Welcome to mirror list, hosted at ThFree Co, Russian Federation.

git.blender.org/blender.git - Unnamed repository; edit this file 'description' to name the repository.
summaryrefslogtreecommitdiff
AgeCommit message (Collapse)Author
2018-05-01Typo fixSybren A. Stüvel
2018-05-01Added note about potential crash in add_orco_dm()Sybren A. Stüvel
2018-05-01Static Override: fix 'search matching override operation' function.Bastien Montagne
Previous code was waaaayyyy to flacky, returning matches for things that did not actually have much in common!
2018-05-01Nodes: Remove workaround for action copySergey Sharybin
Actions shouldn't be copying by new library management code. Or at least should be possible to make it to not copy actions or do unneeded user management. This way we avoid modification of original data which could and does cause threading conflict with copy-on-write which could be happening for viewport.
2018-05-01Fix crash opening files saved in sculpt/vertex paint modesSergey Sharybin
Skip access to any evaluated data when operator is run on file load, we don't have depsgraph evaluated yet. In this case we skip part of sculpt session initialization, since it will be done during depsgraph evaluation which happens after DEG_on_visible_update(). We can not skip sculpt session initialization since during normal operation we want all the data to be initialized on mode change, and not on initial brush stroke.
2018-05-01Mark localized node trees and materials as suchSergey Sharybin
Makes it easier to see where the datablock is coming from.
2018-05-01Animation: Don't user-copunter copy-on-written action blockSergey Sharybin
2018-04-30Fix T54901: Crash renaming UV layerCampbell Barton
2018-04-30Cleanup: de-duplicate paint access from objectCampbell Barton
2018-04-30Cleanup: Move FOREACH_PCHAN_*_IN_OBJECT_*() macros to BKE_armature.hJoshua Leung
This reduces the number of headers we need to import (and/or dependencies on the order of them), as these depend on PBONE_VISIBLE(), which is already in BKE_armature.h
2018-04-29UI: better support for dynamically sized regions in topbar.Brecht Van Lommel
Dynamically sized regions in the topbar were flickering due to only updating their size after redraws. Now there is an optional layout() callback for all regions in an area to do UI layout first, then refresh the region layout, and then do the actual drawing for each region. Task T54753
2018-04-28Cleanup: style, duplicate includesCampbell Barton
2018-04-27WM: new offscreen window draw method to replace all existing methods.Brecht Van Lommel
For Blender 2.8 we had to be compatible with very old OpenGL versions, and triple buffer was designed to work without offscreen rendering, by copying the the backbuffer to a texture right before swapping. This way we could avoid redrawing unchanged regions by copying them from this texture on the next redraws. Triple buffer used to suffer from poor performance and driver bugs on specific cards, so alternative draw methods remained available. Now that we require newer OpenGL, we can have just a single draw method that draw each region into an offscreen buffer, and then draws those to the screen. This has some advantages: * Poor 3D view performance when using Region Overlap should be solved now, since we can also cache overlapping regions in offscreen buffers. * Page flip, anaglyph and interlace stereo drawing can be a little faster by avoiding a copy to an intermediate texture. * The new 3D view drawing already writes to an offscreen buffer, which we can draw from directly instead of duplicating it to another buffer. * Eventually we will be able to remove depth and stencil buffers from the window and save memory, though at the moment there are still some tools using it so it's not possible yet. * This also fixes a bug with Eevee sampling not progressing with stereo drawing in the 3D viewport. Differential Revision: https://developer.blender.org/D3061
2018-04-26Animation: Make it possible to keyframe to with copy-on-writeSergey Sharybin
The issue was that every object tweak was doing a full copy of original datablock onto evaluated version, and was updating animation. This made it impossible to tweak properties which has keyframes. Proposed solution is to: - Always apply animation on frame change, and when object is explicitly tagged for animation update. This will store original DNA value of animated property in the f-curve. - When applying animation in other cases, we check original DNA value stored in f-curve with the actual original DNA property. If they differ, it means user started to tweak animated property, and we should skip animation. If the value is the same, we apply animation. This is just a first step towards proper final implementation, but seems to be the direction we want to take.
2018-04-26Animation: Split f-curve reading and writing functionsSergey Sharybin
This way we can re-use reading part.
2018-04-26Workspaces: active view layer now always comes from workspace, not scene.Brecht Van Lommel
Both the scene and workspace had an active view layer, and it was confusing which settings were being used or displayed where. Now we always have one, so there is no mismatch. The "View Layers" tab in the properties editor is now "View Layer", no longer showing a list of layers. Instead view layers can be added and removed with the workspace view layer selector. They are also listed and selectable in the outliner. Single layer rendering uses the active view layer from the workspace. This fixes bugs where the wrong active view layer was used, but more places remain that are wrong and are now using the first view layer in the scene. These are all marked with BKE_view_layer_context_active_PLACEHOLDER.
2018-04-26Properties: remove redundant settings from workspaces tab.Brecht Van Lommel
Use render settings and active view layer will be handled elsewhere. Also change icon to not be confusing with render layers. Probably we should get rid of the workspace tab entirely and do it in the user preferences, but that's for later.
2018-04-26UI: toolbar single column size snappingCampbell Barton
Once a region is set to it's snapped size, zooming keeps the size.
2018-04-25Merge branch 'master' into blender2.8Sergey Sharybin
2018-04-25Library: Add assert to catch unsupported copy flags combinationSergey Sharybin
Thanks Bastien for review!
2018-04-25Merge branch 'master' into blender2.8Campbell Barton
2018-04-25CDDM: correct (disabled) logic in merge vertsCampbell Barton
2018-04-25Remove developer exception hackCampbell Barton
This caused too much trouble, also it's possible users run with 'release' in their CWD causing issues. Developers can symlink "release/" to "bin/2.79".
2018-04-25Revert "Fix (unreported) broken 'get system path' in some cases."Campbell Barton
This reverts commit f1bc0aeddedacf68182164dde5d4674d11aba6c9.
2018-04-25Merge branch 'master' into blender2.8Bastien Montagne
2018-04-25Fix (unreported) broken 'get system path' in some cases.Bastien Montagne
There were two issues here actually: * The hack to allow running Blender directly from the source directory would just check for a 'release' directory, without actually ensuring it is release dir from blender source tree, and not some other random folder. * GHOST_getSystemDir returns nothing for portable installations, now we'll then check directly in the blender binary dir in that case. This fix is more critical in 2.8 branch, where that system path is used to retrieve new '3D' icons...
2018-04-25UI: Apply remove redo regionCampbell Barton
This was a disabled part of the top-bar merge (code by @Severin) The only change made is to move to redo UI into a popover.
2018-04-24UI: display icons w/ OSA even when very largeCampbell Barton
2018-04-24EEVEE: LightProbes: Add Visibility Group to DNA/RNA/UI.Clément Foucault
2018-04-24Fix EEVEE lamps with shadows by default but wrong UIDalai Felinto
Reported on T54788: Actually this was what BI was doing as well. But anyways fixed for good now. That includes a subversion bump.
2018-04-23Error in last commitCampbell Barton
2018-04-23Error in last commitCampbell Barton
2018-04-23UI: option to load icon from fileCampbell Barton
2018-04-22UI: make button roundness themeable.Brecht Van Lommel
2018-04-22Cleanup: trailing spacesCampbell Barton
Applied to newly added files in 2.8
2018-04-21UI: add own icon rasterizerCampbell Barton
Use software drawing, cache to an image at the requested pixel size.
2018-04-21Cleanup: styleCampbell Barton
2018-04-21Cleanup: Get rid of context in editor 'new' callbackJulian Eisel
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.
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!)
2018-04-20Dopesheet-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.
2018-04-20UI: 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: Support for runtime geometry iconsCampbell Barton
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.
2018-04-20Merge branch 'master' into blender2.8Bastien Montagne
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
2018-04-20VSE Effects: Wipe box: fix compilation errorsAaron Carlisle
This is still broken I cant tell if it is the fact that the in_band funtion does not work properally or an issue in the box algorithm, or both. It seems like the calculation of the size of the box while roatated needs to be fixed also.
2018-04-19Cleanup: unused functionsCampbell Barton
2018-04-19Merge branch 'master' into blender2.8Campbell Barton
2018-04-19Cleanup: rename vlak -> polyCampbell Barton
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.