Commit Graph

98 Commits

Author SHA1 Message Date
William Reynish
7fc60bff14 UI: Layout changes for new checkbox layout possibilities
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.
2020-04-17 17:00:57 +02:00
Campbell Barton
f60d97d426 Fix T73176: No options for Centre Action Safe Margins 2020-01-17 19:27:57 +11:00
Sebastian Koenig
17baa43e59 MovieClip: Make name of Active Clip consistent in UI
Using the currently active movie clip had different names in the interface:
In scene context it was "Active Movie Clip", in Camera Background Images it was "Camera Clip", in Constraints it was "ActiveClip".
I made all those instances use "Active Clip", which is descriptive enough and also the shortest of the three.

Reviewed By: billreynish

Differential Revision: https://developer.blender.org/D5400
2019-09-05 09:32:13 +02:00
Campbell Barton
4ebb64697a Cleanup: pep8 2019-05-22 00:59:43 +10:00
Jeroen Bakker
bc3139d792 Cycles/Eevee: unify depth of field settings for cameras
There is now a checkbox to enable/disable depth of field per camera. For Eevee
this replace the scene level setting. For Cycles there is now only an F-Stop
value, no longer a Radius.

Existing files are converted based on Cycles or Eevee being set in the scene.

Differential Revision: https://developer.blender.org/D4882
2019-05-17 17:59:26 +02:00
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
e49da07184 Cleanup: style 2019-04-10 00:06:13 +10:00
Campbell Barton
045a615f9a UI: show camera sensor 'Width' as 'Size' for 'Auto' fit 2019-03-23 12:29:49 +11:00
William Reynish
c1da8d8986 UI: Use better flow layout
Flow layout needs columns defined to work properly
2019-03-21 18:25:01 +01:00
Bastien Montagne
56c940988f Fix flow layout for camera data Viewport Display panel.
Flow layout needs sub-layouts to properly identify 'cells' of its grid.
2019-03-21 16:24:02 +01:00
William Reynish
196e3920f7 Use 'show_' prefix convention for composition guides 2019-03-21 16:05:32 +01:00
William Reynish
a0c9095620 UI: Put camera composition guides in standard sub-panel
Before we were using a very inconsistent toggle-menu for this. Just use standard UI here instead.
2019-03-21 15:01:07 +01:00
Campbell Barton
100854c17c UI: rename PresetMenu to PresetPanel, move to bl_ui.utils
Confusing to call a menu a panel when subclasses need to define
panel specific variables.

Avoid having bl_ui depend on bl_operator module too.
Since this isn't an operator, add utils modules for shared types.
2019-03-13 13:32:10 +11:00
William Reynish
fbd8c7dc4e UI: hierarchical nesting
Use correct hierarchical nesting in camera and mesh obdata properties
2019-02-28 22:54:06 +01:00
Philipp Oeser
5e3838faa2 Fix T61499: Missing Camera settings in props except Depth of Field
rB55c281415b67 removed 'BLENDER_RENDER' as a COMPAT_ENGINE but the
cycles addon checks for this in its get_panels() function.

Adding this back for now.

Reviewers: brecht, billreynish

Maniphest Tasks: T61499

Differential Revision: https://developer.blender.org/D4346
2019-02-13 12:32:40 +01:00
William Reynish
55c281415b UI: show camera DOF UI for workbench engine 2019-02-11 22:50:40 +11:00
Bastien Montagne
1158b9f73a Cleanup: First batch of UI messages fixes (typos, final points...).
Also contains some code typo fixes (mostly, adtaptative -> adaptive,
former is nearly innexistant in English, let's stick to simple valid
words ;) ).
2018-12-23 22:03:43 +01:00
Sebastian Koenig
b2aae49cf8 Fix for camera background images options not showing when using stereoscopy.
Differential Revision: https://developer.blender.org/D4098
2018-12-20 12:49:59 +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
Pablo Vazquez
018d22fb7a UI: Sort panels in Properties.
* Viewport Display always last before Custom Properties.
* DoF panel second as it's changed more often than Camera sensor width.
* In scene, move Simplify higher up as it is changed more often than Gravity or Audio.
2018-11-03 03:25:51 +01:00
Campbell Barton
23fdac8672 Cleanup: unused variables 2018-10-25 12:03:34 +11:00
William Reynish
b3814d8645 UI: closure some more panels by default, leaving open mostly 1 per tab. 2018-10-18 12:14:25 +02:00
Sebastian Koenig
e9a38c50d9 UI: update camera background images panel layout.
Differential Revision: https://developer.blender.org/D3739
2018-09-27 14:14:05 +02:00
Campbell Barton
b05f9e35cb Cleanup: unused variables 2018-09-11 18:15:55 +10:00
Brecht Van Lommel
e0a4dc6a79 UI / Python: rename X-Ray to In Front, Draw to Display.
See T56648.
2018-09-06 13:26:46 +02:00
Campbell Barton
2093b79ee7 Cleanup: inline icon conditional 2018-08-30 13:47:27 +10:00
Campbell Barton
e9fb2feb2e UI: text keyword argument to label
Prepare for keyword only args
2018-08-28 12:34:51 +10:00
Dalai Felinto
a495df6b3b Camera Background: don't show "Not Set" when using Camera Clip 2018-08-15 19:26:05 -03:00
Clément Foucault
5f5fd4c143 UI: Fix error in camera property panel 2018-07-27 12:16:05 +02:00
Clément Foucault
a76198cb23 RNA: Remove Unused dof.is_hq_supported and dof.use_high_quality
It's not necessary anymore since we assume it's always high quality.
2018-07-24 18:05:30 +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
f8537a5d0d UI: Camera Display panel rename to Viewport Display
Matches all other panels with Viewport properties
2018-07-15 02:35:33 +02:00
Pablo Vazquez
b6a97baa0e UI: Use full width for ID blocks in World, Light, Camera, Texture
Also close Preview panel for lights by default and move World custom props last
2018-07-15 01:22:33 +02:00
Campbell Barton
bc95c7a3ea Cleanup: remove num argument prefix 2018-07-01 09:23:51 +02:00
Campbell Barton
ab9e2dccd3 Cleanup: follow naming conventions
Using panels for presets printed warnings for classes named as menus.
2018-06-20 16:32:31 +02:00
Brecht Van Lommel
7a10cfe7fe UI: preset popover buttons in panel headers.
Moves the preset into a menu for the panel header, so it can be changed
without opening the panel and takes up less space. Two remaining issues:

* For long lists the add new preset button can be scrolled off screen.
* We should support showing the name of the chosen preset in the panel
  header, but the current preset system does not support detecting which
  preset is used.

Differential Revision: https://developer.blender.org/D3366
2018-06-13 15:22:34 +02:00
Jeroen Bakker
b6b1e0f56c T55454: removal of clay engine
The ClayEngine was introduced to test the blender2.8 architecture during
development. As currently we have the wanted features implemented with
matcaps we are going to remove the clay engine as it was never intended
to be an official releasable engine

Note: The test cases are never run. But when enabled will be skipped as
they were implemented over the Clay Engine
2018-06-12 15:32:31 +02:00
Pablo Vazquez
865acd9247 Sub-panel for camera DoF for EEVEE 2018-06-10 21:06:49 +02:00
Dalai Felinto
bb8770b976 Fix UI for camera data
The fix bit is the split.

But since we are using col.separator() left and right we need this as well.
I still don't think the separators are the way to go, yet may as well be
consistent with the current design in place, thus the extra separator here too.
2018-06-02 11:22:44 +02:00
Campbell Barton
d18cd768bb UI: use single column properties for object data
patch by @billreynish w/ minor edits
2018-06-01 19:26:07 +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
Dalai Felinto
159806140f Removing Blender Game Engine from Blender 2.8
Folders removed entirely:
* //extern/recastnavigation
* //intern/decklink
* //intern/moto
* //source/blender/editors/space_logic
* //source/blenderplayer
* //source/gameengine

This includes DNA data and any reference to the BGE code in Blender itself.
We are bumping the subversion.

Pending tasks:
* Tile/clamp code in image editor draw code.
* Viewport drawing code (so much of this will go away because of BI removal
  that we can wait until then to remove this.
2018-04-17 17:51:28 +02:00
Campbell Barton
ef96f36ee9 Move background images into the camera
This moves background images out of the 3D viewport,
to be used only as camera reference images.

For 3D viewport references,
background images can be used, see: D2827

Some work is still needed
(background option isn't working at the moment).
2017-10-26 22:02:40 +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
Sergey Sharybin
237e17a957 Merge branch 'master' into blender2.8 2017-06-01 16:31:56 +02:00
raa
d5d7455796 Cleanup: use row() sub-layout to expand enum properties horizontaly 2017-06-01 16:54:45 +03:00
Dalai Felinto
2eff390e13 UI: Expose more UI settings to CLAY and EEVEE
Physics panels are not all back, and the material related panels (e.g.,
hair render panel) should go be changed since there should be no
material for those.
2017-05-12 16:45:51 +02:00
Clément Foucault
5aca575d85 Eevee: Add Rotation and ratio parameters to DoF. 2017-05-12 16:31:12 +02:00
Clément Foucault
9075f934aa Eevee: Initial Depth Of Field commit. 2017-05-09 23:55:19 +02:00
Dalai Felinto
dad797d037 Expose camera stereo settings in Clay engines 2017-05-09 12:33:13 +02:00