Age | Commit message (Collapse) | Author |
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This merge-commit brings in a number of new features and workflow/UI improvements for
working with Grease Pencil. While these were originally targetted at improving
the workflow for creating 3D storyboards in Blender using the Grease Pencil,
many of these changes should also prove useful in other workflows too.
The main highlights here are:
1) It is now possible to edit Grease Pencil strokes
- Use D Tab, or toggle the "Enable Editing" toggles in the Toolbar/Properties regions
to enter "Stroke Edit Mode". In this mode, many common editing tools will
operate on Grease Pencil stroke points instead.
- Tools implemented include Select, Select All/Border/Circle/Linked/More/Less,
Grab, Rotate, Scale, Bend, Shear, To Sphere, Mirror, Duplicate, Delete.
- Proportional Editing works when using the transform tools
2) Grease Pencil stroke settings can now be animated
NOTE: Currently drivers don't work, but if time allows, this may still be
added before the release.
3) Strokes can be drawn with "filled" interiors, using a separate set of
colour/opacity settings to the ones used for the lines themselves.
This makes use of OpenGL filled polys, which has the limitation of only
being able to fill convex shapes. Some artifacts may be visible on concave
shapes (e.g. pacman's mouth will be overdrawn)
4) "Volumetric Strokes" - An alternative drawing technique for stroke drawing
has been added which draws strokes as a series of screen-aligned discs.
While this was originally a partial experimental technique at getting better
quality 3D lines, the effects possible using this technique were interesting
enough to warrant making this a dedicated feature. Best results when partial
opacity and large stroke widths are used.
5) Improved Onion Skinning Support
- Different colours can be selected for the before/after ghosts. To do so,
enable the "colour wheel" toggle beside the Onion Skinning toggle, and set
the colours accordingly.
- Different numbers of ghosts can be shown before/after the current frame
6) Grease Pencil datablocks are now attached to the scene by default instead of
the active object.
- For a long time, the object-attachment has proved to be quite problematic
for users to keep track of. Now that this is done at scene level, it is
easier for most users to use.
- An exception for old files (and for any addons which may benefit from object
attachment instead), is that if the active object has a Grease Pencil datablock,
that will be used instead.
- It is not currently possible to choose object-attachment from the UI, but
it is simple to do this from the console instead, by doing:
context.active_object.grease_pencil = bpy.data.grease_pencil["blah"]
7) Various UI Cleanups
- The layers UI has been cleaned up to use a list instead of the nested-panels
design. Apart from saving space, this is also much nicer to look at now.
- The UI code is now all defined in Python. To support this, it has been necessary
to add some new context properties to make it easier to access these settings.
e.g. "gpencil_data" for the datablock
"active_gpencil_layer" and "active_gpencil_frame" for active data,
"editable_gpencil_strokes" for the strokes that can be edited
- The "stroke placement/alignment" settings (previously "Drawing Settings" at the
bottom of the Grease Pencil panel in the Properties Region) is now located in
the toolbar. These were more toolsettings than properties for how GPencil got drawn.
- "Use Sketching Sessions" has been renamed "Continuous Drawing", as per a
suggestion for an earlier discussion on developer.blender.org
- By default, the painting operator will wait for a mouse button to be pressed
before it starts creating the stroke. This is to make it easier to include
this operator in various toolbars/menus/etc. To get it immediately starting
(as when you hold down DKEy to draw), set "wait_for_input" to False.
- GPencil Layers can be rearranged in the "Grease Pencil" mode of the Action Editor
- Toolbar panels have been added to all the other editors which support these.
8) Pie menus for quick-access to tools
A set of experimental pie menus has been included for quick access to many
tools and settings. It is not necessary to use these to get things done,
but they have been designed to help make certain common tasks easier.
- Ctrl-D = The main pie menu. Reveals tools in a context sensitive and
spatially stable manner.
- D Q = "Quick Settings" pie. This allows quick access to the active
layer's settings. Notably, colours, thickness, and turning
onion skinning on/off.
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Basically this commit gets rid of most of the derived mesh immediate mode
drawing (cases such as subsurf excluded). Even when VBO is turned off
in user preferences, we still use vertex arrays, which are very similar to
VBOs but memory is client side. Vertex arrays are OpenGL 1.1 so compatibility
is not an issue here.
Reviewers: campbellbarton, sergey, jwilkins
Differential Revision: https://developer.blender.org/D919
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commits.
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subsurf needs the same modifications in its derived mesh function or
materials don't get updated at all anymore.
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Basically, our drawing code assumed we always use the edit mesh
materials, which can be different from the derived mesh
materials in modifiers doing overrides. We usually we want to use the
derived mesh when it is available instead.
There are two fixes here for both solid and textured mode. Unfortunately
the fixes do not help to make the display code less labyrinthian but I
expect this "should work" (tm and famous last words)
Solid mode fix is 95% from Bastien, thanks!
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This is added in the spirit of the general cycles GLSL system
which is pretty much WIP still.
This will only work on cycles at the moment but generating for blender
internal is possible too of course though it will be done in a separate
commit.
This hasn't been tested with all and every node in cycles, but
environment and regular textures with texture coordinates work.
There is some difference between the way cycles treats some coordinates,
which is in world space and the way GLSL treats them, which is in view
space.
We might want to explore and improve this further in the future.
...also </drumroll>
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This patch includes the work done in the terrible consequencer branch
that hasn't been merged to master minus a few controversial and WIP
stuff, like strip parenting, new sequence data structs and cuddly
widgets.
What is included:
* Strip extensions only when slipping. It can very easily be made an
option but with a few strips with overlapping durations it makes view
too crowded and difficult to make out.
* Threaded waveform loading + code that restores waveforms on undo (not
used though, since sound_load recreates everything. There's a patch for
review D876)
* Toggle to enable backdrop in the strip sequence editor
* Toggle to easily turn on/off waveform display
* Snapping during transform on sequence boundaries. Snapping to start or
end of selection depends on position of mouse when invoking the operator
* Snapping of timeline indicator in sequencer to strip boundaries. To
use just press and hold ctrl while dragging.
Reviewers: campbellbarton
Differential Revision: https://developer.blender.org/D904
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- only modify paths for newly loaded images
- don't attempt to read from library paths
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Use BKE_appdir/tempdir naming prefix for functions extracted from BLI_path_util
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This module is intended for path manipulation functions
but had utility functions added to access various directories.
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scenes"
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gpencil_data_duplicate() was being used for gp drawing undo buffers, where using an
exact copy is exactly what we want/need. Instead, the code here now has an additional
arg for determining whether a direct copy is warranted or not.
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Grease Pencil data (bGPdata) is now a datablock, so it isn't safe to use
MEM_dupallocN() for copying new instances of these anymore.
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BKE_object_deform.
Along with some minor cleanup and simplifications.
Reviewers: campbellbarton
Subscribers: sergey
Differential Revision: https://developer.blender.org/D903
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it wasn't wrong, it wasn't implemented.
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Mainly:
* Use 'for' loops instead of 'while' ones (saves many lines and regroup most loop handling on one line).
* Use float[3] pointers where possible.
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on its 'children'.
Based on investigation by sergey (Sergey Sharybin) and revzin (Grigory Revzin).
Based on patch D460 by revzin (Grigory Revzin).
Differential Revision: https://developer.blender.org/D460
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used a basis by others.
Also fix stupid debug-only error in previous commit.
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We are handling a keyblock here, not a whole key(set). Names are alreay a bit confusing,
let's be consistent at least.
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Thing is, those functions always reallocate the whole keyblock's data mem,
while in some cases we already have right amount of elements, so we can just
copy over. Further more, `BKE_key_convert_from_offset`, despite its name,
was not making any check nor allocation on keyblock's data elements!
So split 'copy' operation itself in `BKE_key_update_from_...`,
where no mem checks/operations are performed (only an assert).
Only useful in sculpt mode currently, but will be used by fix for T35170 too.
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handles are flat
Small optimisation (which shouldn't have much of an effect) where we skip
complex handle calculations if all the handles/verts for a Bezier curve
segment are all flat.
Patch by Campbell (T40372 -> F91346)
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NLA Strips
When the active action is a NLA strip, the keyframe indicator colors for buttons
and the 3D view indicator (i.e. the current frame indicator changes color) didn't
work correctly. This was because they were still checking for keyframes in
"global" time space, whereas they needed to be applying NLA corrections to
"look inside" the remapped action.
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That's like really a bummer, because currently animation data for armatures
might want to use pose, and pose might be missing on the object.
This happens when changing visible layers, which leads to situations when
pose is missing or marked for recalc, animation will change it and then
object update will restore the pose.
This could be solved by the new dependency graph, but for until then we'll
do an extra pass on the objects to ensure it's all fine.
It's done in the scene_update_for_newframe() to solve possible issues with
the render engines as well.
This finally solves issues we had with Caminandes team, where Koro would be
at the scene origin instead of being properly posed.
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swapping the colors is no longer needed.
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layer index was being obtained for loop data types but we referenced
Tessface data types
NULLing those out since only the data offsets are used in edit mode and
address sanitizer complains about freed memory access.
Also minor comment in texpainting
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Move powX functions from particle code into math library and use them.
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This is pretty slow and even shows up in profiling.
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This was introduced when eltopo was added, but not reverted when it was
removed.
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vertex parenting
Only fixes the crash actually, real issue is, vparent does not handle deletion of vertices
at all currently... We'd need either some kind of static uuid for vertices, or some
mapping helpers used each time we remove or reorder verts... ugh.
Org patch by Severin (Julian Eisel).
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Most of the unused functions were removed. Some of them were if-defed
because they are referenced from the code which was already if-defed.
Reviewers: lukastoenne, campbellbarton
Differential Revision: https://developer.blender.org/D868
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Looks like material node trees are stored directly in the material. The
reason I thought this was fixed was because my test file didn't connect
the lamp data node in the rest of the tree.
Thanks to Campbell for catching this :)
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in material shading mode.
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This reverts commit a1578f08dc442b0c64f05a1ab18ef0fd90a9f6e4.
Looks like some workflows benefit from being able to do this
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