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2018-04-21Topbar: remove info editor menus, rename topbar menus for script compatibility.Brecht Van Lommel
We can still rename them later, but avoid breaking stuff for now.
2018-04-21Topbar: visual tweaksBrecht Van Lommel
* 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
2018-04-21Fix topbar UI w/ no active objectCampbell Barton
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!)
2018-04-20Move 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: 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: Add layer property.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
2018-04-20UI: move manipulator to tool-systemCampbell Barton
Current manipulator now follows active tool.
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.
2018-04-20Merge branch 'blender2.8' into blender2.8-workbenchJeroen Bakker
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
2018-04-20Limit updates to active view layer onlySergey Sharybin
This is rather uncommon when operator will operate on a non-active view layer, so there is no need to do full scene update. This change solves lag first time using Extrude operator in edit mode.
2018-04-19Remove Blender Internal and legacy viewport from Blender 2.8.Ton Roosendaal
Brecht authored this commit, but he gave me the honours to actually do it. Here it goes; Blender Internal. Bye bye, you did great! * Point density, voxel data, ocean, environment map textures were removed, as these only worked within BI rendering. Note that the ocean modifier and the Cycles point density shader node continue to work. * Dynamic paint using material shading was removed, as this only worked with BI. If we ever wanted to support this again probably it should go through the baking API. * GPU shader export through the Python API was removed. This only worked for the old BI GLSL shaders, which no longer exists. Doing something similar for Eevee would be significantly more complicated because it uses a lot of multiplass rendering and logic outside the shader, it's probably impractical. * Collada material import / export code is mostly gone, as it only worked for BI materials. We need to add Cycles / Eevee material support at some point. * The mesh noise operator was removed since it only worked with BI material texture slots. A displacement modifier can be used instead. * The delete texture paint slot operator was removed since it only worked for BI material texture slots. Could be added back with node support. * Not all legacy viewport features are supported in the new viewport, but their code was removed. If we need to bring anything back we can look at older git revisions. * There is some legacy viewport code that I could not remove yet, and some that I probably missed. * Shader node execution code was left mostly intact, even though it is not used anywhere now. We may eventually use this to replace the texture nodes with Cycles / Eevee shader nodes. * The Cycles Bake panel now includes settings for baking multires normal and displacement maps. The underlying code needs to be merged properly, and we plan to add back support for multires AO baking and add support to Cycles baking for features like vertex color, displacement, and other missing baking features. * This commit removes DNA and the Python API for BI material, lamp, world and scene settings. This breaks a lot of addons. * There is more DNA that can be removed or renamed, where Cycles or Eevee are reusing some old BI properties but the names are not really correct anymore. * Texture slots for materials, lamps and world were removed. They remain for brushes, particles and freestyle linestyles. * 'BLENDER_RENDER' remains in the COMPAT_ENGINES of UI panels. Cycles and other renderers use this to find all panels to show, minus a few panels that they have their own replacement for.
2018-04-19Workbench: removed per collection object colorJeroen Bakker
Will be part of the collection manager where per collection the ob->col can be set. This currently depends on DepsGraph + CollectionManager. I removed it for now so the code won't influence development
2018-04-19Merge branch 'master' into blender2.8Campbell Barton
2018-04-19Workbench: drawtype object color from collection to v3dJeroen Bakker
Now every 3d view can have its own solid draw color setting
2018-04-19Port particle instance modifier changes from Gooseberry branchSergey Sharybin
The work is mainly from Lukas Toenne, with some modifications from myself. Includes following obvious changes: - Particle system selection is now name-based, with lookup menu. - Lots of new options to control varieties. Changes comparing to the Gooseberry branch: - Default values and versioning code ensures same behavior as the old modifier. - Custom data layers are coming from vertex color, the modifier does not create arbitrary layers now. The hope is to keep data more manageable, and maybe make it easier to select in the shader later on. This means, values are quantized to 256 values, but it should be enough to get varieties in practice. Reviewers: brecht, campbellbarton Reviewed By: brecht Subscribers: eyecandy Differential Revision: https://developer.blender.org/D3157
2018-04-19Fix use of missing properties in UI after game engine removal.Brecht Van Lommel
2018-04-19Workbench: Option to use Object colorJeroen Bakker
- added `object_color_type` where the user can set if the collection determines the color, or the object will be used for the color. Implemented it as an enum as later this can have a random color option. - moved OB_LIGHTING_* to DNA_view3d_types and renamed it. - Fixed some DRY in workbench_materials.c. Can remove more DRY's but will need to discuss the responsibility of the workbench engine as it might become part of the eevee renderer.
2018-04-18Workspaces: remove workspace engine, use 3D viewport draw mode instead.Brecht Van Lommel
ViewRender was removed, which means we can't get the render engine for files saved in 2.8. We assume that any files saved in 2.8 were intended to use Eevee and set the engine to that. A fix included with this is that .blend thumbails now draw with Clay mode, and never Eevee or Cycles. These were drawn with solid mode in 2.7, and should be very fast and not e.g. load heavy image textures. Differential Revision: https://developer.blender.org/D3156
2018-04-18Workbench: don't change to workbench drawtype for files saved in 2.8.Brecht Van Lommel
Assume files saved in 2.8 were intended for Eevee and set them to material viewport shading. In Eevee this is equal to rendered draw mode, in Cycles this will draw with Eevee. This way Eevee demo files still show something interesting when opened.
2018-04-18Move transform orientation to sceneCampbell Barton
This was stored in the workspace, selected from the view. Move both to scene since custom orientations are closely related to your scene data.
2018-04-17Workbench: clean up the viewport shading codeJeroen Bakker
- added the drawtype_solid, drawtype_wireframe, drawtype_texture to View3D - enabled workbench panels for important render engines - merged workbench_materials to solid_flat_mode. All draw modes will get its own fast implementation in the workbench
2018-04-17Add overridable control to 'edit' feature of custom props.Bastien Montagne
2018-04-17Remove Shift+F2 and other related BGE keymapsDalai Felinto
Reported by Pablo Vazquez (venomgfx)
2018-04-17Remove game properties in image editorDalai Felinto
The following properties were used by the Blender Game Engine and no longer need to be around: * Animated * Tiles * Clamp * Mapping
2018-04-17Removing Blender Game Engine from Blender 2.8Dalai Felinto
Folders removed entirely: * //extern/recastnavigation * //intern/decklink * //intern/moto * //source/blender/editors/space_logic * //source/blenderplayer * //source/gameengine This includes DNA data and any reference to the BGE code in Blender itself. We are bumping the subversion. Pending tasks: * Tile/clamp code in image editor draw code. * Viewport drawing code (so much of this will go away because of BI removal that we can wait until then to remove this.
2018-04-17Workbench: Switching Draw engines based on draw modeJeroen Bakker
2018-04-16Merge branch 'blender2.8' into blender2.8-workbenchJeroen Bakker
2018-04-16Depsgraph: remove EvaluationContext, pass Depsgraph instead.Brecht Van Lommel
The depsgraph was always created within a fixed evaluation context. Passing both risks the depsgraph and evaluation context not matching, and it complicates the Python API where we'd have to expose both which is not so easy to understand. This also removes the global evaluation context in main, which assumed there to be a single active scene and view layer. Differential Revision: https://developer.blender.org/D3152
2018-04-16Workbench: Added Object Color to collection_propertiesJeroen Bakker
2018-04-13Python API: remove preview/render resolution settings from API functions.Brecht Van Lommel
For correct results these must have been set already when the depsgraph was created and evaluated, so all dependencies have appropriate resolutions too. For particle we no longer backup and restore the viewport particles to avoid overwriting them during render, as copy-on-write solves this for us. Even without COW particles seem to work ok. This also removes the particle simplification options based on camera. This was never used much and only available in Blender Internal. Differential Revision: https://developer.blender.org/D3148
2018-04-13Merge branch 'master' into blender2.8Bastien Montagne
2018-04-13Remove editor type selector from File Browser when in 'Operator' mode.Bastien Montagne
Having that one when opening a file or loading some lib makes absolutely no sense, and switching that 'temp' editor to some other type can trigger all kind of funny bugs... Note that using the shortcuts keys (Shift-F5 etc.) is still possible, removing those seems a bit more involved. :/
2018-04-10Merge branch 'master' into blender2.8Sergey Sharybin
2018-04-10Fix crash when no object is activeMai Lavelle
Could happen when deleting the active object or opening an old file
2018-04-09Cleanup: unused variableCampbell Barton
2018-04-09Merge branch 'master' into blender2.8Sybren A. Stüvel
2018-04-09Added support for the WEBM/VP9 video codecSybren A. Stüvel
WEBM is the codec name, and VP9 is the encoder (the older encoder "VP8" is less efficient than VP9). WEBM/VP9 and h.264 both have options to control the file size versus compression time (e.g. fast but big, or slow and small, for the same output quality). Since WEBM/VP9 only has three choices, I've chosen to map those to 3 of the 9 possible choices of h.264: - BEST → SLOWER - GOOD → MEDIUM - REALTIME → SUPERFAST The VERYSLOW and ULTRAFAST options give very little extra benefit. Reviewed by: @Severin
2018-04-08Merge branch 'master' into blender2.8Sybren A. Stüvel
2018-04-08Encoding panel clarificationsSybren A. Stüvel
The encoding panel mentions "None" in a few places, which is confusing. - "Codec: None" now reads "No Video" - "Audio Codec: None" now reads "No Audio" - "Output Quality: None; ..." now reads "Constant Bitrate" When selecting "No Video" the remaining video encoding options are hidden, making it even more explicit that there will not be video in the output file. The label "Codec" now reads "Video Codec" for symmetry with "Audio Codec".
2018-04-07Fix edit-mesh select nextCampbell Barton
Last change introduced error, return would stop looking over candidates. D3137 by @nBurn
2018-04-06Fix object mode workspace checkCampbell Barton
2018-04-05Fix error where find-next missed None checkCampbell Barton
Thanks to @nBurn
2018-04-05Remove workspace object mode, reverts changes w/ 2.8Campbell Barton
This caused too many problems syncing object modes with multiple objects/windows/workspaces, see: D3130 for details.
2018-04-05Merge branch 'master' into blender2.8Sybren A. Stüvel
2018-04-05Write the scene render frame range to image/video filesSybren A. Stüvel
This is useful to create a mapping from the frame range in the video to frame index in the blend file. Part of: https://developer.blender.org/D2273 Reviewed by: @campbellbarton
2018-04-04Fix undefined workspace in UI scriptSergey Sharybin