[Bf-blender-cvs] [80a31d30a4f] blender2.8: Merge branch 'master' into blender2.8
Campbell Barton
noreply at git.blender.org
Sat Jul 7 08:54:34 CEST 2018
Commit: 80a31d30a4f6b793902d5d5ccd91f4fe3971e2b1
Author: Campbell Barton
Date: Sat Jul 7 08:53:00 2018 +0200
Branches: blender2.8
https://developer.blender.org/rB80a31d30a4f6b793902d5d5ccd91f4fe3971e2b1
Merge branch 'master' into blender2.8
===================================================================
===================================================================
diff --cc release/scripts/startup/bl_ui/space_view3d.py
index fa37197f3ff,0a365c6a20c..8a3acd033f3
--- a/release/scripts/startup/bl_ui/space_view3d.py
+++ b/release/scripts/startup/bl_ui/space_view3d.py
@@@ -3663,74 -3441,41 +3658,61 @@@ class VIEW3D_PT_view3d_camera_lock(Pane
def draw(self, context):
layout = self.layout
+ layout.use_property_split = True
+ layout.use_property_decorate = False # No animation.
+
view = context.space_data
- layout.column().prop(view, "cursor_location", text="Location")
+
+ col = layout.column(align=True)
+ subcol = col.column()
+ subcol.active = bool(view.region_3d.view_perspective != 'CAMERA' or view.region_quadviews)
+
+ subcol.prop(view, "lock_object")
+ lock_object = view.lock_object
+ if lock_object:
+ if lock_object.type == 'ARMATURE':
+ subcol.prop_search(
+ view, "lock_bone", lock_object.data,
+ "edit_bones" if lock_object.mode == 'EDIT'
+ else "bones",
+ text=""
+ )
+ else:
+ subcol.prop(view, "lock_cursor", text="Lock to 3D Cursor")
+
+ col.prop(view, "lock_camera")
-class VIEW3D_PT_view3d_name(Panel):
+class VIEW3D_PT_view3d_cursor(Panel):
bl_space_type = 'VIEW_3D'
bl_region_type = 'UI'
- bl_label = "Item"
-
- @classmethod
- def poll(cls, context):
- return (context.active_object is not None)
+ bl_label = "3D Cursor"
- @classmethod
- def poll(cls, context):
- view = context.space_data
- return (view is not None)
-
def draw(self, context):
layout = self.layout
+ layout.use_property_split = True
- ob = context.active_object
- row = layout.row()
- row.label(text="", icon='OBJECT_DATA')
- row.prop(ob, "name", text="")
+ view = context.space_data
- if ob.type == 'ARMATURE' and ob.mode in {'EDIT', 'POSE'}:
- bone = context.active_bone
- if bone:
- row = layout.row()
- row.label(text="", icon='BONE_DATA')
- row.prop(bone, "name", text="")
+ layout.column().prop(view, "cursor_location", text="Location")
-class VIEW3D_PT_view3d_display(Panel):
+class VIEW3D_PT_shading(Panel):
bl_space_type = 'VIEW_3D'
- bl_region_type = 'UI'
- bl_label = "Display"
- bl_options = {'DEFAULT_CLOSED'}
+ bl_region_type = 'HEADER'
+ bl_label = "Shading"
+ bl_ui_units_x = 11
+
- @classmethod
- def poll(cls, context):
- return True
-
+ def draw(self, context):
+ pass
+
+
+class VIEW3D_PT_shading_lighting(Panel):
+ bl_space_type = 'VIEW_3D'
+ bl_region_type = 'HEADER'
+ bl_label = "Lighting"
+ bl_parent_id = 'VIEW3D_PT_shading'
- @classmethod
- def poll(cls, context):
- return True
-
def draw(self, context):
layout = self.layout
@@@ -3807,129 -3542,35 +3789,125 @@@ class VIEW3D_PT_shading_options(Panel)
def draw(self, context):
layout = self.layout
+
view = context.space_data
+ shading = view.shading
+
+ if not shading.light == 'MATCAP':
+ row = layout.row()
+ row.prop(shading, "show_specular_highlight")
+
+ row = layout.split(0.4)
+ row.prop(shading, "show_xray")
+ sub = row.row()
+ sub.active = shading.show_xray
+ sub.prop(shading, "xray_alpha", text="")
+
+ row = layout.split(0.4)
+ row.active = not shading.show_xray
+ row.prop(shading, "show_shadows")
+ sub = row.row()
+ sub.active = shading.show_shadows and not shading.show_xray
+ sub.prop(shading, "shadow_intensity", text="")
+
+ row = layout.split(0.4)
+ row.active = not shading.show_xray
+ row.prop(shading, "show_cavity")
+ sub = row.column(align=True)
+ sub.active = not shading.show_xray and shading.show_cavity
+ sub.prop(shading, "cavity_ridge_factor")
+ sub.prop(shading, "cavity_valley_factor")
+
+ row = layout.split(0.4)
+ row.prop(shading, "show_object_outline")
+ sub = row.row()
+ sub.active = shading.show_object_outline
+ sub.prop(shading, "object_outline_color", text="")
+
+ layout.prop(view, "show_world")
+
+
+class VIEW3D_PT_overlay(Panel):
+ bl_space_type = 'VIEW_3D'
+ bl_region_type = 'HEADER'
+ bl_label = "Overlays"
+ bl_ui_units_x = 14
- @classmethod
- def poll(cls, context):
- return True
-
- basic_stereo = context.scene.render.views_format == 'STEREO_3D'
+ def draw(self, context):
+ layout = self.layout
+
+ view = context.space_data
+ shading = view.shading
+ overlay = view.overlay
+ display_all = overlay.show_overlays
col = layout.column()
- col.row().prop(view, "stereo_3d_camera", expand=True)
+ col.active = display_all
+
+ split = col.split()
+
+ sub = split.column()
+ sub.prop(view, "show_manipulator", text="Manipulators")
+ sub.prop(overlay, "show_text", text="Text")
+ sub.prop(overlay, "show_cursor", text="3D Cursor")
+ sub.prop(overlay, "show_outline_selected")
+ sub.prop(overlay, "show_all_objects_origin")
+
+ sub = split.column()
+ sub.prop(overlay, "show_relationship_lines")
+ sub.prop(overlay, "show_motion_paths")
+ #sub.prop(overlay, "show_onion_skins")
+ sub.prop(overlay, "show_face_orientation")
+ sub.prop(overlay, "show_backface_culling")
+ if shading.type == 'MATERIAL':
+ sub.prop(overlay, "show_look_dev")
- col.label(text="Display:")
- row = col.row()
- row.active = basic_stereo
- row.prop(view, "show_stereo_3d_cameras")
- row = col.row()
- row.active = basic_stereo
- split = row.split()
- split.prop(view, "show_stereo_3d_convergence_plane")
- split = row.split()
- split.prop(view, "stereo_3d_convergence_plane_alpha", text="Alpha")
- split.active = view.show_stereo_3d_convergence_plane
row = col.row()
- split = row.split()
- split.prop(view, "show_stereo_3d_volume")
- split = row.split()
- split.prop(view, "stereo_3d_volume_alpha", text="Alpha")
+ row.prop(overlay, "show_wireframes")
+ sub = row.row()
+ sub.active = overlay.show_wireframes
+ sub.prop(overlay, "wireframe_threshold", text="")
-class VIEW3D_PT_view3d_shading(Panel):
+ col = layout.column()
+ col.active = display_all
+ split = col.split(percentage=0.55)
+ split.prop(overlay, "show_floor", text="Grid Floor")
+
+ row = split.row(align=True)
+ row.prop(overlay, "show_axis_x", text="X", toggle=True)
+ row.prop(overlay, "show_axis_y", text="Y", toggle=True)
+ row.prop(overlay, "show_axis_z", text="Z", toggle=True)
+
+ if overlay.show_floor:
+ sub = col.column(align=True)
+ sub.active = bool(overlay.show_floor or view.region_quadviews or not view.region_3d.is_perspective)
+ subsub = sub.column(align=True)
+ subsub.active = overlay.show_floor
+ subsub.prop(overlay, "grid_scale", text="Scale")
+ subsub.prop(overlay, "grid_subdivisions", text="Subdivisions")
+
+ col.prop(view, "show_reconstruction", text="Motion Tracking")
+ if view.show_reconstruction:
+ sub = col.column(align=True)
+ sub.active = view.show_reconstruction
+ sub.prop(view, "show_camera_path", text="Camera Path")
+ sub.prop(view, "show_bundle_names", text="3D Marker Names")
+ sub.label(text="Track Type and Size:")
+ row = sub.row(align=True)
+ row.prop(view, "tracks_draw_type", text="")
+ row.prop(view, "tracks_draw_size", text="")
+
+
+class VIEW3D_PT_overlay_edit_mesh(Panel):
bl_space_type = 'VIEW_3D'
- bl_region_type = 'UI'
- bl_label = "Shading"
+ bl_region_type = 'HEADER'
+ bl_parent_id = 'VIEW3D_PT_overlay'
+ bl_label = "Edit Mesh"
+
+ @classmethod
+ def poll(cls, context):
+ return context.mode == 'EDIT_MESH'
def draw(self, context):
layout = self.layout
@@@ -4263,37 -3886,30 +4241,32 @@@ class VIEW3D_PT_snapping(Panel)
class VIEW3D_PT_transform_orientations(Panel):
bl_space_type = 'VIEW_3D'
- bl_region_type = 'UI'
+ bl_region_type = 'HEADER'
bl_label = "Transform Orientations"
- bl_options = {'DEFAULT_CLOSED'}
+ bl_ui_units_x = 8
- @classmethod
- def poll(cls, context):
- view = context.space_data
- return (view)
-
def draw(self, context):
layout = self.layout
+ layout.label("Transform Orientations")
- view = context.space_data
- orientation = view.current_orientation
+ scene = context.scene
+ orientation = scene.current_orientation
- row = layout.row(align=True)
- row.prop(view, "transform_orientation", text="")
- row.operator("transform.create_orientation", text="", icon='ZOOMIN')
+ row = layout.row()
+ col = row.column()
+ col.prop(scene, "transform_orientation", expand=True)
+ row.operator("transform.create_orientation", text="", icon='ZOOMIN', emboss=False).use = True
if orientation:
- row = layout.row(align=True)
+ row = layout.row(align=False)
row.prop(orientation, "name", text="")
- row.operator("transform.delete_orientation", text="", icon='X')
+ row.operator("transform.delete_orientation", text="", icon='X', emboss=False)
-class VIEW3D_PT_etch_a_ton(Panel):
+class VIEW3D_PT_quad_view(Panel):
bl_space_type = 'VIEW_3D'
bl_region_type = 'UI'
-
@@ Diff output truncated at 10240 characters. @@
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