Commit Graph

38 Commits

Author SHA1 Message Date
Campbell Barton
83da21ca4e Fix T65393: Error live editing UI scripts
Disable relative imports for UI scripts.
2019-06-11 16:08:32 +10:00
Campbell Barton
5b0f0421ef Cleanup: mark unused arguments in UI scripts
Quiet's pylint W0613 warning, also remove some unused args.
2019-04-19 07:32:24 +02:00
Campbell Barton
0bd45a2d51 Cleanup: unused imports 2019-03-14 15:34:14 +11:00
Bastien Montagne
2edd32c168 Fix typo. 2019-01-06 18:21:57 +01:00
Sergey Sharybin
7c7f3776dd Use collection and instance terminology in Python API
This follows naming convention agreed on in T56648.
2018-11-28 18:22:51 +01:00
Brecht Van Lommel
d5778b5bc1 UI: rename "OpenGL" render engine to "Workbench".
Neither is very descriptive for its task, but at least workbench is more
future proof and distinguishes it from Eevee.
2018-11-26 19:05:37 +01:00
Campbell Barton
bae8ab3188 UI: remove hack to align search properties 2018-08-24 11:55:49 +10:00
William Reynish
c11997ccfc UI: Physics panel minor adjustments
Flow panel had a wrong name when the checkmark was used in the header, fixed alignment in softbody panel & fixed wrong active state for Cloth Pin.
2018-08-23 17:21:55 +02:00
Vuk Gardašević
b19b708728 Physics Soft Body: Use Single Column and Grid Flow layout
See D3612
2018-08-17 12:04:35 +02:00
Brecht Van Lommel
644fadf2f0 Render: add "OpenGL" render engine.
This is intended for quick renders for previsualization, animation previews
or sequencer previews. It provides the same settings as found in the 3D view
Shading popover in solid display mode, but in the scene render properties.

The "Workbench" engine was removed, and this name no longer appears in the
user interface, it's purely an internal name. We might come up with a better
name for this OpenGL engine still, but it's good to be consistent with the
OpenGL Render operator name since this has a similar purpose.
2018-07-17 16:46:09 +02:00
Pablo Vazquez
a2b79a21e1 UI: Soft Body panels as sub-panels
Also remove suffix from name since they are sub-panels now.
2018-06-19 15:48:21 +02:00
Ton Roosendaal
51b796ff15 Remove Blender Internal and legacy viewport from Blender 2.8.
Brecht authored this commit, but he gave me the honours to actually
do it. Here it goes; Blender Internal. Bye bye, you did great!

* Point density, voxel data, ocean, environment map textures were removed,
  as these only worked within BI rendering. Note that the ocean modifier
  and the Cycles point density shader node continue to work.
* Dynamic paint using material shading was removed, as this only worked
  with BI. If we ever wanted to support this again probably it should go
  through the baking API.
* GPU shader export through the Python API was removed. This only worked
  for the old BI GLSL shaders, which no longer exists. Doing something
  similar for Eevee would be significantly more complicated because it
  uses a lot of multiplass rendering and logic outside the shader, it's
  probably impractical.
* Collada material import / export code is mostly gone, as it only worked
  for BI materials. We need to add Cycles / Eevee material support at some
  point.
* The mesh noise operator was removed since it only worked with BI
  material texture slots. A displacement modifier can be used instead.
* The delete texture paint slot operator was removed since it only worked
  for BI material texture slots. Could be added back with node support.

* Not all legacy viewport features are supported in the new viewport, but
  their code was removed. If we need to bring anything back we can look at
  older git revisions.
* There is some legacy viewport code that I could not remove yet, and some
  that I probably missed.
* Shader node execution code was left mostly intact, even though it is not
  used anywhere now. We may eventually use this to replace the texture
  nodes with Cycles / Eevee shader nodes.

* The Cycles Bake panel now includes settings for baking multires normal
  and displacement maps. The underlying code needs to be merged properly,
  and we plan to add back support for multires AO baking and add support
  to Cycles baking for features like vertex color, displacement, and other
  missing baking features.

* This commit removes DNA and the Python API for BI material, lamp, world
  and scene settings. This breaks a lot of addons.
* There is more DNA that can be removed or renamed, where Cycles or Eevee
  are reusing some old BI properties but the names are not really correct
  anymore.
* Texture slots for materials, lamps and world were removed. They remain
  for brushes, particles and freestyle linestyles.
* 'BLENDER_RENDER' remains in the COMPAT_ENGINES of UI panels. Cycles and
  other renderers use this to find all panels to show, minus a few panels
  that they have their own replacement for.
2018-04-19 17:35:25 +02:00
Brecht Van Lommel
f9cf2e2f6c Workspaces: remove workspace engine, use 3D viewport draw mode instead.
ViewRender was removed, which means we can't get the render engine for files
saved in 2.8. We assume that any files saved in 2.8 were intended to use Eevee
and set the engine to that.

A fix included with this is that .blend thumbails now draw with Clay mode,
and never Eevee or Cycles. These were drawn with solid mode in 2.7, and should
be very fast and not e.g. load heavy image textures.

Differential Revision: https://developer.blender.org/D3156
2018-04-18 16:35:38 +02:00
Campbell Barton
b66728d63d Merge branch 'master' into blender2.8 2017-10-21 12:43:17 +11:00
Campbell Barton
ebb29200d3 Cleanup: use relative imports in bl_ui 2017-10-21 12:41:42 +11:00
Dalai Felinto
e4f2b2be26 Workspace: Move engines to workspace and Properties Editor cleanup
Engine is not stored in WorkSpaces. That defines the "context" engine, which
is used for the entire UI.

The engine used for the poll of nodes (add node menu, new nodes when "Use Nodes")
is obtained from context.

Introduce a ViewRender struct for viewport settings that are defined for
workspaces and scene. This struct will be populated with the hand-picked
settings that can be defined per workspace as per the 2.8 design.

* use_scene_settings
* properties editor: workshop + organize context path

Use Scene Settings
==================
For viewport drawing, Workspaces have an option to use the Scene render
settings (F12) instead of the viewport settings.

This way users can quickly preview the final render settings, engine and
View Layer. This will affect all the editors in that workspace, and it will be
clearly indicated in the top-bar.

Properties Editor: Add Workspace and organize context path
==========================================================

We now have the properties of:

Scene, Scene > Layer, Scene > World, Workspace

[Scene | Workspace] > Render Layer > Object
[Scene | Workspace] > Render Layer > Object > Data
(...)

Reviewers: Campbell Barton, Julian Eisel
Differential Revision: https://developer.blender.org/D2842
2017-10-16 17:29:04 -02:00
Bastien Montagne
31be0a6e52 Fix T52344: Softbody on Text.
Own previous fix (rBd5d626df236b) was not valid, curves are actually
supported by SoftBodies. It was rather a mere UI bug, which was not
including Surfaces and Font obect types in those valid for softbody UI.

Thanks to @brecht for the head up!

Also, fix safe for 2.79, btw.
2017-08-11 14:27:34 +02:00
raa
d5d7455796 Cleanup: use row() sub-layout to expand enum properties horizontaly 2017-06-01 16:54:45 +03:00
Campbell Barton
19d493ee10 Moving classes to separate listing broke panel order
Although this wasn't so obvious since it
only showed up for factory settings and in the preferences window.

Panel display order depends on registration order,
Sorry for the noise. On the bright side we no longer need to move
classes around to re-arrange panels.
2017-03-20 02:37:55 +11:00
Campbell Barton
9bdda427e6 PyAPI: remove bpy.utils.register_module()
In preparation for it being removed, see: T47811
2017-03-18 20:03:24 +11:00
Alexander Gavrilov
64d4d6b134 Support limiting collisions by group for softbody and particles
This feature is extremely useful for layering multiple cloth objects,
and there is no reason there shouldn't be the same kind of feature for softbody.
2016-07-31 18:57:19 +10:00
Mitchell Stokes
3a4c307652 Use COMPAT_ENGINES instead of RenderEngine.use_game_engine for panel poll methods
This mostly affects physics panels. Any engines relying on
RenderEngine.use_game_engine flag to show/hide panels will need to be
updated. The COMPAT_ENGINES technique is how we usually deal with this.
One issue with use_game_engine is that I cannot find a way to set it; it
appears only the BGE can set it. This means (without this commit)
external RenderEngines cannot get rid of the default physics panels.

The RE_GAME flag (the C flag behind use_game_engine) is pretty hacky
and we should look into removing its usage where possible.
2016-07-27 19:00:35 -07:00
Campbell Barton
7095f47665 cleanup: pep8
also remove empty class parenthesis
2015-01-29 15:35:06 +11:00
Campbell Barton
e17c6f79a5 cleanup: py imports 2015-01-28 16:50:51 +11:00
Sv. Lockal
7397ef8666 UI: Fix more double ":" in UI labels 2014-03-27 07:15:08 +04:00
Daniel Genrich
cb634b9100 Google Summer of Code project: "Smoke Simulator Improvements & Fire".
Documentation & Test blend files:
------------------
http://wiki.blender.org/index.php/User:MiikaH/GSoC-2012-Smoke-Simulator-Improvements

Credits:
------------------
Miika Hamalainen (MiikaH): Student / Main programmer

Daniel Genrich (Genscher): Mentor / Programmer of merged patches from Smoke2 branch
Google: For Google Summer of Code 2012
2012-10-10 13:18:07 +00:00
Campbell Barton
9fa36b12cc style cleanup: pep8 2012-10-08 08:28:05 +00:00
Sergej Reich
221a787822 Don't show physics properties in game engine conext
Also rename fluid panels to be more consistent with other simulations
2012-06-08 15:24:28 +00:00
Campbell Barton
c93c8bda3d replace relative imports with absolute imports so scritps can be executed directly (live editing). 2012-04-04 14:39:52 +00:00
Campbell Barton
11947f1a67 pep/style edits & quiet some warnings 2011-11-11 03:28:46 +00:00
Thomas Dinges
9e3deee808 2.6 Physics UI Files:
* Remove redundant check for md, this is already done in the super class poll.
2011-11-10 19:10:23 +00:00
Campbell Barton
f4c56a879d remove use of gettext: _("...") style translation now its handled by rna. 2011-09-21 15:18:38 +00:00
Sergey Sharybin
0eda51f2ea Fixing issues with i18n stuff:
- Make gettext stuff draw-time. so switching between languages
  can happens without restart now.
- Added option to translate visible interface (menus, buttons, labels)
  and tooltips. Now it's possible to have english UI and localized tooltips.
- Clean-up sources, do not use gettext stuff for things which can be
  collected with RNA.
- Fix issues with windows 64bit and ru_RU locale on my desktop
  (it was codepage issue).
- Added operator "Get Messages" which generates new text block with
  with all strings collected from RNA.
- Changed script for updating blender.pot so now it appends
  messages collected from rna to automatically gathered messages.
  To update .pot you have to re-generate messages.txt using "Get Messages"
  operator and then run update_pot script.
- Clean up old translation stuff which wasn't used and most probably
  wouldn't be used.
- Return back "International Fonts" option, so if it's disabled, no
  gettext lookups happens on draw.
- Merged read_homefile function back. No need in splitting it.

TODO:
- Custom fonts and font size.
  Current font isn't nice at least for russian locale, it's
  difficult to read it.
- Put references to messages.txt so gettext can merge translation when
  name/description of some property changes.
2011-09-15 13:20:18 +00:00
Xiao Xiangquan
981f7fcd0d merge with trunk r39834 2011-09-01 15:08:32 +00:00
Campbell Barton
b374ab919a import common classes from bpy.types, saves ~1000 python getattrs on startup. 2011-08-12 06:57:00 +00:00
Xiao Xiangquan
79656a65e0 finish handle for properties_XXX scripts 2011-08-02 16:51:50 +00:00
Campbell Barton
265cdf29fb fix [#26754] Live Edit and Editing UI scripts don't work 2011-04-04 10:13:04 +00:00
Campbell Barton
2e6a02438e move script directories for internal blender scripts.
ui/ --> startup/bl_ui
op/ --> startup/bl_operators

scripts/startup/ is now the only auto-loading script dir which gives some speedup for blender loading too.

~/.blender/2.56/scripts/startup works for auto-loading scripts too.
2011-03-21 12:35:49 +00:00