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2018-09-02Cleanup: move select all/none/invert into templateCampbell Barton
2018-09-02Cleanup: comment blocksCampbell Barton
2018-09-02Cleanup: styleCampbell Barton
2018-08-31Merge branch 'master' into blender2.8Campbell Barton
2018-08-31Cleanup: rename WM_keymap_find -> WM_keymap_ensureCampbell Barton
2018-08-30GP: New Armature modifier and tools to handle weightsAntonioya
This commit adds a new armature modifier for grease pencil. The deformations are done reusing the mesh deform routines. There is also a new operator in weight paint mode to help the artist to generate weights base on armatures. This operator is required because 2D animation workflow is not equal to meshes when parent an object to armatures. In the drawing engine has been added the option to handle the Fade object parameter used in armatures to see the strokes while move the bones. When rename bones, all related data of grease pencil is renamed too. This not only affect new armature code, but also layers parented and hook modifiers. Thanks @aligorith for his review and help.
2018-08-29Python / Cleanup: rename INFO_MT to TOPBAR_MT/VIEW3D_MT to reflect actual ↵Brecht Van Lommel
location.
2018-08-283D View: split object/pose box & lasso selectCampbell Barton
Also fix error in lasso select with multiple pose objects.
2018-08-24Cleanup: indentation, styleCampbell Barton
2018-08-23Motion Path Calcs: Use filtered depsgraph by defaultJoshua Leung
Use debug_value = -1 to disable the use of the filtered depsgraph. It's still useful to have this for benchmarking + until we're confident the filtering works safely.
2018-08-23Code CleanupJoshua Leung
2018-08-23Fix memory leak - the temporary depsgraph instance was not getting freed ↵Joshua Leung
after use
2018-08-23Faster Motion Path calculations using Depsgraph FilteringJoshua Leung
This commit makes the motion path calculations use the new Depsgraph Filtering API to obtain a more streamlined copy of the full scene dependency graph, allowing for faster calculations (as less data needs to be evaluated for each frame being baked). For example, in 01_020_A.anim.blend from the Spring production files, the time needed to calculate paths on several bones on Autumn went from 39.84 seconds (!) down to 9.90 seconds! Currently, this works by just replacing the depsgraph instance passed to the motion path calculation function. This filtered instance contains just the ID's needed to evaluate the graph to evaluate a specified target (i.e. the Object owning the pose). Notes: * By default, the filtering is not performed unless debug mode 555 is activated. Having a debug switch here allows comparing performance and disabling it should thing it start crashing. * It is necessary to pass in the original Scene instance (not the COW one owned by the filtered depsgraph), otherwise changing the current frame had no effect, due to the COW flushing from original Scene to the new Scene overwriting the CFRA changes we make. * The code here still needs cleaning up to debugging instrumentation, etc. and also to optimise further (e.g. caching the filtered depsgraph for faster updates when animating on existing paths, or fine-tuning the exact set of nodes needed). I'm just committing this first, since this was the quickly hacked-together test code I've been using to check that this is all working. * Further improvements could also be made to the time needed to build the full graph instance (about 3.3 sec), by allowing partial builds (e.g. by making a filtering proxy/wrapper around existing builders)
2018-08-20Motion Paths UI: "Update from Scene Range" operatorJoshua Leung
Make it easier to update the frame range for motion paths from the Scene's current frame range (render or preview range)
2018-08-143D View boarder/lasso select tool optionsCampbell Barton
Add tool options to control how select operates (add/sub/set/and/xor). Note: edit mode armature select still needs to support all options, this is complicated by how it handles partial end-point selection.
2018-08-02Dev Tooling: Instrument motion path calculation operator (for bones) to ↵Joshua Leung
collect timing data This will be useful for checking on the progress of our optimisation efforts, and to generate some nice stats for later.
2018-07-31Fix: Motion Paths were still visible after clearing themJoshua Leung
After clearing motion paths from objects, those objects needed to be tagged for copy on write so that the copied data (i.e. viewport) recieve the changes (i.e. removed paths) Reported by Hjalti
2018-07-31Respect ID user count when creating pose on object copySergey Sharybin
This solves wrong user counter of custom shape when duplicating bone few times and then undoing all the duplications.
2018-07-24Motion paths: default to bone head instead of tail location.Brecht Van Lommel
This puts the motion path in the same location as the transform gizmo, which is less confusing especially if you have a custom bone shape where the tail is not visible.
2018-07-20Fix T55973: [2.8] Crash when 'apply pose as rest pose' when bone scale is 0,0,0.Bastien Montagne
`BKE_pose_rebuild()` should (ideally) always trigger a rebuild of the depsgraph, since it can add or remove posechannels. This function now takes a Main parameter to ensure that related depsgraphes are tagged as dirty (kept it optional, for some corner cases). We should also probably double-check calls to that function, think in theory it should only be called from depsgraph itself? But for now...
2018-07-17Cleanup: moving shading type into View3DShading.Brecht Van Lommel
So all shading settings are in this struct and can be reused in the OpenGL render engine.
2018-07-11Cleanup: remove redundant operatorCampbell Barton
2018-07-11Cleanup: simplify RNA namesCampbell Barton
2018-07-07Fix scale in Apply Pose As Rest Pose for bendy bones.Alexander Gavrilov
Scale is multiplicative, and adding it up causes the bone to bloat.
2018-07-04Keymap: Resolve inconsistencies, T55162Campbell Barton
2018-07-03Keymap: Select/De-Select now use A, Alt-ACampbell Barton
There are still some keys to update because some operators only support toggle.
2018-07-02Keymap: add back X-Key for deleteCampbell Barton
This is needed as part of modeling work-flow, so keep it accessible.
2018-07-02Merge branch 'master' into blender2.8Campbell Barton
2018-07-02Cleanup: use bool for poll functionsCampbell Barton
2018-07-01Merge branch 'master' into blender2.8Campbell Barton
2018-07-01RNA: use bool for boolean RNA typesCampbell Barton
We were using int's for bool arguments in BKE, just to avoid having wrapper functions.
2018-06-29Keymap: minimal default keymapCampbell Barton
Use 2.7x keymap preset for full keymap. Use define to allow further adjustments. See T55666.
2018-06-29Cleanup: some moar DM kicking, in armature edit code.Bastien Montagne
2018-06-29Merge branch 'master' into blender2.8Campbell Barton
2018-06-29Cleanup: trailing newlinesCampbell Barton
2018-06-28UI: keep some operator text in headers.Brecht Van Lommel
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.
2018-06-26UI: move modal operator text from headers to status bar.Brecht Van Lommel
Python API is context.workspace.status_text_set()
2018-06-193D View: improve selection lockingCampbell Barton
Locked selection would still occlude with objects which could not be selected.
2018-06-13Tag object/scene for selection update from operatorsSergey Sharybin
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.
2018-06-12Merge branch 'master' into blender2.8Bastien Montagne
Conflicts: source/blender/blenkernel/BKE_anim.h source/blender/blenkernel/intern/anim.c source/blender/blenkernel/intern/scene.c source/blender/editors/armature/pose_edit.c source/blender/editors/armature/pose_transform.c source/blender/editors/armature/pose_utils.c source/blender/editors/include/ED_armature.h source/blender/editors/object/object_edit.c source/blender/editors/transform/transform_conversions.c
2018-06-12Cleanup: moar G.main removal from BKE area.Bastien Montagne
2018-06-12Merge branch 'master' into blender2.8Bastien Montagne
Conflicts: source/blender/editors/object/object_add.c source/blender/editors/object/object_relations.c
2018-06-12Cleanup: remove some G.main from ED's animsys.Bastien Montagne
The easy ones - there some much, much trickier to tackle there...
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 ;)
2018-06-07Cleanup: Nuke moar G.main usages...Bastien Montagne
2018-06-06Merge branch 'master' into blender2.8Bastien Montagne
Conflicts: source/blender/collada/ArmatureExporter.cpp source/blender/collada/ArmatureExporter.h source/blender/collada/DocumentExporter.cpp source/blender/collada/DocumentExporter.h source/blender/collada/SceneExporter.cpp source/blender/collada/SceneExporter.h source/blender/collada/collada.cpp source/blender/collada/collada.h source/blender/editors/armature/armature_edit.c source/blender/editors/armature/editarmature_retarget.c source/blender/editors/armature/pose_transform.c source/blender/editors/include/ED_armature.h source/blender/editors/include/ED_object.h source/blender/editors/include/ED_screen.h source/blender/editors/io/io_collada.c source/blender/editors/object/object_transform.c source/blender/editors/screen/screen_edit.c source/blender/editors/screen/screen_ops.c source/blender/windowmanager/intern/wm.c source/blender/windowmanager/intern/wm_files.c source/blender/windowmanager/intern/wm_window.c source/blenderplayer/bad_level_call_stubs/stubs.c
2018-06-06Cleanup: Nuke moar G.main usages...Bastien Montagne
2018-06-05Moved function declarations from BKE_DerivedMesh.h to BKE_mesh_runtime.hSybren A. Stüvel
The function definitions still reside in DerivedMesh.c. Once we're done porting all the DerivedMesh use to Mesh, we'll move the still-relevant functions to mesh_runtime.c. This move is now cumbersome due to shared statically-declared utility functions in DerivedMesh.c
2018-06-05Moved function declarations from BKE_mesh.h → BKE_mesh_runtime.hSybren A. Stüvel