018-04-27 19:16:00 +02:00
Campbell Barton
fd68bdf7f9 UI: updated icons from @billreynish
- black outlines (better readability).
- add bone roll.
- add extrude to cursor.
2018-04-27 19:02:44 +02:00
Campbell Barton
351d782286 UI: disable 3 column toolbars
They conflict a little with showing a narrow toolbar w/ text.
2018-04-27 18:20:48 +02:00
Campbell Barton
eb4c60124c UI: multi-column toolbar support 2018-04-27 18:02:45 +02:00
Antony Riakiotakis
ca66112b29 Fix missing icons in non-portable local builds.
The problem is that some local path is always returned by
bpy_resource_path. The function does not enforce a check for existence
of the path in the low level code.

Since client code may indeed not care about existence of the directory,
I leave bpy_resource_path alone and patch the python code to check for
existence. An  extra argument that enforces the check might be a better
solution, but I will be leaving this to the UI team.
2018-04-27 17:10:39 +03:00
Antony Riakiotakis
84a706a366 Minor fix, report missing instead of corrupt icon if file does not exist 2018-04-27 15:34:54 +03:00
Campbell Barton
85ea14df2f UI: support for tool settings in the top-bar
This uses the operators last used properties
to store settings to use on the next execution.
2018-04-27 14:17:12 +02:00
Campbell Barton
9504652687 UI: move tool definitions to classes
Originally it was nice to have a small list of definitions
with tools inline.

However we need to be able to define drawing functions for tools
which Python can't easily inline.

Use function for keymap definition,
support creating a function from a tuple as well
(handy for simple key-maps).
2018-04-27 13:55:04 +02:00
e01cadd657 WM: new offscreen window draw method to replace all existing methods.
For Blender 2.8 we had to be compatible with very old OpenGL versions, and
triple buffer was designed to work without offscreen rendering, by copying
the the backbuffer to a texture right before swapping. This way we could
avoid redrawing unchanged regions by copying them from this texture on the
next redraws. Triple buffer used to suffer from poor performance and driver
bugs on specific cards, so alternative draw methods remained available.

Now that we require newer OpenGL, we can have just a single draw method
that draw each region into an offscreen buffer, and then draws those to
the screen. This has some advantages:

* Poor 3D view performance when using Region Overlap should be solved now,
  since we can also cache overlapping regions in offscreen buffers.
* Page flip, anaglyph and interlace stereo drawing can be a little faster
  by avoiding a copy to an intermediate texture.
* The new 3D view drawing already writes to an offscreen buffer, which we
  can draw from directly instead of duplicating it to another buffer.
* Eventually we will be able to remove depth and stencil buffers from the
  window and save memory, though at the moment there are still some tools
  using it so it's not possible yet.
* This also fixes a bug with Eevee sampling not progressing with stereo
  drawing in the 3D viewport.

Differential Revision: https://developer.blender.org/D3061
2018-04-27 12:14:14 +02:00
Campbell Barton
868c9ac408 UI: show active tool in the topbar 2018-04-27 10:50:11 +02:00
Campbell Barton
226c757b44 UI: add darker theme color for toolbar items 2018-04-26 21:18:27 +02:00
67b014af48 Workspaces: active view layer now always comes from workspace, not scene.
Both the scene and workspace had an active view layer, and it was confusing
which settings were being used or displayed where. Now we always have one,
so there is no mismatch.

The "View Layers" tab in the properties editor is now "View Layer", no longer
showing a list of layers. Instead view layers can be added and removed with
the workspace view layer selector. They are also listed and selectable in the
outliner.

Single layer rendering uses the active view layer from the workspace.

This fixes bugs where the wrong active view layer was used, but more places
remain that are wrong and are now using the first view layer in the scene.
These are all marked with BKE_view_layer_context_active_PLACEHOLDER.
2018-04-26 17:06:14 +02:00
5876856f7b Properties: remove redundant settings from workspaces tab.
Use render settings and active view layer will be handled elsewhere.
Also change icon to not be confusing with render layers.

Probably we should get rid of the workspace tab entirely and do it in
the user preferences, but that's for later.
2018-04-26 16:37:59 +02:00
Campbell Barton
2fc5f3f378 UI: support icon reloading (F8 key) 2018-04-26 15:19:56 +02:00
Campbell Barton
05c9ddb2d6 UI: correct icon 2018-04-26 15:02:50 +02:00
Campbell Barton
b98311f847 Cleanup: avoid direct access to private class 2018-04-26 14:55:46 +02:00
Julian Eisel
35742e882f Merge branch 'master' into blender2.8 2018-04-26 14:24:41 +02:00
Philipp Oeser
d37dcc4880 Fix discontinuity in default UVs for a torus
Reported in T47489 by Simon Windmill (coolpowers) who also provided the
fix, thanx.

Reviewed by Sebastian Witt (witt)
2018-04-26 11:18:59 +02:00
Jeroen Bakker
ba9b01d3c0 Merge branch 'blender2.8-workbench' into blender2.8 2018-04-26 08:47:28 +02:00
Jeroen Bakker
6c608b2f8a Workbench: Environment Light
- Changed defaults
 - Updated render panel
2018-04-26 08:31:14 +02:00
Campbell Barton
4afbbb8cf9 UI: correct toolbar w/ text display
Missed in tuple to dict refactor.
2018-04-26 08:18:41 +02:00
Campbell Barton
f7d9db5e68 Missed last commit 2018-04-26 08:10:52 +02:00
Campbell Barton
52454f1290 UI: fix toolbar naming collision bug
Active tool name needed to be unique from all other tools.
This caused problems since different modes have different tools with the
same name (Armature/Mesh click to extrude for eg).

Tool names now only need to be unique per mode.
2018-04-26 08:09:03 +02:00
Jeroen Bakker
e4ee23f780 Merge branch 'blender2.8' into blender2.8-workbench 2018-04-26 07:52:09 +02:00
Campbell Barton
3e2edb160f UI: update tool docstring
Also assert on invalid tool definitions.
2018-04-26 07:39:15 +02:00
Campbell Barton
37ca6ef7d8 UI: use dict for tool definitions
Using tuple was becoming too cryptic - new settings needed to be added
last and the purpose of each wasn't very clear.
2018-04-26 07:31:39 +02:00
Campbell Barton
db68166ed8 UI: update icons from @billreynish 2018-04-25 22:03:47 +02:00
Clément Foucault
5337f66e81 EEVEE: UI: Add missing separator. 2018-04-25 17:43:18 +02:00
Clément Foucault
d19dc5f891 EEVEE: UI: Merge the custom parallax checkbox with the panel title. 2018-04-25 17:43:18 +02:00
Jeroen Bakker
5f97331ffc Workbench: Added studio lighting to view layer 2018-04-25 15:59:15 +02:00
Campbell Barton
cdfc4c0d1d Search local before system path
This works in both cases,
where system path would return a path even when it's missing.
2018-04-25 14:13:32 +02:00
Dalai Felinto
791b9d821b Multi-View: Moving panel to render, and rename to Stereoscopy
Multi-View was never a per-viewlayer option. And now that we have viewlayer
it is better to name it in a more recognizable way:

"Stereoscopy" instad of plain "Views".
2018-04-25 12:12:43 +02:00
Jeroen Bakker
35220ccde0 Silhouette Overlap Overlay
Added Object Overlap Overlay

 - Added R32UI support to GPU_framebuffer
 - Added R32U support to draw manager
 - The overlay mode has a object data pass that will render 'needed' data to specific buffers so we can mix them together via a deferred rendering. In future will also add UV's and other data
 - Overlap is implemented as an overlay so it could be used on top of the Scene lighted Solid mode (that will be rendered by Eevee.

Reviewers: fclem, brecht

Reviewed By: fclem

Subscribers: sergey

Tags: #code_quest

Maniphest Tasks: T54726

Differential Revision: https://developer.blender.org/D3174
2018-04-25 11:09:49 +02:00
Campbell Barton
d63b66be82 CMake: only write edited file when changes made
Caused cmake to run after every icon update.
2018-04-25 09:58:38 +02:00
Campbell Barton
2fe35914e1 CMake: generate icon list for installation
MSVC users weren't getting icons installed, since glob isn't reliable,
list all files in a section which the update script maintains.
2018-04-25 09:24:54 +02:00
Campbell Barton
4d6cdb8b89 UI: add extrude icon 2018-04-25 09:21:49 +02:00
Campbell Barton
deb98cfe5a UI: show all pain mode panels in the topbar
This shows some which need to be hidden (eventually).
2018-04-25 08:20:01 +02:00
Campbell Barton
ca49a9edce UI: move mode options to the topbar
Remove toolbar panels which have items available in menus.
2018-04-25 08:16:21 +02:00
Campbell Barton
b00d971efe UI: Apply remove redo region
This was a disabled part of the top-bar merge (code by @Severin)

The only change made is to move to redo UI into a popover.
2018-04-25 07:55:50 +02:00
Campbell Barton
e944e215bf UI: remove history & object tools
Add object shading menu.
2018-04-25 07:25:08 +02:00
Campbell Barton
021444c827 UI: mesh rip icons 2018-04-25 07:15:30 +02:00
Campbell Barton
6a9d215ad5 UI: remove mesh panel 2018-04-25 07:12:34 +02:00
Campbell Barton
64e3051ebe UI: remove shading & uv's panel 2018-04-24 21:07:05 +02:00
Campbell Barton
987fc30959 UI: disable grease pencil panel
Disable poll functions since branch replaces this code.
2018-04-24 21:05:24 +02:00
Campbell Barton
1a8b24e1b1 UI: move rigid body physics to menu 2018-04-24 20:46:18 +02:00
Campbell Barton
f3692c6ab9 UI: remove animation panel 2018-04-24 20:37:37 +02:00
Campbell Barton
34d6b48c47 UI: remove relations panel 2018-04-24 19:54:22 +02:00
Campbell Barton
5d3f1d1f78 UI: remove transform panels 2018-04-24 19:35:11 +02:00
Joshua Leung
ef08e77a46 Markers: Move "Bind Camera to Marker" from 'View' Menu to the Markers menu proper
It was always weird that this tool for markers was stored in a different
menu where it was hard to find.
2018-04-24 19:18:31 +02:00
Campbell Barton
b60617ffab Error in last commit 2018-04-24 17:46:51 +02:00
Campbell Barton
bd40b2c402 Icons: only write icons from group 'Export'
Allows reference objects not to get mixed up with finished icons.
2018-04-24 17:45:19 +02:00
Campbell Barton
00d4e99955 UI: move mesh-weights from panels to menus
Also de-duplicate edit/object mode menus.
2018-04-24 17:04:43 +02:00
Campbell Barton
354dbdde01 UI: hide toolbar text when narrow 2018-04-24 16:33:38 +02:00
Campbell Barton
e4724b1c8b UI: remove create panel
Move create to the menus.
2018-04-24 16:13:03 +02:00
Campbell Barton
a59bf99f1d UI: remove toolbar header 2018-04-24 16:04:07 +02:00
Campbell Barton
9c5025d67d UI: use new icons in toolbar 2018-04-24 15:32:45 +02:00
Campbell Barton
174cb39192 UI: icons from @billreynish 2018-04-24 15:32:45 +02:00
Campbell Barton
d67b120f17 UI: disable writing icon size
Causes staircasing, just use byte range
2018-04-24 13:52:25 +02:00
Campbell Barton
011c0b6113 Cleanup: correct comments 2018-04-24 13:50:31 +02:00
Clément Foucault
8fb9dfbec5 EEVEE: LightProbes: Add Visibility Group to DNA/RNA/UI. 2018-04-24 12:48:43 +02:00
Campbell Barton
24bde1ca43 Add "make icons_geom" convenience target
Generates icons from the blend file in lib.
2018-04-24 12:09:31 +02:00
67f23cff53 Topbar: clarify command settings name, remove placeholder button. 2018-04-24 11:35:25 +02:00