diff --git a/src/Gui/DlgMaterialProperties.ui b/src/Gui/DlgMaterialProperties.ui
index 45d16fa709..31ad22e65c 100644
--- a/src/Gui/DlgMaterialProperties.ui
+++ b/src/Gui/DlgMaterialProperties.ui
@@ -26,7 +26,16 @@
Material
-
+
+ 9
+
+
+ 9
+
+
+ 9
+
+
9
@@ -46,7 +55,7 @@
- -
+
-
Diffuse color:
@@ -93,7 +102,16 @@
6
-
+
+ 0
+
+
+ 0
+
+
+ 0
+
+
0
-
@@ -124,11 +142,14 @@
%
+
+ 5
+
-
+
-
diff --git a/src/Gui/ViewProviderGeometryObject.cpp b/src/Gui/ViewProviderGeometryObject.cpp
index a99a34646b..7ffaf7bb4a 100644
--- a/src/Gui/ViewProviderGeometryObject.cpp
+++ b/src/Gui/ViewProviderGeometryObject.cpp
@@ -53,7 +53,7 @@ using namespace Gui;
PROPERTY_SOURCE(Gui::ViewProviderGeometryObject, Gui::ViewProviderDragger)
-const App::PropertyIntegerConstraint::Constraints intPercent = {0, 100, 1};
+const App::PropertyIntegerConstraint::Constraints intPercent = {0, 100, 5};
ViewProviderGeometryObject::ViewProviderGeometryObject()
: pcBoundSwitch(nullptr)
@@ -65,9 +65,9 @@ ViewProviderGeometryObject::ViewProviderGeometryObject()
if (randomColor){
auto fMax = (float)RAND_MAX;
- r = (float)rand()/fMax;
- g = (float)rand()/fMax;
- b = (float)rand()/fMax;
+ r = (float)rand() / fMax;
+ g = (float)rand() / fMax;
+ b = (float)rand() / fMax;
}
else {
unsigned long shcol = hGrp->GetUnsigned("DefaultShapeColor", 3435973887UL); // light gray (204,204,204)
diff --git a/src/Mod/Mesh/Gui/DlgSettingsMeshView.ui b/src/Mod/Mesh/Gui/DlgSettingsMeshView.ui
index 0d3a635ac3..a3710e081c 100644
--- a/src/Mod/Mesh/Gui/DlgSettingsMeshView.ui
+++ b/src/Mod/Mesh/Gui/DlgSettingsMeshView.ui
@@ -14,7 +14,16 @@
Mesh view
-
+
+ 9
+
+
+ 9
+
+
+ 9
+
+
9
@@ -26,7 +35,16 @@
Default appearance for new meshes
-
+
+ 9
+
+
+ 9
+
+
+ 9
+
+
9
@@ -34,7 +52,16 @@
-
-
+
+ 0
+
+
+ 0
+
+
+ 0
+
+
0
@@ -83,7 +110,7 @@
- -
+
-
Mesh transparency
@@ -98,6 +125,9 @@
100
+
+ 5
+
MeshTransparency
@@ -164,6 +194,9 @@
100
+
+ 5
+
LineTransparency
@@ -216,7 +249,7 @@
The bottom side of surface will be rendered the same way than top side.
-If not checked, it depends on the option "Enable backlight color"
+If not checked, it depends on the option "Enable backlight color"
(preferences section Display -> 3D View). Either the backlight color
will be used or black.
@@ -253,7 +286,7 @@ will be used or black.
-
+
-
@@ -280,7 +313,16 @@ will be used or black.
Smoothing
-
+
+ 9
+
+
+ 9
+
+
+ 9
+
+
9
@@ -311,7 +353,7 @@ to a smoother appearance.
-
- <html><head><meta name="qrichtext" content="1" /></head><body style=" white-space: pre-wrap; font-family:MS Shell Dlg 2; font-size:7.8pt; font-weight:400; font-style:normal; text-decoration:none;"><p style=" margin-top:12px; margin-bottom:12px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px; font-size:8pt;">This is the smallest angle between two faces where normals get calculated to do flat shading.</p><p style=" margin-top:12px; margin-bottom:12px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px; font-size:8pt;">If the angle between the normals of two neighbouring faces is less than the crease angle, the faces will be smoothshaded around their common edge.</p></body></html>
+ <html><head><meta name="qrichtext" content="1" /></head><body style=" white-space: pre-wrap; font-family:MS Shell Dlg 2; font-size:7.8pt; font-weight:400; font-style:normal; text-decoration:none;"><p style=" margin-top:12px; margin-bottom:12px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px; font-size:8pt;">This is the smallest angle between two faces where normals get calculated to do flat shading.</p><p style=" margin-top:12px; margin-bottom:12px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px; font-size:8pt;">If the angle between the normals of two neighbouring faces is less than the crease angle, the faces will be smoothshaded around their common edge.</p></body></html>
Crease angle
@@ -359,7 +401,7 @@ to a smoother appearance.
-
- <html><head><meta name="qrichtext" content="1" /></head><body style=" white-space: pre-wrap; font-family:MS Shell Dlg 2; font-size:7.8pt; font-weight:400; font-style:normal; text-decoration:none;"><p style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px; font-size:8pt;"><span style=" font-weight:600;">Hint</span></p><p style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px; font-size:8pt;">Defining the normals per vertex is also called <span style=" font-style:italic;">Phong shading</span></p><p style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px; font-size:8pt; font-style:italic;"><span style=" font-style:normal;">while defining the normals per face is called </span>Flat shading<span style=" font-style:normal;">.</span></p></body></html>
+ <html><head><meta name="qrichtext" content="1" /></head><body style=" white-space: pre-wrap; font-family:MS Shell Dlg 2; font-size:7.8pt; font-weight:400; font-style:normal; text-decoration:none;"><p style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px; font-size:8pt;"><span style=" font-weight:600;">Hint</span></p><p style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px; font-size:8pt;">Defining the normals per vertex is also called <span style=" font-style:italic;">Phong shading</span></p><p style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px; font-size:8pt; font-style:italic;"><span style=" font-style:normal;">while defining the normals per face is called </span>Flat shading<span style=" font-style:normal;">.</span></p></body></html>
diff --git a/src/Mod/Mesh/Gui/ViewProvider.cpp b/src/Mod/Mesh/Gui/ViewProvider.cpp
index 0a1ef78adf..21114ea27a 100644
--- a/src/Mod/Mesh/Gui/ViewProvider.cpp
+++ b/src/Mod/Mesh/Gui/ViewProvider.cpp
@@ -234,7 +234,7 @@ QIcon ViewProviderExport::getIcon() const
App::PropertyFloatConstraint::Constraints ViewProviderMesh::floatRange = {1.0f, 64.0f, 1.0f};
App::PropertyFloatConstraint::Constraints ViewProviderMesh::angleRange = {0.0f, 180.0f, 1.0f};
-App::PropertyIntegerConstraint::Constraints ViewProviderMesh::intPercent = {0, 100, 1};
+App::PropertyIntegerConstraint::Constraints ViewProviderMesh::intPercent = {0, 100, 5};
const char* ViewProviderMesh::LightingEnums[]= {"One side", "Two side", nullptr};
PROPERTY_SOURCE(MeshGui::ViewProviderMesh, Gui::ViewProviderGeometryObject)
diff --git a/src/Mod/Part/Gui/DlgSettingsObjectColor.ui b/src/Mod/Part/Gui/DlgSettingsObjectColor.ui
index 369bc8a79f..7784e9e6f2 100644
--- a/src/Mod/Part/Gui/DlgSettingsObjectColor.ui
+++ b/src/Mod/Part/Gui/DlgSettingsObjectColor.ui
@@ -96,7 +96,7 @@
100
- 10
+ 5
DefaultShapeTransparency