There was no way for users to visually tell appart shortcut items
they've added themselves and the default ones. Both used the same 'x'
icon to remove the item.
Modified items already showed a back-arrow icon; this commit makes
user-created shortcuts use an icon that has both, a back-arrow and a
'x'.
The icon is in fact from the Movie Clip Editor, but William Reynish and
I concluded that it's not worth creating and adding a new one just to
short-term fix this small annoyance. And the icon actually fits the
purpose surprisingly well :) {F8485176}
This commit adds the initial set of particles nodes. These are fairly
low level and are expected to be put into groups that we ship with Blender.
See D7384 for a description of the individual nodes.
Reviewers: brecht
Differential Revision: https://developer.blender.org/D7384
This adds an embedded node tree to the simulation data block dna.
The UI in the `Simulation Editor` has been updated to show a list
of simulation data blocks, instead of individual node trees.
The new `SpaceNodeEditor.simulation` property wraps the existing
`SpaceNodeEditor.id` property. It allows scripts to get and set
the simulation data block that is being edited.
Reviewers: brecht, mont29
Differential Revision: https://developer.blender.org/D7301
Declare `anim.change_frame` explicitly for each editor.
In sequencer, scrubbing in editor area is possible only with
select/tweak tool.
This change is to resolve conflict between scrubbing and tool actions.
Multires uses the data of the Face Sets stored in the base mesh to
manage the grid's visibility, so these pointers can no longer be set to
NULL when editing Multires objects as they are requried for some operations.
Reviewed By: sergey
Differential Revision: https://developer.blender.org/D7431
This patch aims to add a new modifier for grease pencil objects that gives more control over the strokes texture UVs.
There are 3 modes.
1 Control the stroke texture UVs alone
2 Control the fill texture UVs alone
3 Control both the fill and stroke texture UVs
For the stroke texture UVs there are 2 options for fitting the texture to the stroke.
1 The texture uvs are kept a consistent length how it currently is set by default.
2 The uvs are normalized to fit the length of the stroke regardless of how long or short it gets allowing the texture to fit the length of the stroke.
There are then 2 controls to scale up and down the uvs and an offset value that allows moving the texture along the stroke.
For the fill texture UVs it includes all of the transformational controls. Location offset, scale, and rotation.
Reviewed By: antoniov, mendio
Differential Revision: https://developer.blender.org/D7439
Sequencer related properties were not grouped together, and it wasn't
clear that the disk cache settings were about the sequencer. Now moved
sequencer settings into own panel.
Follow-up to previous commit.
Some examples:
{F8473507} {F8473508} {F8473509} {F8473510}
For more screenshots, please see D7430.
We use column or row headings here to bring more structure, and to give
the eye visual anchors which aid eye-scanning. The left-aligned
checkboxes likewise help with this. And we keep the adherence to the
center line, so the alignment matches up between the various buttons and
controls.
* Changes the property split percentage from 50/50% to 40/60%. This is
needed to give enough space for the checkboxes. But in most cases this
looks better anyway - see Transform panel. In some cases it simply
fills out the available space more efficently.
* Fix various hacks where we previously used manually defined splits.
When we did this, the alignment was never quite right, and the layout
code was a mess.
* Adds column headings to many places where a list of checkboxes all
share a common purpose or leading text.
* Add checkbox + value configurations various places where a checkbox
only serves to enable the value slider
* Removes most uses of grid flow layout. The grid flow layouts combine
poorly with column headings, and also they would mess alignment up
badly. The grid flow layouts also often made buttons and controls jump
around on the screen if you would just resize editors slightly,
causing visual confusion, making users lose their place. The logic for
at what time the list of items would re-flow was often flawed, jumping
to multiple columns too fast or too late - and frankly, the grid flow
layouts would often just look bad.
Maniphest Task: https://developer.blender.org/T65965
Differential Revision: https://developer.blender.org/D7430
Reviewed by: Brecht Van Lommel, Pablo Vazquez.
Most work here by William Reynish, few changes by Julian Eisel.
Note that given how experimental is working currently, I had to rename
and inverse the effect of the experimental undo flag, which will now
instead activate legacy code when set.
This color had it's alpha reduced in the drawing code,
as the active face is no longer stippled.
Now the color is used from the theme without adjusting the alpha.
Also some minor improvements:
- Only run once per object data instance.
- Correction for mesh smooth flag being used on curves.
- Move curve operation into utility function.
Basically this new tool constitutes a macro that uses the parameters of
the Extrude and Translate operators that were recently implemented.
Thanks to @CandleComet for initial implementation.
Differential Revision: https://developer.blender.org/D7222
Menus from the top-bar, space-header and key bindings are used
to gather menus to populate the search popup.
Giving better context and default options for operators.
Part of T74157
Enabling "Developer Extras" exposes operator search in the Edit menu,
as this can be useful for developers to run operators
without first exposing them in the interface.