Age | Commit message (Collapse) | Author |
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D3165, D3166 by @ranjian0
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D3161 by @JacquesLucke
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Opening as in activating one in an area that didn't contain a properties editor
before.
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Use software drawing, cache to an image at the requested pixel size.
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Requiring context means we can't easily create new editors to replace deprecated
ones in versioning code.
Think it's reasonable to give editors access to scene and area data for their
initial setup though. They mostly need it for setting "the view", as in,
scrolling values.
Also did minor cleanup in top-bar creation function.
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Steps to recreate were:
* Create custom transform orientation.
* Change properties editor into 3D View.
* Trigger refresh of 3D view header by mouse hovering it.
Mistake in rB7d055da327b9555f.
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That way the tabs look nicely together with the lower sub-bar.
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Matching polygon filling but no need for allocation or qsort.
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Dithering the output color for 8bit precision framebuffer with bayer matrix.
On my tests the bayer matrux patterns are not noticeable at all.
Note that it also does that in opengl rendered mode which can be in a much
higher bitdepth. We can fix that if that's a problem in the future but I
doubt it will.
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We can still rename them later, but avoid breaking stuff for now.
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* Make bottom half of topbar a bit higher
* Make tabs higher and put them closer together
* Remove screen layouts dropdown, we'll have one layout per window
* Hide action zones from topbar
* Don't change topbar background color when activating
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console
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- disable depth buffer didn't work.
- push/pop viewport bit was needed.
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This will never get run, because direct_link_area() already flags/resets
every space type isn't registered, meaning that we don't have any opportunity
to apply our patching.
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This commit removes all references to the old timeline editor.
Unfortuantely, the removal of the Timeline spacetype defining
functions has ended up breaking the version patching code I'd
been working on earlier (as now, the editor gets marked as
"unknown/info" before we get a chance to patch it!)
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callbacks
All of these were previously using the timeline theme, instead of the one
for each respective editor
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timelines to dopesheet-timelines
After a lot of failed attempts and head banging working trying to find a way to reuse
the standard editor-switching/creation code, I've just hacked in a temporary solution
here so that users can load old files and see the old timeline instances replaced
with Dopesheet-Timelines.
Note: This is not nice code, and copies a lot of the standard initialisation code,
but it works well enough for now. We can revisit this later when the other mode changes
come along.
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These were getting set in the init() callback instead of the new(). As a result,
the settings would get reset everytime you resized the window/area - not quite
something you'd really want happening everything the size changes!
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dopesheet
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switching to dopesheet-timeline
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changing visibility of regions
Previously, there was only an API method to toggle and update, but sometimes you
want to explicitly hide instead of just toggling.
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like default timeline)
TODO: Still can't figure out a way to get the channels region to hide
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Most of these were missing the message bus stuff that now handles the update flushing.
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instead of using "black" curtains
With most editors now showing the start/end range by default, we need a way of
easily distinguishing when preview range is now enabled. By using a different color
(the exact color used is something we can change/adjust later), there is a more distinct
visual difference between them, making it easier to see what's happening.
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This uses the global scene range, with styling matching the sequencer's start/end
frame drawing.
(The graph editor's "drivers" mode is exempt, as that doesn't really display time
in a linear way, so the start/end frames don't apply)
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Eventually the idea is that they'll get remapped to some more global/generic hotkey
that can get used across all animation editors (see T54728). However, to facilitate
the removal of the timeline editor, it's better we do this now.
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timeline to dopesheet
We already had most of these, but some of these were missing (e.g. pointcache and animplay)
as well as messagebus stuff. Hopefully I didn't miss any!
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These were runtime only data, used in pre 2.8 Blender to make use of GL vertex arrays
to draw these more efficiently. Maybe we might restore these sometime as an optimisation
step, but for now, they're not needing and were confusing.
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control their visibility
These now live in the action editor/dopesheet related files.
Apart from these, the timeline didn't actually have other settings
of its own that were of any interest to anyone.
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DopeSheet Editor
For many years, animators have been requesting the ability to edit keyframes in the
timeline. However, implementing such tools in the timeline quickly becomes a slippery
slope, where we'll eventually end up having to duplicate all the functionality from the
dopesheet editor.
Discussing with William and Pablo this morning, we realised that perhaps it might be possible
to just make the Timeline a mode of the Dopesheet Editor (and kill off the old standalone
Timeline), meaning that we essentially get all the Dopesheet Editor goodness for free!
Also, with some proposed UI updates (i.e. allowing "submodes" of editors to be part of the
the main editors selector), it might not even matter that there isn't an "actual" timeline
editor anymore.
This commit implements the following changes (which are actually sufficient for supporting
most basic workflows):
* Timeline mode in Dopesheet Editor
* Tweaks to UI code to make the Timeline header/menus show up in Dopesheet editor
TODO:
* Hide channels list when switching to timeline mode
* Port over cache-file indicators
* Add missing timeline-only settings that need a new home in the dopesheet
* Go through fixing all timeline editor operators (e.g. Bind to camera)
* Port over start/end frame shading (and adjust preview range rendering to make the
distinction between these clear)
* Remove old timeline editor, and transfer over any leftover code
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This "improve" the viewport experience by reducing the noise from random
sampling effects (SSAO, Contact Shadows, SSR) when moving the viewport or
during playback.
This does not do Anti Aliasing because this would conflict with the outline
pass. We could enable AA jittering in "only render" mode though.
There are many things to improve but this is a solid basis to build upon.
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This pass create a velocity buffer which is basically a 2D motion vector
texture. This is not yet used for rendering but will be usefull for motion
blur and temporal reprojection.
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Same thing for mat3.
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== Main Features/Changes for Users
* Add horizontal bar at top of all non-temp windows, consisting out of two horizontal sub-bars.
* Upper sub-bar contains global menus (File, Render, etc.), tabs for workspaces and scene selector.
* Lower sub-bar contains object mode selector, screen-layout and render-layer selector. Later operator and/or tool settings will be placed here.
* Individual sections of the topbar are individually scrollable.
* Workspace tabs can be double- or ctrl-clicked for renaming and contain 'x' icon for deleting.
* Top-bar should scale nicely with DPI.
* The lower half of the top-bar can be hided by dragging the lower top-bar edge up. Better hiding options are planned (e.g. hide in fullscreen modes).
* Info editors at the top of the window and using the full window width with be replaced by the top-bar.
* In fullscreen modes, no more info editor is added on top, the top-bar replaces it.
== Technical Features/Changes
* Adds initial support for global areas
A global area is part of the window, not part of the regular screen-layout.
I've added a macro iterator to iterate over both, global and screen-layout level areas. When iterating over areas, from now on developers should always consider if they have to include global areas.
* Adds a TOPBAR editor type
The editor type is hidden in the UI editor type menu.
* Adds a variation of the ID template to display IDs as tab buttons (template_ID_tabs in BPY)
* Does various changes to RNA button creation code to improve their appearance in the horizontal top-bar.
* Adds support for dynamically sized regions. That is, regions that scale automatically to the layout bounds.
The code for this is currently a big hack (it's based on drawing the UI multiple times). This should definitely be improved.
* Adds a template for displaying operator properties optimized for the top-bar. This will probably change a lot still and is in fact disabled in code.
Since the final top-bar design depends a lot on other 2.8 designs (mainly tool-system and workspaces), we decided to not show the operator or tool settings in the top-bar for now. That means most of the lower sub-bar is empty for the time being.
NOTE: Top-bar or global area data is not written to files or SDNA. They are simply added to the window when opening Blender or reading a file. This allows us doing changes to the top-bar without having to care for compatibility.
== ToDo's
It's a bit hard to predict all the ToDo's here are the known main ones:
* Add options for the new active-tool system and for operator redo to the topbar.
* Automatically hide the top-bar in fullscreen modes.
* General visual polish.
* Top-bar drag & drop support (WIP in temp-tab_drag_drop).
* Improve dynamic regions (should also fix some layout glitches).
* Make internal terminology consistent.
* Enable topbar file writing once design is more advanced.
* Address TODO's and XXX's in code :)
Thanks @brecht for the review! And @sergey for the complaining ;)
Differential Revision: D2758
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- need a draw mode in workbench engine.
- reorganized render engine retrieval in 3d view. There are 2 places
where this happenes 1. 3d view draw code and 2. draw manager.
the draw manager code is not used for external engines, currently added
an exception in for cycles. will need to have a better solution in
place.
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Current manipulator now follows active tool.
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