Age | Commit message (Collapse) | Author |
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Part of T49450, fixes a Push/Pop mismatch from part yesterday's 3.
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The changes introduced in rB3e628eefa9f55fac7b0faaec4fd4392c2de6b20e
made the non-subframe frame change behaviour less intuitive, by always
truncating downwards, instead of rounding to the nearest frame instead.
This made the UI a lot less forgiving of pointing precision errors
(for example, as a result of hand shake, or using a tablet on a highres scren)
This commit restores the old behaviour in this case only (subframe inspection
isn't affected by these changes)
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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)
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base.
(see D2538)
Thanks to dfelinto for his support.
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- Size parameter is total size of the shape, not its radius (half size). Updated hard-coded sizes to match this.
- Shader expands size to include outline.
- Fixed fringe between outline color and transparent background.
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Conflicts:
source/blender/editors/animation/anim_draw.c
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This commit adds a way to debug Cycles motion blur issues which
are usually happening due to something crazy happening in between
of frames. Biggest trouble was that artists had no clue about
what's happening in subframes before they render. This is at
least inefficient workflow when dealing with motion blur shots
with complex animation.
Now there is an option in Time Line Editor which could be found
in View -> Show Subframe. This option will expose current frame
with it's subframe to the time line editor header and it'll allow
scrubbing with a subframe precision in time line editor.
Please note that none of the tools in Blender are aware of
subframe, so they'll likely be using current integer frame still.
This is something we don't consider a bug for now, the whole
purpose for now is to give a tool for investigation. Eventually
we'll likely tweak all tools to be aware of subframe.
Hopefully now we can finish the movie here in the studio..
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Would be cool to find some way to cache the results.
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Allows vertex shader to determine how large to rasterize each point sprite. Forgot to do this before.
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Also some conversion to new imm mode (T49043).
Multiple editors affected.
We could push this even further & draw all keyframes in an editor with a single draw call.
Something is strange with keyframe markers in blender2.8 -- they're not showing up before or after this commit. They do appear in master. This commit probably needs some follow-up work after keyframes are showing again. Better to share this code now instead of sitting on it.
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coding style, float literals
Converted some (expr / literal) to (expr * literal) where it does not impact readability.
Simplified a few function calls.
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Some `UI_ThemeColor` calls were left in converted files, in some cases
because they were just overlooked, and in the case of text drawing,
because the new BLF color functions were not yet implemented at the
time of conversion.
Also converted one `drawcircball` call that was left in
transform_constraints.c
Part of T49043
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Decided to request the text color as argument for UI_fonstyle_draw
functions, rather than keeping it being another state to keep track of.
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Design Documents
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* 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
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* 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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Replaced GL_POLYGON in various places.
Ported UI_draw_roundbox_unfilled
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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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This reverts commit 4b99958ca126420c6f288dd9e7aad11232d20dd8.
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Functions like that do not have anything to do in BKE really, even less
when actually more used for bones than vgroups!
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Those were forcing to use vgroup name define in bones area, or even
mixing with maxbonename... ugly, and totally avoidable.
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This is part of T49043
fixed up some color/rect calls
fixed up ANIM_channel_draw()
Reviewers: krash, merwin
Reviewed By: merwin
Tags: #bf_blender_2.8
Maniphest Tasks: T49043
Differential Revision: https://developer.blender.org/D2377
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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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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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Properties panel
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Reviewers: merwin
Reviewed By: merwin
Maniphest Tasks: T49043
Differential Revision: https://developer.blender.org/D2353
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This option makes an operator to not push a task to the undo stack if the previous stored elemen is the same operator or part of the same undo group.
The main usage is for animation, so you can change frames to inspect the
poses, and revert the previous pose without having to roll back tons of
"change frame" operator, or even see the undo stack full.
This complements rB13ee9b8e
Design with help by Sergey Sharybin.
Reviewers: sergey, mont29
Reviewed By: mont29, sergey
Subscribers: pyc0d3r, hjalti, Severin, lowercase, brecht, monio, aligorith, hadrien, jbakker
Differential Revision: https://developer.blender.org/D2330
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Request from Hjalti Hjalmarsson for the animation work.
Basically a common part of the workflow of animation is to change the pose, scrub back and forth a few times and roll back the changes when unsatisfied.
However if you go back and forth too many times the UNDO stack would be full, and it would not be possible to bring back the previous pose.
I'm leaving clip_editor change frames as it is for now. But we can
probably change the behaviour there as well.
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constant key value
Technically it is a regression in behavior and should be 2.78a.
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UI_draw_roundbox_gl_mode
I change UI_draw_roundbox_gl_mode to use immediate API.
The rest of the change is the call to the function.
I also make some change in UI_ThemeColor4(int colorid) for eg to make convenience to use.
I would really like to know if it's the good way to do, if yes I will make all the change in the node_daw.c after, else say me what's wrong and how to deal with color else.
Reviewers: merwin, dfelinto, Severin
Reviewed By: merwin
Subscribers: fablefox, Severin
Tags: #bf_blender_2.8, #opengl_gfx
Maniphest Tasks: T49043
Differential Revision: https://developer.blender.org/D2274
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Conflicts:
source/blender/blenloader/intern/writefile.c
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Special case, so now we can pin tricky cases like animated camera DOF
without requiring to have animation on the object level.
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Conflicts:
intern/ghost/intern/GHOST_ContextCGL.mm
intern/ghost/intern/GHOST_WindowCocoa.mm
source/blender/makesrna/intern/rna_main.c
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