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2018-06-26AnimEditors: Remove the toggles to enable name/collection-based filteringJoshua Leung
Now the name/collection filters run when there's some text, and don't run when the box is empty, thus reducing an extra step that was needed before these options could be used.
2018-06-25Cleanup: rename object base flags to be more clear.Brecht Van Lommel
2018-06-21Fix T55525: "Only Keyframes from Selected Channels" option in Timeline was ↵Joshua Leung
being ignored I was originally going to just expose the filtering options fo the timeline too (via popover), to provide full access to the filtering options here too. However, investigating further, that would've caused problems when trying to use the Next/Prev Keyframe operators in other editors (see comment in code). For now, the simpler solution is to just sync the scene-level flag (used for this option) back to the dopesheet settings (used for generating the summary channel used for displaying keyframes), to buy some time to investigate more carefully.
2018-06-07Merge branch 'master' into blender2.8Bastien Montagne
Conflicts: source/blender/editors/animation/anim_deps.c source/blender/editors/animation/keyframing.c source/blender/editors/animation/keyingsets.c source/blender/editors/armature/pose_edit.c source/blender/editors/armature/pose_transform.c source/blender/editors/gpencil/gpencil_convert.c source/blender/editors/include/ED_anim_api.h source/blender/editors/include/ED_keyframing.h source/blender/editors/interface/interface_anim.c source/blender/editors/space_action/action_edit.c source/blender/editors/space_graph/graph_edit.c source/blender/editors/space_outliner/outliner_draw.c source/blender/editors/transform/transform_conversions.c source/blender/makesrna/intern/rna_armature.c source/blender/makesrna/intern/rna_pose.c source/blender/python/intern/bpy_rna_anim.c source/blenderplayer/bad_level_call_stubs/stubs.c source/gameengine/Converter/KX_BlenderSceneConverter.cpp
2018-06-07Cleanup: remove moar G.main usages.Bastien Montagne
Notes: * Really need to address RNA setters case, end up adding way too much G.main here these days... :/ * Added Main pointer into bAnimContext, helps a lot in anim code ;)
2018-06-04Merge branch 'master' into blender2.8Campbell Barton
2018-06-04Cleanup: strip trailing space in editorsCampbell Barton
2018-06-01Merge branch 'master' into blender2.8Campbell Barton
2018-06-01Cleanup: trailing whitespace (comment blocks)Campbell Barton
Strip unindented comment blocks - mainly headers to avoid conflicts.
2018-05-19WIP COW Fix: Insert keyframe operators/api now queries depsgraph for ↵Joshua Leung
evaluated data When using copy on write, insert keyframe operators were reading from old bmain data instead of COW data. This meant that inserting keyframes would often read old/stale data, resulting in invalid keyframes getting created (e.g. from last transform operation, instead of actual current state). This commit makes it so that keyframing operators will ask depsgraph for the evaluated copy of the data, so that it can read values from that. It introduces a new function - `DEG_get_evaluated_rna_pointer()`, which when working correctly/fully, should work just like the other `DEG_get_evaluated_*()` functions, except it lets you pass in an RNA Pointer. However, currently, this is only done for Pose Bones (as a dirty hack, since this is an important/pivotal requirement for production) and/or datablock properties directly (since we can just use the DEG_get_evaluated_id() directly). on the datablock. Committing to a branch for now as this all needs more testing. More work to come later at a more sane time of day!
2018-05-18Collections and groups unificationBrecht Van Lommel
OVERVIEW * In 2.7 terminology, all layers and groups are now collection datablocks. * These collections are nestable, linkable, instanceable, overrideable, .. which opens up new ways to set up scenes and link + override data. * Viewport/render visibility and selectability are now a part of the collection and shared across all view layers and linkable. * View layers define which subset of the scene collection hierarchy is excluded for each. For many workflows one view layer can be used, these are more of an advanced feature now. OUTLINER * The outliner now has a "View Layer" display mode instead of "Collections", which can display the collections and/or objects in the view layer. * In this display mode, collections can be excluded with the right click menu. These will then be greyed out and their objects will be excluded. * To view collections not linked to any scene, the "Blender File" display mode can be used, with the new filtering option to just see Colleciton datablocks. * The outliner right click menus for collections and objects were reorganized. * Drag and drop still needs to be improved. Like before, dragging the icon or text gives different results, we'll unify this later. LINKING AND OVERRIDES * Collections can now be linked into the scene without creating an instance, with the link/append operator or from the collections view in the outliner. * Collections can get static overrides with the right click menu in the outliner, but this is rather unreliable and not clearly communicated at the moment. * We still need to improve the make override operator to turn collection instances into collections with overrides directly in the scene. PERFORMANCE * We tried to make performance not worse than before and improve it in some cases. The main thing that's still a bit slower is multiple scenes, we have to change the layer syncing to only updated affected scenes. * Collections keep a list of their parent collections for faster incremental updates in syncing and caching. * View layer bases are now in a object -> base hash to avoid quadratic time lookups internally and in API functions like visible_get(). VERSIONING * Compatibility with 2.7 files should be improved due to the new visibility controls. Of course users may not want to set up their scenes differently now to avoid having separate layers and groups. * Compatibility with 2.8 is mostly there, and was tested on Eevee demo and Hero files. There's a few things which are know to be not quite compatible, like nested layer collections inside groups. * The versioning code for 2.8 files is quite complicated, and isolated behind #ifdef so it can be removed at the end of the release cycle. KNOWN ISSUES * The G-key group operators in the 3D viewport were left mostly as is, they need to be modified still to fit better. * Same for the groups panel in the object properties. This needs to be updated still, or perhaps replaced by something better. * Collections must all have a unique name. Less restrictive namespacing is to be done later, we'll have to see how important this is as all objects within the collections must also have a unique name anyway. * Full scene copy and delete scene are exactly doing the right thing yet. Differential Revision: https://developer.blender.org/D3383 https://code.blender.org/2018/05/collections-and-groups/
2018-04-25Fix: Silence texture stack owner_id warnings in debug mode from ↵Joshua Leung
anim_filtering code The Blender Internal removal (51b796ff1528c52cc8b4079fab1003671652a4d9) removed support for texture slots from Materials/Lamps/Worlds, but didn't remove the relevant parts from the animation editor filtering code that were responsible for adding the texture slots for those channels.
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
2018-04-19Remove 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.
2018-02-27merge from masterGaia Clary
2018-02-26Cleanup: typosCampbell Barton
D3081 by @rjg, with others.
2018-02-22Merge branch 'master' into blender2.8Brecht Van Lommel
2018-02-21Fix T54065: NLA-Strip Control Curves would get disabled when ↵Joshua Leung
name-based-filtering is enabled This bug took a while to track down. In the test file with this report, the Nla-Strip Control Curve for strip time would get disabled if you changed the NLA Editor to a second Graph Editor instance. It turns out that because this second Graph Editor would have the "filter fcurves by name" option enabled, this would trigger a lookup of the referenced property's name (in order to test whether it matched the filtering criteria). However, since that filtering code was written before the introduction of these curves, it still assumed that the names for these Control Curves should be handled the same as for standard FCurves. Unfortunately, that doesn't work, as the property lookups fail if the standard method is used - when the lookups fail, the F-Curves get tagged as being invalid/disabled (and need to be reset using the "Revive Disabled FCurves" operator). Note: The changes in this patch look complicated, as I've had to shuffle a bit of code around so that the name-filtering check can have access to the additional info it needs. In the process, I've also removed the earlier (hacky) approach where the control curves were getting added to a temp buffer to get changed from normal FCurves to special ANIMTYPE_NLACURVES.
2017-11-23Cleanup: Rename ViewLayer *sl > ViewLayer *view_layerDalai Felinto
2017-11-23Rename any instance of scene layer or render layer in code with view layerDalai Felinto
The RenderResult struct still has a listbase of RenderLayer, but that's ok since this is strictly for rendering. * Subversion bump (to 2.80.2) * DNA low level doversion (renames) - only for .blend created since 2.80 started Note: We can't use DNA_struct_elem_find or get file version in init_structDNA, so we are manually iterating over the array of the SDNA elements instead. Note 2: This doversion change with renames can be reverted in a few months. But so far it's required for 2.8 files created between October 2016 and now. Reviewers: campbellbarton, sergey Differential Revision: https://developer.blender.org/D2927
2017-11-22SceneRenderLayer Removal/RefactorDalai Felinto
This patch moves all the functionality previously in SceneRenderLayer to SceneLayer. If we want to rename some of these structs now would be a good time to do it, before they are in SceneLayer. Everything should be working, though I will test things further tomorrow. Once this is committed depsgraph can get rid of the workaround added in rna_Main_meshes_new_from_object and finish whatever this patch was preventing from being finished. This patch also adds a few placeholders for the overrides (samples, ...). These are obviously not working, so some unittests that rely on 'lay', and 'zmask' will fail. This patch does not addressed the change of moving samples to ViewRender (I have this as a separate patch and needs some separate discussion). Following next is the individual note of the individual parts that were committed. Note 1: It is up to Cycles to still get rid of exclude_layer internally. Note 2: Cycles still need to handle its own doversion for the use_layer_samples cases and (1) Remove the override as it is (2) Add a new override (scene.cycles.samples) if scene.cycles.use_layer_samples != IGNORE Respecting the expected behaviour when scene.cycles.use_layer_samples == BOUNDED. Note 3: Cycles still need to implement the per-object holdout (similar to how we do shadow catcher). Note 4: There are parts of the old (Blender Internal) rendering pipeline that is still using lay, e.g., in shi->lay. Honestly it will be easier to purge the entire Blender Internal code away instead of taking things from it bit by bit. Reviewers: sergey, campbellbarton, brecht Differential Revision: https://developer.blender.org/D2919
2017-11-09Rename Scene macros back to their original _NEW less namesDalai Felinto
2017-11-06Merge branch 'master' into blender2.8Bastien Montagne
Conflicts: intern/cycles/device/device.cpp source/blender/blenkernel/intern/library.c source/blender/blenkernel/intern/material.c source/blender/editors/object/object_add.c source/blender/editors/object/object_relations.c source/blender/editors/space_outliner/outliner_draw.c source/blender/editors/space_outliner/outliner_edit.c source/blender/editors/space_view3d/drawobject.c source/blender/editors/util/ed_util.c source/blender/windowmanager/intern/wm_files_link.c
2017-11-06Rename ID_IS_LINKED_DATABLOCK to ID_IS_LINKED.Bastien Montagne
This makes code closer to id_override/assent-engine ones, which introduce a new type of linked data, and hence reserve ID_IS_LINKED_DATABLOCK to real linked datablocks.
2017-08-28Merge branch 'master' into blender2.8Sergey Sharybin
2017-08-28Make GS macro return proper IDType typeSergey Sharybin
Previously it was returning short, which was really easy to (a) compare against non-ID type value (b) forget to handle some specific value in switch statement. Both issues happened in the nearest past, so it's time to tighten some nuts here. Most of the change related on silencing strict compiler warning now, but there is also one tricky aspect: ID_NLA is not in the IDType enum. So there is still cast to short to handle that switch. If someone has better ideas how to deal with this please go ahead :)
2017-08-15Cleanup/refactor: no new general arg-less macros enforcing var names please!Bastien Montagne
We do have an history of those pieces of evil in our code, would be nice to get fully rid of it, but at the very least let's not add more of them in new code. :)
2017-03-02Remove tons of OBACTDalai Felinto
There are now only referenced in: * drawobject.c * particle_edit.c * space_image.c (a single case to be handled on workspace branch) * rigidbody_constraint.c (to be handled in the following commit)
2017-03-01Base Refactor Tasks: Fix some legacy bases for dopesheetAntonio Vazquez
2017-03-01Base Refactor Tasks: Change selection flagsAntonio Vazquez
2017-03-01Base Refactor Tasks for gpencil filterAntonio Vazquez
2017-03-01Dopesheet: fix crash when dragging keyframesDalai Felinto
2017-02-28Fix Dopesheet and Curve editor to use new bases in SceneLayer instead of old ↵Antonio Vazquez
base. (see D2538) Thanks to dfelinto for his support.
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 ```
2017-01-31Cleanup: use 'cb_flag', not 'cd_flag' for library_query callbacks.Bastien Montagne
`cd_flag` tends to be used for CustomData flags in mesh area, while for library_query those are rather callback flags...
2016-10-14Fix T49571: 2d stabilize keys not visible in the Graph Editor and Dope SheetSergey Sharybin
2016-09-28Curve pinning: Allow pinning object data without animated objectSergey Sharybin
Special case, so now we can pin tricky cases like animated camera DOF without requiring to have animation on the object level.
2016-09-16Remove debug only codeSergey Sharybin
Thanks Severin for spotting it!
2016-09-16Tweak for pinned/always visible curves in Graph EditorSergey Sharybin
Allow such kind of pin for armature bones.
2016-09-12Fix code which was commented by accidentSergey Sharybin
Well, more like some last-minute checks which i did not see before commit. Let's increase commit ratio!
2016-09-12Graph editor: Add channel option to make it persistent on displaySergey Sharybin
The idea is to allow certain animation channels to be always visible in animation editors. So, for example, one can pin Camera animation to the editor so it is always possible to refine/tweak camera animation when animating something else in the scene. There is probably some more polishing required, and some current limitations could be solved in the future but should be a good starting point already. Currently only works for object without recursing into deeper datablock (so for example, it's not possible to pin object material animation). Studio request by Colin Levy.
2016-08-06Basic Alembic supportKévin Dietrich
All in all, this patch adds an Alembic importer, an Alembic exporter, and a new CacheFile data block which, for now, wraps around an Alembic archive. This data block is made available through a new modifier ("Mesh Sequence Cache") as well as a new constraint ("Transform Cache") to somewhat properly support respectively geometric and transformation data streaming from alembic caches. A more in-depth documentation is to be found on the wiki, as well as a guide to compile alembic: https://wiki.blender.org/index.php/ User:Kevindietrich/AlembicBasicIo. Many thanks to everyone involved in this little project, and huge shout out to "cgstrive" for the thorough testings with Maya, 3ds Max, Houdini and Realflow as well as @fjuhec, @jensverwiebe and @jasperge for the custom builds and compile fixes. Reviewers: sergey, campbellbarton, mont29 Reviewed By: sergey, campbellbarton, mont29 Differential Revision: https://developer.blender.org/D2060
2016-07-07Skip the ID part of object names when comparingCampbell Barton
Also no need to calloc arrays which are immediately filled
2016-07-07Animation Editors: Object datablocks are now sorted alphabetically by defaultJoshua Leung
A long requested feature has been to have objects appear in alphabetical order in the animation editors, so that it is easier to find where they occur. This commit implements support for this. The main sticking point has been the performance impact of having this sorting happening all the time (as the actual list of "bases" cannot be modified, as the old depsgraph still needs random-looking unsorted order of objects for scheduling updates). However, it recently occurred to me that perhaps by restricting it to the one case where the ordering actually matters (i.e. when we're getting the channel list for drawing all channels, vs operating on them), and adding a toggle to turn the sorting off in heavy scenes when it might bog down things, that it will probably be acceptable enough in general. Furthermore, if things get really bad, we can investigate putting in place some sort of caching scheme for this too - though hopefully the new depsgraph will make that unnecessary (i.e. it doesn't sort the bases directly anymore).
2016-07-07Code Cleanup: Move out logic for checking if an object can be included in ↵Joshua Leung
the dopesheet
2016-07-07Dopesheet: Keyframe size can be adjusted as part of theme settingsJoshua Leung
This commit introduces a scale factor setting for scaling all keyframe indicators in the Dopesheet Editor up/down, in order to make them easier to select. It is perhaps most useful for keyframe types which are usually indicated using smaller keyframes (e.g. breakdown), which may get tricky to quickly select.
2016-07-06Replace of (id->lib != NULL) check by meaningful macro.Bastien Montagne
Idea is to replace hard-to-track (id->lib != NULL) 'is linked datablock' check everywhere in Blender by a macro doing the same thing. This will allow to easily spot those checks in future, and more importantly, to easily change it (see work done in asset-engine branch). Note: did not touch to readfile.c, since there most of the time 'id->lib' check actually concerns the pointer, and not a check whether ID is linked or not. Will have a closer look at it later. Reviewers: campbellbarton, brecht, sergey Differential Revision: https://developer.blender.org/D2082
2016-03-23AnimEditors: Fuzzy/Multi-Word Name FilteringJoshua Leung
Thanks to D1080 by @rockets, I've now been able to easily implement the ability to type multiple word snippets/partial words into the text filter field (in the Animation Editors), and have it filter the channels which contain just some of those parts (instead of having to match everything). For example, the following search strings will now work: * "loc rot" or "lo ro" will now filter all location and rotation FCurves * "col loc" will filter all location and color FCurves * "scale" will also work as before to filter all scale FCurves But, the following will not work: * "lc rt" will NOT filter all location and rotation, as the fuzzy search only breaks down the search string based on whitespace placement By default, this is not enabled when using name filtering (i.e. magnifying glass is checked, and some filtering text is specified). Instead, you need to enable the "AZ" toggle beside the name field. This fuzzy matching is not enabled by default as it could end up being quite a bit slower on really heavy scenes. (There are probably some optimisation opportunities, but that's only a future option if someone really needs it)
2015-12-27Split id->flag in two, persistent flags and runtime tags.Bastien Montagne
This is purely internal sanitizing/cleanup, no change in behavior is expected at all. This change was also needed because we were getting short on ID flags, and future enhancement of 'user_one' ID behavior requires two new ones. id->flag remains for persistent data (fakeuser only, so far!), this also allows us 100% backward & forward compatibility. New id->tag is used for most flags. Though written in .blend files, its content is cleared at read time. Note that .blend file version was bumped, so that we can clear runtimeflags from old .blends, important in case we add new persistent flags in future. Also, behavior of tags (either status ones, or whether they need to be cleared before/after use) has been added as comments to their declaration. Reviewers: sergey, campbellbarton Differential Revision: https://developer.blender.org/D1683
2015-12-13Grease Pencil: Merge GPencil_Editing_Stage3 branch into masterJoshua Leung
This commit merges all the work done in the GPencil_Editing_Stage3 branch as of ef2aecf2db981b5344e0d14e7f074f1742b0b2f7 into master. For more details about the changes that this brings, see the WIP release notes: http://wiki.blender.org/index.php/Dev:Ref/Release_Notes/2.77/GPencil