Commit Graph

160 Commits

Author SHA1 Message Date
William Reynish
04ad9eab6e Fix: Too many checks for the compositor
Check once as and then re-use
2019-05-24 17:11:53 +02:00
William Reynish
a875e81674 UI: Tweaks to Compositor header
- Move Auto Render into Options panel in sidebar
  - Move Pin to the right and remove emboss
  - Move Background to the right and use greying out to avoid jumping UI elements

Also remove emboss from pin toggle in Image Editor for consistency
2019-05-24 14:46:37 +02:00
Brecht Van Lommel
419434a1ad Fix unnecessary decorators showing in compositor sidebar 2019-05-24 13:01:06 +02:00
Campbell Barton
4ebb64697a Cleanup: pep8 2019-05-22 00:59:43 +10:00
Brecht Van Lommel
2ff393bb98 UI: use single column layout for image settings panels 2019-05-19 16:24:53 +02:00
Campbell Barton
7baddbf818 UI: add tool panel for node editor, use tabs
This follows the 3D view, adding an "Options" tab.
2019-05-17 12:48:51 +10:00
Bastien Montagne
6ec096facf I18n Disambiguation: "Add" in menu labels.
This one is usually a verb/action one in menus' labels,
hence we give it the Operator default context.

Part of T43295.
2019-05-13 17:58:25 +02:00
Campbell Barton
9a77fb553c UI: remove redundant row for header template
If it's members need to be aligned the template can handle it.
2019-04-21 04:50:47 +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
6aef124e7d UI: move region toggling to properties
Each space had separate operators, duplicating logic.

Use RNA properties instead so adding the ability to toggle other
region types (floating redo region for eg) doesn't need to have an
extra operator per space type.

It's also nicer to show a check-box for something which can be toggled.
2019-04-18 12:44:17 +02:00
Brecht Van Lommel
b3b335c398 Fix T60390: add Cycles texture node mapping settings to node editor sidebar
These were missing from the UI previously.
2019-04-05 12:50:12 +02:00
Campbell Barton
f3cff06087 UI: Material slot selector for the shader editor
D4583 by @HooglyBoogly
2019-03-25 14:49:44 +11:00
Brecht Van Lommel
df96455c55 UI: add light/world settings in shader node editor.
Material was already there. Implementation was changed so it's just a
single line of code to adapt a panel to the node editor.
2019-03-17 21:53:13 +01:00
Campbell Barton
0bd45a2d51 Cleanup: unused imports 2019-03-14 15:34:14 +11:00
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
Campbell Barton
3017d88aec Cleanup: rename specials -> context_menu
In keeping with convention to match code & UI naming.

- No user visible changes.
- Include 'menu' in the name since context is an overloaded term.
- While a few of these are panels, from a user perspective they are
  still context menus.
2019-03-12 11:05:28 +11:00
Campbell Barton
1079742db9 Cleanup: rename lamp -> light 2019-02-27 12:26:49 +11:00
Campbell Barton
7894d6c6f1 Cleanup: line length 2019-01-30 09:06:44 +11:00
Campbell Barton
b2b53ee9db Correct error in last commit 2018-12-20 16:41:40 +11:00
Campbell Barton
c4c2c27f97 Fix context menu w/o an active object
Also remove special case when no items are selected,
since this only has one or two menu items, one being the add menu
which can be better accessed from the header or add shortcut.

If the no-selection case is to have it's own alternate menu - it should
be more complete before enabling.
2018-12-20 15:26:27 +11:00
Campbell Barton
e71d489254 Cleanup: style 2018-12-20 13:11:04 +11:00
Campbell Barton
6b7d03ac03 Cleanup: remove intermediate menu drawing function 2018-12-20 12:02:21 +11:00
William Reynish
7312e48ae4 UI: Extend context menu to check current selection
- This extends context menus, checking the selection in some cases
  to conditionally show operators.

- When nothing is selected, add, paste .. etc are added to the menu.

- Use columns when mixed mesh modes are used (vert/edge/face).

- Move armature naming operators into sub-menu.

See D4043
2018-12-18 08:12:11 +11:00
Campbell Barton
8ec7429a70 Merge branch 'master' into blender2.8 2018-12-17 17:32:42 +11:00
Campbell Barton
42b9df5907 Cleanup: use 'tool_settings' name everywhere in UI scripts 2018-12-17 17:22:50 +11:00
Philipp Oeser
ac68f44b8a fix shader editor errors when showing world shader tree
probably an oversight in rBd40bffa17f6d

Reviewers: brecht

Differential Revision: https://developer.blender.org/D4079
2018-12-14 19:01:22 +01:00
Lucas Boutrot
d40bffa17f UI: add material settings in shader editor sidebar.
Differential Revision: https://developer.blender.org/D3926
2018-12-07 00:57:20 +01:00
Campbell Barton
7ecdcfe173 Cleanup: quiet keymap float compare warning 2018-11-28 17:50:44 +11:00
Campbell Barton
c527c78174 Cleanup: remove missing operator from UI 2018-11-28 17:48:26 +11:00
Campbell Barton
1944bca49a Tool System: use tools for node editor 2018-11-27 18:43:08 +11:00
Campbell Barton
1fcb3e791f Cleanup: single quote enums 2018-11-23 13:55:33 +11:00
Bastien Montagne
b508de3d3c UI: First batch of fixing missing categories for panels. 2018-11-21 22:03:24 +01:00
Pablo Vazquez
d433e9de5c UI: Icon and separator for Add Node (Search). 2018-11-21 01:25:44 +01:00
William Reynish
6a41691a0d UI: layout tweaks for headers.
* Move all copy & paste operators into the menus. There was no real reason
  why these particular operators should be in the header and not in the menus,
  like all other operators
* Move ‘Update Automatically’ toggle from UV/Image Editor header into menu.
* Move the pin toggle next to the ID blocks, because it is related.
* Move OpenGL render from sequence header into View menu.
* Sequence editor display mode and channels are now not expanded.
2018-10-08 19:46:00 +02:00
Philipp Oeser
7d38654ecd use keyword argument for template_node_socket() 2018-10-08 09:15:31 +02:00
Campbell Barton
0b98a679bb UI: rename Border Select -> Box Select
See: T56648
2018-10-05 10:29:31 +10:00
Campbell Barton
75980f4af2 Revert "Cleanup: use tuples in python according to feedback"
This reverts commit b1f0e4c2d6.

Sets are typically preferred for __contains__ checks
when order doesn't matter.
2018-09-17 09:01:00 +10:00
Ines Almeida
b1f0e4c2d6 Cleanup: use tuples in python according to feedback 2018-09-15 17:28:20 +02:00
Ines Almeida
32a461adf2 Shader Editor: tweak when the UI for managing the material is enabled
- disable the UI if the currently selected object does not support materials.
- add Metaballs and GPencil as types supporting material.
2018-09-12 20:07:03 +02:00
Campbell Barton
e9fb2feb2e UI: text keyword argument to label
Prepare for keyword only args
2018-08-28 12:34:51 +10:00
Brecht Van Lommel
1de3ae7e42 UI: rename Grease Pencil panels in toolbar to Annotation.
To match the panels in the N key sidebar.
2018-08-23 19:05:42 +02:00
Campbell Barton
c1185f3d0d Cleanup: pep8, windows line endings 2018-07-31 21:31:04 +10:00
Antonioya
66da2f537a New Grease Pencil object for 2D animation
This commit merge the full development done in greasepencil-object branch and include mainly the following features.

- New grease pencil object.
- New drawing engine.
- New grease pencil modes Draw/Sculpt/Edit and Weight Paint.
- New brushes for grease pencil.
- New modifiers for grease pencil.
- New shaders FX.
- New material system (replace old palettes and colors).
- Split of annotations (old grease pencil) and new grease pencil object.
- UI adapted to blender 2.8.

You can get more info here:

https://code.blender.org/2017/12/drawing-2d-animation-in-blender-2-8/
https://code.blender.org/2018/07/grease-pencil-status-update/

This is the result of nearly two years of development and I want thanks firstly the other members of the grease pencil team: Daniel M. Lara, Matias Mendiola and Joshua Leung for their support, ideas and to keep working in the project all the time, without them this project had been impossible.

Also, I want thanks other Blender developers for their help, advices and to be there always to help me, and specially to Clément Foucault, Dalai Felinto, Pablo Vázquez and Campbell Barton.
2018-07-31 10:50:43 +02:00
Pablo Vazquez
421017d24a UI: Node Editor Properties single column
Color and Properties panels as sub-panels of Node. Collapse Node properties
by default, since they are already in the node itself and in material properties.
2018-07-25 15:04:28 +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
ea57345adb UI: Header consistency for Node editor
Also move use_insert_offset to the View menu as it is not toggled that often
to take space in the header.
2018-07-02 14:54:20 +02:00
Campbell Barton
d8d245917d Cleanup: pep8 2018-06-28 08:27:03 +02:00
William Reynish
3e1b755ead UI: Center ID Blocks in Node Editor
See T55635
2018-06-28 00:30:47 +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