Age | Commit message (Collapse) | Author |
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Was only called on copy particle system
which is already doing an undo push.
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While I'd like to avoid using this too much since the operator
system should handle.
It's less trouble than accessing it inline each time.
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- Undo that changes modes currently asserts,
since undo is now screen data.
Most likely we will change how object mode and workspaces work
since it's not practical/maintainable at the moment.
- Removed view_layer from particle settings
(wasn't needed and complicated undo).
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- Use a single undo history for all operations.
- UndoType's are registered and poll the context to check if they
should be used when performing an undo push.
- Mode switching is used to ensure the state is correct before
undo data is restored.
- Some undo types accumulate changes (image & text editing)
others store the state multiple times (with de-duplication).
This is supported by checking UndoStack.mode `ACCUMULATE` / `STORE`.
- Each undo step stores ID datablocks they use with utilities to help
manage restoring correct ID's.
Needed since global undo is now mixed with other modes undo.
- Currently performs each undo step when going up/down history
Previously this wasn't done, making history fail in some cases.
This can be optimized to skip some combinations of undo steps.
grease-pencil is an exception which has not been updated
since it integrates undo into the draw-session.
See D3113
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Tabs in middle of code (mostly for no reason / by accident).
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Missed in own recent changes.
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Also add EvaluationContext to PEData
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Also avoid extern declarations which can get out of sync.
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- put render iterator in own scope
(would shadow it's own variable if used multiple times).
- enforce semicolon at end of iterator macros.
- no need to typedef one-off macro structs.
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Use common prefix so adding related functions share the prefix.
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Convention from 2.7x, since some looping macros don't need an '_END',
it avoids confusion to keep this.
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When changing the mode of an object, apply this to all other
workspaces that share the same active object.
Also use copy the object-mode when duplicating workspaces.
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Some of these API's can have 3D versions, explicitly name them 2D.
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Why is bedit->data.context NULL?
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Its kind of broken, but have to start somewhere
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- Read-only access can often use EvaluationContext.object_mode
- Write access to go to WorkSpace.object_mode.
- Some TODO's remain (marked as "TODO/OBMODE")
- Add-ons will need updating
(context.active_object.mode -> context.workspace.object_mode)
- There will be small/medium issues that still need resolving
this does work on a basic level though.
See D3037
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Both object level and camera datablock properties animation did not work with
copy on write enabled.
The root of the issue is going to the fact, that all interface elements are
referencing original datablock. For example, View3D has pointer to camera it's
using, and all areas which does access v3d->camera should in fact query for
the evaluated version of that camera, within the current context.
Annoying part of this change is that we now need to pass depsgraph in lots
of places. Which is rather annoying.
Alternative would be to cache evaluated camera in viewport itself, but then
it makes it annoying to keep things in sync.
Not sure if there is nicer solution here.
Reviewers: dfelinto, campbellbarton, mont29
Subscribers: dragoneex
Differential Revision: https://developer.blender.org/D3007
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Conventions were already followed nearly everywhere.
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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
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D1518 from @mba105 w/ edits
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This is a final step of having proper ownership. Now selecting different
layers in the "top bar" will actually do what this is expected to do.
Surely, there are still things to be done under the hood, that will happen
in a less intrusive way.
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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
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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.
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This is a lots of changes, but they are boiling down to a simple API
changes where we are no longer relying on implicit usage of scene's
depsgraph and pass depsgraph explicitly.
There should be no user measurable difference, render_layer* tests
are also passing.
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This funciton will be extended, so better to get rid of unused arguments before
adding new ones.
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Practically all access to enum data is read-only.
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Engine is not stored in WorkSpaces. That defines the "context" engine, which
is used for the entire UI.
The engine used for the poll of nodes (add node menu, new nodes when "Use Nodes")
is obtained from context.
Introduce a ViewRender struct for viewport settings that are defined for
workspaces and scene. This struct will be populated with the hand-picked
settings that can be defined per workspace as per the 2.8 design.
* use_scene_settings
* properties editor: workshop + organize context path
Use Scene Settings
==================
For viewport drawing, Workspaces have an option to use the Scene render
settings (F12) instead of the viewport settings.
This way users can quickly preview the final render settings, engine and
View Layer. This will affect all the editors in that workspace, and it will be
clearly indicated in the top-bar.
Properties Editor: Add Workspace and organize context path
==========================================================
We now have the properties of:
Scene, Scene > Layer, Scene > World, Workspace
[Scene | Workspace] > Render Layer > Object
[Scene | Workspace] > Render Layer > Object > Data
(...)
Reviewers: Campbell Barton, Julian Eisel
Differential Revision: https://developer.blender.org/D2842
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In preparation for modal operators storing their properties,
no need to keep mouse-paths around.
Also use generic function for lasso properties.
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