Blender enthusiast, programmer, UI/UX enthusiast, and all-around good fella.
- User Since
- Nov 8 2014, 5:14 AM (257 w, 3 d)
Mon, Oct 14
Fixed a regression with the enabling toggles where you couldn't look around the scene without losing the history.
Sun, Oct 13
It is not clean what "enabled of disabled rendering on this view layer" checkbox influences, or maybe I'm lost in the interface to find what it is related to.
That checkbox controls whether the view layer will be rendered when you do a render or press F12.
Let's say you have a scene with two collections and you want them in separate View Layers for compositing, you have to isolate them in each View Layer, but now you can't see your entire scene. So you make a View Layer that shows you everything, but you only need it in the viewport, not for the final render (and you don't want the added render time). So now you can easily disable rendering of the View Layer with that checkbox (you can also find that checkbox in the View Layer Properties tab under the View Layer panel in the Properties Editor).
Tue, Oct 8
Fixed top row of buttons so all of them toggle between all enabled and restore to what you had. This should implement everything for that, except the highlighting.
Tue, Sep 24
However, you can't navigate viewport while window is opened,
I think you'll find that if you isolate a collection, close the window, do stuff, open the window again, and shift-click, it will restore the collections to the previous state. 😄
Mon, Sep 23
Made changes so that the previous state is restored when collections are un-isolated for the exclude and hide operators (Note: if you manually isolate a collection shift-clicking will restore all).
Added "restore all" operators for exclusion, select, and hide.
Mon, Sep 16
Don't know, what about horizontal scrollbar? Is it possible?)
Not to my knowledge; at least I don't think I've ever seen a horizontal scrollbar on a UIList or popup. It would be a good solution, though. Maybe someday.
Sep 12 2019
Sep 10 2019
Hi @Paul Kotelevets (1D_Inc) I'm the creator of the Collection Manager addon. Thank you for the compliments.
This addon was designed with artists in mind, not deep historic restoration; however, since it sounds like the Collection Manager is close to what you are looking for, maybe I can work with you to improve it to accommodate your workflow.
Sep 9 2019
T69577 may be a good solution to Viewport UI.
Sep 6 2019
Sep 4 2019
Aug 31 2019
Aug 18 2019
Aug 7 2019
Jul 24 2019
@Luis Cantu (Luis3dextreme) Advanced UI Menus has been basically ported to 2.8. You can test it out here if you want: https://github.com/Exairnous/Advanced-UI-Menus/tree/blender2.8.
Unfortunately I haven't had a chance to port space_view_3d_brush_modes yet, but it should be ready by 2.81.
Just to clarify. When blenderkit registers it only stores the keymap in addon_keymaps; it doesn't store the keymap_item as well. When it unregisters the hotkey in ui.py it then uses "wm.keyconfigs.addon.keymaps.remove(km)" instead of km.keymap_items.remove(kmi) and so removes the entire "Window" keymap instead of just the hotkey it created. This then causes any other addons that try to remove hotkeys from the "Window" keymap to fail.
Jul 5 2018
Don't worry. I'll make sure both Advanced UI Menus & space_view_3d_brush_modes get updated for the 2.8 release.
Aug 15 2017
Jul 20 2017
Hoping this is alright, adding Brendon Murphy (meta-androcto) as a subscriber because of contributions made to this addon
Hoping this is alright, adding Vuk Gardašević (lijenstina) as a subscriber because of contributions made to this addon
Mar 13 2017
Here is an update that brings this up to the stable development level of my Advanced UI Menus:
Jan 7 2016
Nov 4 2015
I don't really want to rewrite the whole search menu and I'm not really familiar enough with blenders ui code to do that;
however, since this is the only thing (that I am aware of) that is really missing a whole rewrite doesn't seem warranted.
The only part of my code, that I can think of, that might be error prone is the ui_searchbox_tooltip_func. It assumes
that you are either dealing with a search menu made up of operators or enums; if the search menu is made up of
other things it might fail, but I think I have accounted for everything.
Oct 21 2015
I updated the diff with fixes equivalent to what was suggested by Campbell Barton.
Oct 14 2015
So just to make sure, you're suggesting that I fix UI_but_string_info_get to correctly get the info for the search menu instead of just collecting it all and then assigning it to but->tip when needed the way I'm currently doing it?
Campbell Barton, I'm not quite sure what you're referring to; do you mean line 3300 of interface_templates.c?
Oct 11 2015
Thanks Blendify for setting the repository and projects. This is my first time submitting C code, so I wasn't sure about repository or projects.
Oct 10 2015
Sep 27 2015
Sep 25 2015
Sep 10 2015
Jul 20 2015
Jun 6 2015
I have hopefully addressed the issues Campbell identified and updated the task with the new version.
Dec 5 2014
I meant to reply earlier, but have been fairly busy and kept forgetting. I agree that in certain situations Pies are much better than lists(e.g. the view menu) and that my menus can be improved a lot still. You're right about the paint control menu, it needs some work and, based on current blender ui practices, splitting it up might be the best way to go. I would also be very grateful if you would continue testing and providing me feedback. :)
Nov 14 2014
Hi, I submitted this here on the advice of someone from the blenderui IRC channel. If this was submitted for the official addons I apologize, I only wanted it to go into contrib so I could get more feedback and perhaps discuss it with other Blender devs to get it ready for release.