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2017-06-09Merge branch 'master' into blender2.8Campbell Barton
2017-06-08Cleanup: cmake indentation, missing includeCampbell Barton
2017-06-08WM: move manipulator library into editorsCampbell Barton
As with operators, the window-manager has the API for defining, the editor can implement and register its own manipulators. This exposes wmManipulator, keeping it opaque isn't practical if editors and Python are to implement their own.
2017-06-07Merge branch 'master' into blender2.8Sergey Sharybin
2017-06-07Collada: Add search path which is used default by it's SCons build systemSergey Sharybin
2017-06-01Main Workspace IntegrationJulian Eisel
This commit does the main integration of workspaces, which is a design we agreed on during the 2.8 UI workshop (see https://wiki.blender.org/index.php/Dev:2.8/UI/Workshop_Writeup) Workspaces should generally be stable, I'm not aware of any remaining bugs (or I've forgotten them :) ). If you find any, let me know! (Exception: mode switching button might get out of sync with actual mode in some cases, would consider that a limitation/ToDo. Needs to be resolved at some point.) == Main Changes/Features * Introduces the new Workspaces as data-blocks. * Allow storing a number of custom workspaces as part of the user configuration. Needs further work to allow adding and deleting individual workspaces. * Bundle a default workspace configuration with Blender (current screen-layouts converted to workspaces). * Pressing button to add a workspace spawns a menu to select between "Duplicate Current" and the workspaces from the user configuration. If no workspaces are stored in the user configuration, the default workspaces are listed instead. * Store screen-layouts (`bScreen`) per workspace. * Store an active screen-layout per workspace. Changing the workspace will enable this layout. * Store active mode in workspace. Changing the workspace will also enter the mode of the new workspace. (Note that we still store the active mode in the object, moving this completely to workspaces is a separate project.) * Store an active render layer per workspace. * Moved mode switch from 3D View header to Info Editor header. * Store active scene in window (not directly workspace related, but overlaps quite a bit). * Removed 'Use Global Scene' User Preference option. * Compatibility with old files - a new workspace is created for every screen-layout of old files. Old Blender versions should be able to read files saved with workspace support as well. * Default .blend only contains one workspace ("General"). * Support appending workspaces. Opening files without UI and commandline rendering should work fine. Note that the UI is temporary! We plan to introduce a new global topbar that contains the workspace options and tabs for switching workspaces. == Technical Notes * Workspaces are data-blocks. * Adding and removing `bScreen`s should be done through `ED_workspace_layout` API now. * A workspace can be active in multiple windows at the same time. * The mode menu (which is now in the Info Editor header) doesn't display "Grease Pencil Edit" mode anymore since its availability depends on the active editor. Will be fixed by making Grease Pencil an own object type (as planned). * The button to change the active workspace object mode may get out of sync with the mode of the active object. Will either be resolved by moving mode out of object data, or we'll disable workspace modes again (there's a `#define USE_WORKSPACE_MODE` for that). * Screen-layouts (`bScreen`) are IDs and thus stored in a main list-base. Had to add a wrapper `WorkSpaceLayout` so we can store them in a list-base within workspaces, too. On the long run we could completely replace `bScreen` by workspace structs. * `WorkSpace` types use some special compiler trickery to allow marking structs and struct members as private. BKE_workspace API should be used for accessing those. * Added scene operators `SCENE_OT_`. Was previously done through screen operators. == BPY API Changes * Removed `Screen.scene`, added `Window.scene` * Removed `UserPreferencesView.use_global_scene` * Added `Context.workspace`, `Window.workspace` and `BlendData.workspaces` * Added `bpy.types.WorkSpace` containing `screens`, `object_mode` and `render_layer` * Added Screen.layout_name for the layout name that'll be displayed in the UI (may differ from internal name) == What's left? * There are a few open design questions (T50521). We should find the needed answers and implement them. * Allow adding and removing individual workspaces from workspace configuration (needs UI design). * Get the override system ready and support overrides per workspace. * Support custom UI setups as part of workspaces (hidden panels, hidden buttons, customizable toolbars, etc). * Allow enabling add-ons per workspace. * Support custom workspace keymaps. * Remove special exception for workspaces in linking code (so they're always appended, never linked). Depends on a few things, so best to solve later. * Get the topbar done. * Workspaces need a proper icon, current one is just a placeholder :) Reviewed By: campbellbarton, mont29 Tags: #user_interface, #bf_blender_2.8 Maniphest Tasks: T50521 Differential Revision: https://developer.blender.org/D2451
2017-05-28Merge branch 'master' into blender2.8Bastien Montagne
2017-05-27Remove MinGW supportAaron Carlisle
The Issue ======= For a long time now MinGW has been unsupported and unmaintained and at this point, it looks like something that we should just leave behind and move on. Why Remove ========== One of the big motivations for MinGW back in the day is that it was free compared to MSVC which was licensed based. However, now that this is no longer true we have basically stopped updating the need CMake files. Along with the CMake files, there are several patches to the extern libs needed to make this work. For example, see: https://developer.blender.org/diffusion/B/browse/master/extern/carve/patches/mingw_w64.patch If we wanted to keep MinGW then we would need to make more custom patches to the external libs and this is not something our platform maintainers are willing to do. For example, here is the patches needed to build python: https://github.com/Alexpux/MINGW-packages/tree/master/mingw-w64-python3 Fixes T51301 Differential Revision: https://developer.blender.org/D2648
2017-04-27Merge branch 'master' into blender2.8Campbell Barton
2017-04-27Cleanup: spellingCampbell Barton
2017-04-26Merge commit 'master@6ed15c5a41130b55cb57a43a8a9470a91d38c3d5' into blender2.8Sybren A. Stüvel
# Conflicts: # source/blender/alembic/intern/abc_exporter.cc
2017-04-26OSX buildbot: remove redundant optionJens Verwiebe
2017-04-26OSX buildbot: disable unsupported calls for now and use quicktime off defaultJens Verwiebe
2017-04-25Merge branch 'master' into blender2.8Sybren A. Stüvel
2017-04-25Fix OSX buildbotJens Verwiebe
2017-04-24Merge branch 'master' into blender2.8Campbell Barton
2017-04-23CMake: move some Apple specific code into platform_apple_xcode.cmake.Brecht Van Lommel
2017-04-23CMake: disable WITH_CODEC_QUICKTIME for macOS > 10.11 for configurations.Romain Foyard
QtKit was removed in macOS Sierra, this patch disables WITH_CODEC_QUICKTIME in Sierra and greater versions of macOS. Reviewed By: brecht Differential Revision: https://developer.blender.org/D2645
2017-04-23Merge branch 'master' into blender2.8Bastien Montagne
Conflicts: build_files/cmake/platform/platform_apple.cmake
2017-04-22OSX: satisfy macro to also apply alembic testsJens Verwiebe
2017-04-22OpenGL: remove use of GLEW MXMike Erwin
MX (Multiple conteXt) support was dropped from the GLEW 2.0 library to make core profile support cleaner. Our WITH_GLEW_MX build option was OFF by default already; this commit removes the inactive code paths. I'm working on a plan for multiple GPUs, contexts, resource sharing, etc. This commit gives us a cleaner starting point for that upcoming work. Tested on Mac, will test on Linux & Windows immediately after pushing.
2017-04-21[cmake] Fix Alembic build errors with msvclazydodo
2017-04-21Merge branch 'master' into blender2.8Sybren A. Stüvel
2017-04-21CMake: Add option to build against system-wide GlogSergey Sharybin
Similar to previous commit for Gflags.
2017-04-21Merge branch 'master' into blender2.8Sybren A. Stüvel
2017-04-21CMake: Add option to link against system-wide Gflags librarySergey Sharybin
It is disabled by default, so should not affect existing configurations. Main benefits of this goes as: - Linux distros can use that to avoid libraries duplication and link blender package against gflags package from the system. - It it easier to test whether Blender works with updated version of Gflags prior to re-bundling the library.
2017-04-11Use immediate mode API for OpenColorIOSergey Sharybin
2017-04-09Merge branch 'master' into blender2.8Campbell Barton
2017-04-07Merge branch 'master' into blender2.8Sybren A. Stüvel
# Conflicts: # source/blender/alembic/intern/abc_exporter.h # source/blender/alembic/intern/abc_util.cc
2017-04-07CMake: Fix detection of idiff programSergey Sharybin
2017-04-07Tests: Fix compilation error with static OpenMPSergey Sharybin
2017-04-06CMake: Fixed order of bf_alembic in SETUP_BLENDER_SORTED_LIBSSybren A. Stüvel
bf_alembic depends on bf_bmesh, and should therefore be above it.
2017-03-17move Gawain library to internMike Erwin
Before now it lived in source/blender/gpu for convenience. Only a few files in the gpu module use Gawain directly. Tested on Mac, time to push and test on Windows. Todo: some CMake magic to make it easy to #include "gawain/some_header.h" from any C or H file. Main problem here is the many editors that include GPU_immediate.h which includes Gawain's immediate.h -- is there a way to avoid changing every editor's CMakeLists?
2017-03-16set required MacOS version to 10.9Mike Erwin
We could do more to simplify build files, but this is a start.
2017-03-11Merge branch 'master' into blender2.8Campbell Barton
2017-03-11Cleanup: code style & cmakeCampbell Barton
2017-03-01Merge branch 'master' into blender2.8Campbell Barton
2017-02-28Cleanup: update copyright and Blender descriptionAaron Carlisle
2017-02-15Revert "Collection Editor based on patch by Julian Eisel"Dalai Felinto
This reverts commit 3da834e83ce9d7056c033148dab04885a6d3b1b7. We will use the outliner for this now. I'm also moving the collections_ops.c to outliner_collections.c
2017-02-07Clay-Engine (merge clay-engine)Clément Foucault
Initial work by Clément Foucault with contributions from Dalai Felinto (mainly per-collection engine settings logic, and depsgraph iterator placeholder). This makes Blender require OpenGL 3.3. Which means Intel graphic card and OSX will break. Disable CLAY_ENGINE in CMake in those cases. This is a prototype render engine intended to help the design of real render engines. This is mainly an engine with enphasis in matcap and ambient occlusion. Implemented Features -------------------- * Clay Render Engine, following the new API, to be used as reference for future engines * A more complete Matcap customization with more options * Per-Collection render engine settings * New Ground Truth AO - not enabled Missing Features ---------------- * Finish object edit mode - Fix shaders to use new matrix - Fix artifacts when edge does off screen - Fix depth issue - Selection sillhouette - Mesh wires - Use mesh normals (for higher quality matcap) - Non-Mesh objects drawing - Widget drawing - Performance issues * Finish mesh edit mode - Derived-Mesh-less edit mode API (mesh_rende.c) * General edit mode - Per-collection edit mode settings * General engines - Per-collection engine settings (they are their, but they still need to be flushed by depsgraph, and used by the drawing code)
2017-02-07Render Layers and Collections (merge from render-layers)Dalai Felinto
Design Documents ---------------- * https://wiki.blender.org/index.php/Dev:2.8/Source/Layers * https://wiki.blender.org/index.php/Dev:2.8/Source/DataDesignRevised User Commit Log --------------- * New Layer and Collection system to replace render layers and viewport layers. * A layer is a set of collections of objects (and their drawing options) required for specific tasks. * A collection is a set of objects, equivalent of the old layers in Blender. A collection can be shared across multiple layers. * All Scenes have a master collection that all other collections are children of. * New collection "context" tab (in Properties Editor) * New temporary viewport "collections" panel to control per-collection visibility Missing User Features --------------------- * Collection "Filter" Option to add objects based on their names * Collection Manager operators The existing buttons are placeholders * Collection Manager drawing The editor main region is empty * Collection Override * Per-Collection engine settings This will come as a separate commit, as part of the clay-engine branch Dev Commit Log -------------- * New DNA file (DNA_layer_types.h) with the new structs We are replacing Base by a new extended Base while keeping it backward compatible with some legacy settings (i.e., lay, flag_legacy). Renamed all Base to BaseLegacy to make it clear the areas of code that still need to be converted Note: manual changes were required on - deg_builder_nodes.h, rna_object.c, KX_Light.cpp * Unittesting for main syncronization requirements - read, write, add/copy/remove objects, copy scene, collection link/unlinking, context) * New Editor: Collection Manager Based on patch by Julian Eisel This is extracted from the layer-manager branch. With the following changes: - Renamed references of layer manager to collections manager - I doesn't include the editors/space_collections/ draw and util files - The drawing code itself will be implemented separately by Julian * Base / Object: A little note about them. Original Blender code would try to keep them in sync through the code, juggling flags back and forth. This will now be handled by Depsgraph, keeping Object and Bases more separated throughout the non-rendering code. Scene.base is being cleared in doversion, and the old viewport drawing code was poorly converted to use the new bases while the new viewport code doesn't get merged and replace the old one. Python API Changes ------------------ ``` - scene.layers + # no longer exists - scene.objects + scene.scene_layers.active.objects - scene.objects.active + scene.render_layers.active.objects.active - bpy.context.scene.objects.link() + bpy.context.scene_collection.objects.link() - bpy_extras.object_utils.object_data_add(context, obdata, operator=None, use_active_layer=True, name=None) + bpy_extras.object_utils.object_data_add(context, obdata, operator=None, name=None) - bpy.context.object.select + bpy.context.object.select = True + bpy.context.object.select = False + bpy.context.object.select_get() + bpy.context.object.select_set(action='SELECT') + bpy.context.object.select_set(action='DESELECT') -AddObjectHelper.layers + # no longer exists ```
2017-01-29[msvc] Set proper OpenSubdiv flags when not using find_package to find ↵lazydodo
opensubdiv. Fixes T50548
2017-01-25[Cycles/MSVC/Testing] Fix broken test code.lazydodo
Currently the tests don't run on windows for the following reasons 1) render_graph_finalize has an linking issue due missing a bunch of libraries (not sure why this is not an issue for linux) 2) This one is more interesting, in test/python/cmakelists.txt ${TEST_BLENDER_EXE_BARE} and ${TEST_BLENDER_EXE} are flat out wrong, but for some reason this doesn't matter for most tests, cause ctest will actually go out and look for the executable and fix the path for you *BUT* only for the command, if you use them in any of the parameters it'll happily pass on the wrong path. 3) on linux you can just run a .py file, windows is not as awesome and needs to be told to run it with pyton. 4) had to use the NAME/COMMAND long form of add_test otherwise $<TARGET_FILE:blender> doesn't get expanded, why? beats me. 5) missing idiff.exe for msvc2015/x64 in the libs folder. This patch addresses 1-4 , but given I have no working Linux build environment, I'm unsure if it'll break anything there 5 has been fixed in rBL61751 Reviewers: juicyfruit, brecht, sergey Reviewed By: sergey Subscribers: Blendify Tags: #cycles, #automated_testing Differential Revision: https://developer.blender.org/D2367
2016-12-04Fix macOS 10.9 build when using OIIO without FFmpeg.Brecht Van Lommel
2016-12-04[msvc] Changes for new oiio/ffmpeg versions.lazydodo
2016-12-03CMake: update for macOS 10.9 libs with ffmpeg 3.2.1 and webp support.Brecht Van Lommel
2016-11-29[msvc] remove /opt all together and revert to the default behavior /opt:ref ↵lazydodo
for release builds, /opt:noref for debug builds.
2016-11-28[msvc] change linker options from /opt:noref to /opt:ref, saves about 20% ↵lazydodo
off the executable size Nobody appears to know why this option was on (and just on for just x64 at that)
2016-11-17[MSVC] Preliminary VS2017 support.lazydodo
2016-11-02CMake: Make ld.gold linker optionalSergey Sharybin
Some platforms are having hard time using this linker so added an option to not use it. The options is an advanced one and enabled by default so should not cause any changes for current users.