Age | Commit message (Collapse) | Author |
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There were some issues with how we store outliner tree elements:
Apparently the only removable elements have been data-blocks so far.
When recreating the TreeElements, their TreeStoreElem instances were
mainly identified by their ID pointer. However non-data-blocks mostly
depend on an index. For collections, such an index isn't a reliable
measure though if we want to allow removing items. Depending on it for
identifying the TreeStoreElem instance would cause some quite noticeable
glitches (wrong highlights, two elements sharing highlight, etc).
For now I've solved that by actually removing the TreeStoreElem that
represents the removed element. A little limitation of this is that
after undoing the removal, some information might get lost, like
flags to store selection, or opened/closed state.
A better solution that would also fix this issue would be having a real
unique identifier for each non-data-block element, like an idname or even
its data-pointer. Not sure if we can get those to work reliable with
file read/write though, would have to investigate...
Also added a general Outliner tree traversal utility.
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Implementation of the SDef modifier, which allows meshes to be bound by
surface, thus allowing things such as cloth simulation proxies.
User documentation: https://wiki.blender.org/index.php/User:Lucarood/SurfaceDeform
Reviewers: mont29, sergey
Subscribers: Severin, dfelinto, plasmasolutions, kjym3
Differential Revision: https://developer.blender.org/D2462
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Please never, ever use same DNA var for two different things. Even worse
if they do not have same type and ranges!
This is only ensuring issues (as described in report, but also if
animating both RNA props using same DNA var... yuck).
And we were not even saving any byte in DNA, could reuse some padding
there to store the two new needed vars (yes, two, since we cannot re-use
existing one if we want to keep backward *and* forward compatibility).
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Conflicts:
source/blender/editors/animation/anim_draw.c
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Basically we were not tagging the layers and bases as dirty. As usual this will likely change once Depsgraph kicks in. But this will do for now.
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This prevents crashes when a file was saved with 2.8, but a new
engine settings property was created.
In those cases any previous collection settings are wiped out. We can do
an elegant merge soon.
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This reverts commit 3da834e83ce9d7056c033148dab04885a6d3b1b7.
We will use the outliner for this now.
I'm also moving the collections_ops.c to outliner_collections.c
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Note: we are now merging all the collection engines (mode and render), which eventually may get slow. But as stated before, this is to expose the functionality, while waiting for proper depsgraph integrated solution.
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I didn't manage to get the proper object context in the collection
properties editor. That said I got it working for now in a temporary way
since this will change once we get workspaces anyways
(see changes in buttons_context.c and
rna_scene.c::rna_LayerCollection_mode_settings_get)
I still need to handle the merging of the settings. I will find a
provisory solution while we wait for depsgraph.
(also layer_collection_create_mode_settings_object and layer_collection_create_mode_settings_edit could probably be elsewhere - under draw/engines likely)
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We now assert that we now file version of libraries (needed for
do_version after linking step), so for missing libraries, set dummy
numbers (using version of main .blend file actually).
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# Conflicts:
# source/blender/blenloader/intern/writefile.c
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To bring this fix a step further we need to address all the BA_WAS_SEL instances, and make sure they follow the new design.
This commit allow you to see the object selected (its center anyways) when you do select all.
Note: in the clay engine selection (a) was already working fine.
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Every time:
* A collection settings is set
* A collection visibility changes
* An object is added/removed/ ...
We need to recalculate the "accumulated" CollectionEngineSettings that
the render engine should use for an object.
This is to be handled by the depsgraph. Meanwhile this code should allow
us to start using those settings in the render engines.
Note: We are storing this in the objects, which means we can only have
one active calculated option every time.
This is intended to get the conversation with the Depsgraph department
going.
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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)
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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
```
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Modernize some of it a bit, saves quite some lines of blabla (using
shile instead of for loops... tsssts...).
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Conflicts:
source/blender/blenkernel/intern/depsgraph.c
source/blender/blenkernel/intern/library_query.c
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`cd_flag` tends to be used for CustomData flags in mesh area, while for
library_query those are rather callback flags...
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Better to have clear way to tell whether flag is parameter for
BKE_library_foreach_ID_link(), parameter for its callback function, or
return value from this callback function.
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We are not bumping file version, but we cannot have the doversion code running twice.
In this particular case it was crashing files, since we were setting node->storage to NULL, and later on accessing it.
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This is much more flexible solution which will allow doing some
more procedural features.
Reviewers: brecht, dfelinto, mont29
Reviewed By: mont29
Subscribers: Severin
Differential Revision: https://developer.blender.org/D2403
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file.
Missed in rB62a2ed97b.
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Conflicts:
source/blender/editors/space_action/action_draw.c
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New options to define the style of the animation paths in order to get
better visibility in complex scenes.
Now is possible define the color, thickness and several options relative
to the style of the lines used to draw motion path.
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interpolation
This commit introduces the ability to use the Robert Penner easing equations
or a Custom Curve to control the way that the "Interpolate Sequence" operator
interpolates between keyframes. Previously, it was only possible to get linear
interpolation between the gp frames.
Workflow:
1) Place current frame between a pair of GP keyframes
2) Open the "Interpolate" panel in the Toolshelf
3) Choose the interpolation type (under "Sequence Options")
4) Adjust settings (e.g. if you're using "Custom Curve", use the curvemap widget
to define the way that the interpolation proceeds)
5) Click "Sequence" to interpolate
6) Play back/scrub the animation to see if you've got the result you want
7) If you need to make some tweaks, undo, or delete the generated keyframes,
then repeat the process again from step 4 until you've got the desired result.
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Things like `BLI_uniquename` had nothing, but really nothing to do in
BLI_path_util files!
Also, got rid of length limitation in `BLI_uniquename_cb`, we can use
alloca here to avoid overhead of malloc while keeping free size (within
reasonable limits of course).
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Please **DO NOT** add changes from master when it's totally uneeded!
Changes to BLI_ area most certainly shall *always* be done in master,
there is absolutely no point in adding more diff between the two
branches than needed, will only makes merging more cumbersome!
Conflicts:
CMakeLists.txt
source/blender/blenlib/intern/math_vector_inline.c
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Since we create a base and instantiate them, they become directly
linked, so makes sense to also select them if requested.
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This reverts commit 5aa19be91263a249ffae75573e3b32f24269d890 and b4a721af694817fa921b119df83d33ede7d7fed0.
Due to postponement of particle system rewrite it was decided to put particle code
back into the 2.8 branch for the time being.
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Basic idea is to store fileversion in Library datablock, and split again
Main by libraries after lib linking, do_versions_after_liblink on
those separated Mains, and merge again.
This allows to still have correct versions for each data-block in that
second do_versions step.
Note that this is not used currently in master (might be soon, though),
but is needed for 2.8 work.
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When linking data-blocks from same library in several steps, the already
linked data-blocks of same lib would go again through versionning code...
Note: only fixed for libraries, I can't imagine how this could happen
with local data...
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Conflicts:
source/blender/blenkernel/intern/depsgraph.c
source/blender/blenloader/intern/versioning_270.c
source/blender/depsgraph/intern/builder/deg_builder_relations.cc
source/blender/makesrna/intern/rna_main_api.c
source/blender/makesrna/intern/rna_particle.c
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Was also affecting object linking.
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Mask primitive adding code was not initializing correctly id_type of
points' parents.
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Basically all this does is drawing layout previews into the opened layout search menu.
https://youtu.be/RHYWtZP7pyA
The previews are drawn using offscreen rendering so they can't use multi-threading (yet!). But that shouldn't be an issue since only a handful of previews are drawn at the same time. Normally we only need to redraw the preview if a screen layout was changed. Would be nice if PreviewImage could store if it supports threaded rendering.
Previews are saved in files, might be useful if you later want to support appending layouts.
Adds a new file screen_draw.c.
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