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2018-04-20Dopesheet-Timeline: Removal of Timeline Editor!Joshua Leung
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!)
2018-04-20Fix: Copy and paste error from earlier commit adding message_subscriber ↵Joshua Leung
callbacks All of these were previously using the timeline theme, instead of the one for each respective editor
2018-04-20Dopesheet-Timeline: Somewhat hacky version-patching code to switch old ↵Joshua Leung
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.
2018-04-20Fix: Timeline's "Show Cache" options should not get reset on window size changeJoshua Leung
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!
2018-04-20Dopesheet-Timeline: Make sure ND_SPACE_TIMELINE notifier gets handled by ↵Joshua Leung
dopesheet
2018-04-20Dopesheet-Timeline: Channels list now gets hidden automatically when ↵Joshua Leung
switching to dopesheet-timeline
2018-04-20Add utility to make it easier to get editors/regions to redraw after ↵Joshua Leung
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.
2018-04-20Dopesheet-Timeline: Collapse summary channel by default (so that it's more ↵Joshua Leung
like default timeline) TODO: Still can't figure out a way to get the channels region to hide
2018-04-20Fix: Toggling preview range from timeline button didn't update animation editorsJoshua Leung
Most of these were missing the message bus stuff that now handles the update flushing.
2018-04-20Preview Range: Show preview range using a different color (based on ANIM_ACTIVE)Joshua Leung
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.
2018-04-20AnimEditors: Draw start/end frame ranges on all timelines by defaultJoshua Leung
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)
2018-04-20Move the set start/end frame operators from Timeline to Animation moduleJoshua Leung
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.
2018-04-20Dopesheet-Timeline: Ported over all (missing) notifiers/listeners/etc. from ↵Joshua Leung
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!
2018-04-20Cleanup: Remove the "SpaceTime->caches" and "SpaceTimeCache" stuffJoshua Leung
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.
2018-04-20Dopesheet-Timeline: Ported over cache indicator drawing + settings used to ↵Joshua Leung
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.
2018-04-20Dopesheet-Timeline: First steps towards making the Timeline a mode of the ↵Joshua Leung
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
2018-04-20Eevee: TAA Reprojection: Initial implementationClément Foucault
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.
2018-04-20Eevee: TAA Reprojection: Add layer property.Clément Foucault
2018-04-20Eevee: Add Velocity pass.Clément Foucault
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.
2018-04-20DRW: Cleanup: Make DRW_shgroup_uniform_mat4 uniform expect float (*)[4]Clément Foucault
Same thing for mat3.
2018-04-20Eevee: Contact Shadows: Fix blue noise correlation.Clément Foucault
2018-04-20UI: New Global Top-Bar (WIP)Julian Eisel
== 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
2018-04-20Merge branch 'blender2.8' of git.blender.org:blender into blender2.8Jeroen Bakker
2018-04-20Workbench: Removed Clay engine draw modeJeroen Bakker
- 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.
2018-04-20More debug timing info from main RNA diffing func.Bastien Montagne
2018-04-20UI: move manipulator to tool-systemCampbell Barton
Current manipulator now follows active tool.
2018-04-20UI: Python API defining dynamic iconsCampbell Barton
Currently only able to define geometry icons.
2018-04-20UI: Support for runtime geometry iconsCampbell Barton
2018-04-20Fix building w/o clayCampbell Barton
2018-04-20Merge remote-tracking branch 'origin/master' into blender2.8Gaia Clary
2018-04-20Cleanup (followup commit for D3160)Gaia Clary
Added some spaces to keep the eInsertKeyFlags enumeration proper
2018-04-20Merge remote-tracking branch 'origin/master' into blender2.8Gaia Clary
2018-04-20Fix: D3160 Propose to use proper typedefs to avoid confusionGaia Clary
Differential Revision: https://developer.blender.org/D3160
2018-04-20Workbench: Clay renderer was not accessible anymoreJeroen Bakker
issue was the factoring of the workspace engine that was removed. the logic implied that the clay could not be rendered as clay will be a draw mode we placed it already there so it is accessible in any engine. Should eventually fix the clay engine by migrating it to the workbench engine.
2018-04-20Workbench: Draw random object colorsJeroen Bakker
Basic implementation hashes the ob->id.name. In the future we should use an golden ratio offset algorithm as it can make a better random palettte.
2018-04-20Workbench: drawtype_* => drawtype_options, drawtype_lightingJeroen Bakker
In the new design the lighting is shared across the drawtypes. the drawtype_options will be used for viewport draw engine settings
2018-04-20Workbench: Face orientation blendingJeroen Bakker
2018-04-20Merge branch 'blender2.8' into blender2.8-workbenchJeroen Bakker
2018-04-20Workbench: Face orientation overlayJeroen Bakker
- Removed the depth pass as it will reuse the depth pass of the render engine - Used gl_FrontFacing to determine the facing - Blender the result with the render engine result
2018-04-20Static overrides optimization: 30% quicker.Bastien Montagne
use stack instead of always allocating memory for RNA paths of checked properties! From average 167ms to 118ms here with Autumn rig... Still a lot to improve, but that's already much better.
2018-04-20Edit Mesh: multi-object support for 'Symmetrize'Thomas Beck
2018-04-20Depsgraph: Add utility functions to go from evaluated to original datablockSergey Sharybin
2018-04-20Merge branch 'master' into blender2.8Bastien Montagne
2018-04-20Fix usage of lib filepath in previous own commit...Bastien Montagne
2018-04-20Merge branch 'master' into blender2.8Bastien Montagne
2018-04-20Add debug tool to check validity of current file *before* saving.Bastien Montagne
It is hidden behind the --debug-io flag for now. Idea is to try to catch broken libraries state in current Main before we actually write the file on disk, should help catching and understanding what happens in Spring corruption cases.
2018-04-20Workbench: Added the basics for the OverlayModeJeroen Bakker
Implemented the face orientation overlay for testing. Overlay mode is only drawn when there are overlays to be rendered. The overlay mode is rendered before the object mode.
2018-04-20Remove Armature Sketching & RetargetCampbell Barton
While the feature is interesting, it's not much from what we can tell. Retargeting is an important feature but needs to fit in better with typical animation work-flows. See: T52809
2018-04-20Edit Mesh: use a single report for remove doublesCampbell Barton
Report all doubles removed instead of report per-object. Also correct use_unselected check.
2018-04-20Edit Mesh: Correction to previous commitThomas Beck
The operation is based on faces, not vertices