Age | Commit message (Collapse) | Author |
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Thanks to @sergey for review
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Instead use global panel-type list.
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Internally it's still mostly named lamps, though some modules like Cycles
were already calling them lights.
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Channels were using TH_HEADER which is usually gray and unrelated to channels list.
Use sub channel color instead (light blue in the default theme).
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Apply grouping changes proposed in T55162
- Ctrl-G to make a group.
- Ctrl-Alt-G to ungroup.
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Also update menu items, adding select/de-select.
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There are still some keys to update because
some operators only support toggle.
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This is needed as part of modeling work-flow, so keep it accessible.
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Use 2.7x keymap preset for full keymap.
Use define to allow further adjustments.
See T55666.
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Key shortcuts and explanation about how to use the tool should go to the
status bar, but other info can in the header so it's near where the user
is working. This distinction has not been made yet for all operators.
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This translates the gl calls to the new GPU_ wrappers from D3501.
Given it's tedious and repetitive work, this patch does as much as it can with search + replace, the remainder of the gl calls will need to be manually dealt with on a case by case basis.
This fixes 13 of the 28 failing editors when building without opengl.
For the list of substitutions see D3502
Reviewers: brecht
Differential Revision: https://developer.blender.org/D3502
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Python API is context.workspace.status_text_set()
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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.
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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.
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Tooltips shouldn't just repeat the information from the label.
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This includes making Eevee match Cycles behavior of inserting an emission
node when linking colors to closures.
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Before that depsgraph tagging was done from inside notifier listener in
viewport. This had the following issues:
- If there are no viewports, selection tag was not done. Causing possible
issues when object becomes visible.
- Required special trickery to detect which data to tag for update.
- Was causing crash when transforming/selecting markers in clip editor.
This is because selecting marker needed to poke viewport to redraw, since
selected bundles will be displayed differently in viewport.
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Store the compiled expressions on the original driver.
Ref T55442.
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This won't ever be used for this operator, as the "edit" operator should
only ever be used for dealign with a single driver - the one under the
cursor.
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created from UI
Previously, newly created drivers were set to "Scripted Expression"
mode and had their 'expression' field set to the pre-driver value of the
property, so that adding a driver didn't cause the property to immediately
lose its old value (and potentially causing havok in the scene).
However, this had the unintended consequence of making the driver setup
workflow more cumbersome, as you first had to replace that value with
the name of the driver variable before your driver would work.
This commit works around this issue by trying to combine the best of both
worlds (quite literally): Now, the driver expression for drivers created
using Ctrl-D will be "var + <old value>".
Thus, in the simplest case, the driver will do something as soon as you fill
out the driver variable settings (e.g. just filling out the Target Object field
will do it), meaning you get your drivers working faster. Of course, it may now
be necessary to edit out the old-value, and/or it might be a bit more confusing
what/why it's there for newbies. However, the improved ease of setup, and/or
a more tangible example of how an expression may be constructed outweigh the
downsides IMO.
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This commit implements a new behaviour for the "Add Driver" functionality
(invoked from the RMB menu on a property, or by pressing Ctrl-D).
Instead of spawning a context menu asking you to pick the way
you want to create a driver, it will now just create a driver on the
property under the mouse and then show the "Edit Drivers" popover so
that you can immediately start editing the properties of this driver.
This way, the whole process is more visual and feels less blocking /
constrained, with less upfront decisions needed immediately.
Notes:
* The new behaviour is equivalent to choosing the "Manually Create (Single)"
and then doing a "Edit Driver" on the property
* Renamed the old "ANIM_OT_driver_button_add" operator to
"ANIM_OT_driver_button_add_menu". It will probably go away
in the near future, but it's better to keep it around for a
while longer still until the new workflow settles down.
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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
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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 ;)
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That bug was also likely affecting other cases - basically it was making
auto-keying always key from evaluated ('visual') values, never base,
data values... Added a flag, in some cases we do want evaluated values
here, obviously.
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The issue was that keyframing from menu would tag object for animation
update, which was making object to loose unkeyed changes.
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Strip unindented comment blocks - mainly headers to avoid conflicts.
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After more testing, I realised that bendy bone properties should also be grouped,
but probably all other per-bone settings too. Now, just group all of them, since
it's easier for everyone this way.
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For many years, animators have been complaining about how keyframing a (transform)
property directly would leave them ungrouped, while keyframing them using a Keying Set
would put them into a group based on the name of the keyingset.
This commit attempts to improve (unify + make consistent) the default behaviour:
* All object transforms now get added to an "Object Transforms" group,
regardless of whether they were added individually via buttons or keyingset
* All bone transforms now get added to a group corresponding to the name of the bone
instead of only the ones added via keyingset
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Tested on Autumn run cycle by muting master bone animation - when working, the
dog should run forwards when the master bone animation is being muted.
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Action is an own datablock, meaning, changes to f-curves needs
to copy those changes to all evaluated versions of action datablock.
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driver settings panel
This commit adds a new menu entry - "Edit Driver" - the RMB menu that
will show a popover panel displaying the settings for the driver you
activated the menu item on. This shows the popover panel defined in
yesterday's commit (GRAPH_PT_drivers_popover).
It is possible to edit the driver settings from this panel now.
However, do be warned that the functionality presented is highly
WIP still. There are some unresolved issues, such as:
- The popover disappears too easily on any mouse movements/clicks
on anything, making the panel less useful right now than it should.
- The layout still needs refining. Currently the layout that's there
is a bit of a placeholder until we can play around with it a bit
more to see/feel what feels good/right or what is too much.
- The "Open Drivers Editor" on the bottom of the panel doesn't work.
There are some tricky context tricky things that need to happen here
to make that case work, since the operator button won't have the necessary
context info.
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