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2018-05-15Change startup defaultsCampbell Barton
- Default Lamp increased strength (10x stronger) - 3D View & Camera Lens = 50mm - Camera film size = 36x24mm Full Frame - Render Size Percentage = 100% - Render Display = New Window - Scene Units = Metric - Color Management View = Filmic - Workbench Object Overlap = ON - Headers on top for all editors, except the Timeline at the bottom - Default Properties tab = Object Properties - Generate UV's = ON See T47064
2018-05-10UI: Fix time cursor number box styling for Clip Editor's Dopesheet/Graph viewsJoshua Leung
2018-04-25UI: Apply remove redo regionCampbell Barton
This was a disabled part of the top-bar merge (code by @Severin) The only change made is to move to redo UI into a popover.
2018-04-21Cleanup: Get rid of context in editor 'new' callbackJulian Eisel
Requiring context means we can't easily create new editors to replace deprecated ones in versioning code. Think it's reasonable to give editors access to scene and area data for their initial setup though. They mostly need it for setting "the view", as in, scrolling values. Also did minor cleanup in top-bar creation function.
2018-04-20UI: New Global Top-Bar (WIP)Julian Eisel
== Main Features/Changes for Users * Add horizontal bar at top of all non-temp windows, consisting out of two horizontal sub-bars. * Upper sub-bar contains global menus (File, Render, etc.), tabs for workspaces and scene selector. * Lower sub-bar contains object mode selector, screen-layout and render-layer selector. Later operator and/or tool settings will be placed here. * Individual sections of the topbar are individually scrollable. * Workspace tabs can be double- or ctrl-clicked for renaming and contain 'x' icon for deleting. * Top-bar should scale nicely with DPI. * The lower half of the top-bar can be hided by dragging the lower top-bar edge up. Better hiding options are planned (e.g. hide in fullscreen modes). * Info editors at the top of the window and using the full window width with be replaced by the top-bar. * In fullscreen modes, no more info editor is added on top, the top-bar replaces it. == Technical Features/Changes * Adds initial support for global areas A global area is part of the window, not part of the regular screen-layout. I've added a macro iterator to iterate over both, global and screen-layout level areas. When iterating over areas, from now on developers should always consider if they have to include global areas. * Adds a TOPBAR editor type The editor type is hidden in the UI editor type menu. * Adds a variation of the ID template to display IDs as tab buttons (template_ID_tabs in BPY) * Does various changes to RNA button creation code to improve their appearance in the horizontal top-bar. * Adds support for dynamically sized regions. That is, regions that scale automatically to the layout bounds. The code for this is currently a big hack (it's based on drawing the UI multiple times). This should definitely be improved. * Adds a template for displaying operator properties optimized for the top-bar. This will probably change a lot still and is in fact disabled in code. Since the final top-bar design depends a lot on other 2.8 designs (mainly tool-system and workspaces), we decided to not show the operator or tool settings in the top-bar for now. That means most of the lower sub-bar is empty for the time being. NOTE: Top-bar or global area data is not written to files or SDNA. They are simply added to the window when opening Blender or reading a file. This allows us doing changes to the top-bar without having to care for compatibility. == ToDo's It's a bit hard to predict all the ToDo's here are the known main ones: * Add options for the new active-tool system and for operator redo to the topbar. * Automatically hide the top-bar in fullscreen modes. * General visual polish. * Top-bar drag & drop support (WIP in temp-tab_drag_drop). * Improve dynamic regions (should also fix some layout glitches). * Make internal terminology consistent. * Enable topbar file writing once design is more advanced. * Address TODO's and XXX's in code :) Thanks @brecht for the review! And @sergey for the complaining ;) Differential Revision: D2758
2017-10-16Workspace: Move engines to workspace and Properties Editor cleanupDalai Felinto
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
2017-08-20Cleanup: move gawain header out of GPU_matrixCampbell Barton
Avoids requiring glew headers in Python API.
2017-08-07Merge branch 'master' into blender2.8Bastien Montagne
2017-08-06Fix broken API doc generation: Partially revert rBa372638a76e0Bastien Montagne
Making those arrays static remove them from exported symbols, which breaks API doc generation script. To be backported to 2.79 branch.
2017-08-01Merge branch 'master' into blender2.8Campbell Barton
2017-08-01Cleanup: use static vars where appropriateCampbell Barton
2017-05-20Merge branch 'master' into blender2.8Campbell Barton
2017-05-20CMake: Use GCC7's -Wimplicit-fallthrough=5Campbell Barton
Use to avoid accidental missing break statements, use ATTR_FALLTHROUGH to suppress.
2017-05-02Add scene argument for notifiersCampbell Barton
From workspaces branch
2017-04-15GPU Matrix API: clean up after 2D-3D unificationMike Erwin
See GPU_matrix.h & gpu_matrix.c for the important changes. Other files are mostly just updated to use the latest API. - remove unused functions, defines, enums, comments - remove "3D" from function names - init to Identity transform (otherwise empty stack) - gpuMatrixReset lets outside code return to initial state Part of T49450 Follow up to D2626 and 49fc9cff3b90
2017-03-21OpenGL: convert to new matrix API (part 4)Mike Erwin
Part of T49450, fixes a Push/Pop mismatch from part yesterday's 3.
2016-08-18NDOF: compile 3D mouse code only if WITH_INPUT_NDOFMike Erwin
When WITH_INPUT_NDOF is disabled, 3D mouse handling code is removed from: - GHOST (was mostly done, finished the job) - window manager - various editors - RNA - keymaps The input tab of user prefs does not show 3D mouse settings. Key map editor does not show NDOF mappings. DNA does not change. On my Mac the compiled binary is 42KB smaller after this change. It runs fine WITH_INPUT_NDOF on or off.
2016-08-16Rework 2D stabilizatorIchthyostega
See this page for motivation and description of concepts: https://github.com/Ichthyostega/blender/wiki See this video for UI explanation and demonstration of usage http://vimeo.com/blenderHack/stabilizerdemo This proposal attempts to improve usability of Blender's image stabilization feature for real-world footage esp. with moving and panning camera. It builds upon the feature tracking to get a measurement of 2D image movement. - Use a weighted average of movement contributions (instead of a median). - Allow for rotation compensation and zoom (image scale) compensation. - Allow to pick a different set of tracks for translation and for rotation/zoom. - Treat translation / rotation / zoom contributions systematically in a similar way. - Improve handling of partial tracking data with gaps and varying start / end points. - Have a user definable anchor frame and interpolate / extrapolate data to avoid jumping back to "neutral" position when no tracking data is available. - Support for travelling and panning shots by including an //intended// position/rotation/zoom ("target position"). The idea is for these parameters to be //animated// by the user, in order to supply an smooth, intended camera movement. This way, we can keep the image content roughly in frame even when moving completely away from the initial view. A known shortcoming is that the pivot point for rotation compensation is set to the translation compensated image center. This can produce spurious rotation on travelling shots, which needs to be compensated manually (by animating the target rotation parameter). There are several possible ways to address that problem, yet all of them are considered beyond the scope of this improvement proposal for now. Own modifications: - Restrict line length, it's really handy for split-view editing - In motion tracking we prefer fully human-readable comments, meaning we don't use doxygen with it's weird markup and comments are supposed to start with capital and end with a full stop, - Add explicit comparison of pointer to NULL. Reviewers: sergey Subscribers: kusi, kdawg, forest-house, mardy, Samoth, plasmasolutions, willolis, sebastian_k, hype, enetheru, sunboy, jta, leon_cheung Maniphest Tasks: T49036 Differential Revision: https://developer.blender.org/D583
2016-07-26Fix T48902: MCE Dopesheet does not respect Left Click selectSergey Sharybin
Make the operator consistent with animation dopesheet now.
2016-06-22ID-Remap - Step one: core work (cleanup and rework of generic ID datablock ↵Bastien Montagne
handling). This commit changes a lot of how IDs are handled internally, especially the unlinking/freeing processes. So far, this was very fuzy, to summarize cleanly deleting or replacing a datablock was pretty much impossible, except for a few special cases. Also, unlinking was handled by each datatype, in a rather messy and prone-to-errors way (quite a few ID usages were missed or wrongly handled that way). One of the main goal of id-remap branch was to cleanup this, and fatorize ID links handling by using library_query utils to allow generic handling of those, which is now the case (now, generic ID links handling is only "knwon" from readfile.c and library_query.c). This commit also adds backends to allow live replacement and deletion of datablocks in Blender (so-called 'remapping' process, where we replace all usages of a given ID pointer by a new one, or NULL one in case of unlinking). This will allow nice new features, like ability to easily reload or relocate libraries, real immediate deletion of datablocks in blender, replacement of one datablock by another, etc. Some of those are for next commits. A word of warning: this commit is highly risky, because it affects potentially a lot in Blender core. Though it was tested rather deeply, being totally impossible to check all possible ID usage cases, it's likely there are some remaining issues and bugs in new code... Please report them! ;) Review task: D2027 (https://developer.blender.org/D2027). Reviewed by campbellbarton, thanks a bunch.
2015-12-01Cleanup: use more logical names for View3D.aroundCampbell Barton
D1651 (own patch)
2015-11-28Cleanup: 'area' vs 'region'Julian Eisel
Apparently this is the result of some sloppiness during 2.5 project and since then it confused people who were trying to understand the area-region relation (myself included). Sorry if this causes merge conflicts for anyone, but at some point we really had to do it :/
2015-07-01Cleanup: Use bool instead of intJulian Eisel
2015-04-30Cleanup: typosCampbell Barton
2014-11-30Grease Pencil - Storyboarding Features (merge from GPencil_EditStrokes branch)Joshua Leung
This merge-commit brings in a number of new features and workflow/UI improvements for working with Grease Pencil. While these were originally targetted at improving the workflow for creating 3D storyboards in Blender using the Grease Pencil, many of these changes should also prove useful in other workflows too. The main highlights here are: 1) It is now possible to edit Grease Pencil strokes - Use D Tab, or toggle the "Enable Editing" toggles in the Toolbar/Properties regions to enter "Stroke Edit Mode". In this mode, many common editing tools will operate on Grease Pencil stroke points instead. - Tools implemented include Select, Select All/Border/Circle/Linked/More/Less, Grab, Rotate, Scale, Bend, Shear, To Sphere, Mirror, Duplicate, Delete. - Proportional Editing works when using the transform tools 2) Grease Pencil stroke settings can now be animated NOTE: Currently drivers don't work, but if time allows, this may still be added before the release. 3) Strokes can be drawn with "filled" interiors, using a separate set of colour/opacity settings to the ones used for the lines themselves. This makes use of OpenGL filled polys, which has the limitation of only being able to fill convex shapes. Some artifacts may be visible on concave shapes (e.g. pacman's mouth will be overdrawn) 4) "Volumetric Strokes" - An alternative drawing technique for stroke drawing has been added which draws strokes as a series of screen-aligned discs. While this was originally a partial experimental technique at getting better quality 3D lines, the effects possible using this technique were interesting enough to warrant making this a dedicated feature. Best results when partial opacity and large stroke widths are used. 5) Improved Onion Skinning Support - Different colours can be selected for the before/after ghosts. To do so, enable the "colour wheel" toggle beside the Onion Skinning toggle, and set the colours accordingly. - Different numbers of ghosts can be shown before/after the current frame 6) Grease Pencil datablocks are now attached to the scene by default instead of the active object. - For a long time, the object-attachment has proved to be quite problematic for users to keep track of. Now that this is done at scene level, it is easier for most users to use. - An exception for old files (and for any addons which may benefit from object attachment instead), is that if the active object has a Grease Pencil datablock, that will be used instead. - It is not currently possible to choose object-attachment from the UI, but it is simple to do this from the console instead, by doing: context.active_object.grease_pencil = bpy.data.grease_pencil["blah"] 7) Various UI Cleanups - The layers UI has been cleaned up to use a list instead of the nested-panels design. Apart from saving space, this is also much nicer to look at now. - The UI code is now all defined in Python. To support this, it has been necessary to add some new context properties to make it easier to access these settings. e.g. "gpencil_data" for the datablock "active_gpencil_layer" and "active_gpencil_frame" for active data, "editable_gpencil_strokes" for the strokes that can be edited - The "stroke placement/alignment" settings (previously "Drawing Settings" at the bottom of the Grease Pencil panel in the Properties Region) is now located in the toolbar. These were more toolsettings than properties for how GPencil got drawn. - "Use Sketching Sessions" has been renamed "Continuous Drawing", as per a suggestion for an earlier discussion on developer.blender.org - By default, the painting operator will wait for a mouse button to be pressed before it starts creating the stroke. This is to make it easier to include this operator in various toolbars/menus/etc. To get it immediately starting (as when you hold down DKEy to draw), set "wait_for_input" to False. - GPencil Layers can be rearranged in the "Grease Pencil" mode of the Action Editor - Toolbar panels have been added to all the other editors which support these. 8) Pie menus for quick-access to tools A set of experimental pie menus has been included for quick access to many tools and settings. It is not necessary to use these to get things done, but they have been designed to help make certain common tasks easier. - Ctrl-D = The main pie menu. Reveals tools in a context sensitive and spatially stable manner. - D Q = "Quick Settings" pie. This allows quick access to the active layer's settings. Notably, colours, thickness, and turning onion skinning on/off.
2014-10-31Cleanup: namingCampbell Barton
2014-10-30Libmv: Replace region tracker with autotracker in BlenderSergey Sharybin
The title actually tells it all, this commit switches Blender to use the new autotrack API from Libmv. From the user point of view it means that prediction model is now used when tracking which gives really nice results. All the other changes are not really visible for users, those are just frame accessors, caches and so for the new API.
2014-09-26Tracking: Add shortcuts for the copy-paste as wellSergey Sharybin
2014-07-19Defines: replace ELEM3-16 with ELEM(...), that can take varargsCampbell Barton
2014-04-30Code cleanup: remove unused includesCampbell Barton
Opted to keep includes if they are used indirectly (even if removing is possible).
2014-04-30Code cleanup: remove redundant CTX callsCampbell Barton
2014-04-21View2d: API Cleanup for view<->region conversionCampbell Barton
View2D had some inconsistencies making it error prone in some cases. - Inconstant checking for NULL x/y args. Disallow NULL args for x/y destination pointers, instead add: - UI_view2d_region_to_view_x/y - UI_view2d_view_to_region_x/y - '_no_clip' suffix wasn't always used for non-clipping conversion, switch it around and use a '_clip' suffix for all funcs that clip. - UI_view2d_text_cache_add now clips before adding cache. - '_clip' funcs return a bool to quickly check if its in the view. - add conversion for rectangles, since this is a common task: - UI_view2d_view_to_region_rcti - UI_view2d_region_to_view_rctf
2014-04-01Code cleanup: remove TRUE/FALSE & WITH_BOOL_COMPAT defineCampbell Barton
2014-03-20Fix T39270: Since as the Move Clip Editor have only two modes, menu on tab ↵Sergey Sharybin
is needless
2014-03-20Code cleanup: use bool/true/false in clip editorSergey Sharybin
2014-02-21NDOF: Fit key working for logic, clip and sequencerCampbell Barton
Patch D334 from Inês Almeida
2014-02-18Fix T38700: Plane track can't be adjust when select mouse is set to leftSergey Sharybin
2014-02-17Fix T38670: Mask transform without a movieclip crashesSergey Sharybin
Disable transform and mask display when there's no active clip. It's not a matter of returning fallback dimensions if there's no slip, it's also matter of making it so stabilization and distortion routines are aware of clip == NULL which is really crappy. Also almost all the operators are disabled in clip editor without active clip already anyway. Also tweaked header UI a bit to not display mask stuff when there's no active clip,
2014-02-07Add Tabs for Movie Clip EditorSergey Sharybin
Based on the patch from Sebastian Koenig, discussed with Jonathan Williamson https://developer.blender.org/T38172 Also removed redundant modes from clip editor. Reviewers: brecht, carter2422 Reviewed By: carter2422 CC: sebastian_k, carter2422 Differential Revision: https://developer.blender.org/D293
2013-12-25Implement per-frame track reprojection error visualizationSergey Sharybin
It is now possible to display per-frame track reprojection error in curve view of clip editor. Simply enable corresponding option in filter buttons. Currently displayed using blue color which might confuse with average reprojection error, further color tweaks are possible and easy. Also changed icon track x/y curves. Better icons here are really appreciated.
2013-12-20Fix wrong display of movie clip cache with mask overlay enabledSergey Sharybin
2013-10-12Option to overlay mask over the footageSergey Sharybin
Currently supports only two modes: - Show alpha channel of the mask - Multiply footage by the mask, which will give you final-looking combined image. TODO: Currently rasterization happens on every redraw, need to cache rasterized mask somewhere to make redraw more realtime.
2013-09-10Enable view3d-like shortcuts for pivot point in clip editorSergey Sharybin
2013-09-10Don't show 2D cursor in tracking mode i pivoting is not set to 2D cursorSergey Sharybin
2013-09-09Create/delete keyframe for motion tracks in clip editorSergey Sharybin
Use I to create a new keyframe, Alt-I to remove the ketframe.
2013-09-05Code cleanup: use boolean instead of int for space_clipSergey Sharybin
2013-08-29Support transformation around 2D cursor in movie clip editor.Sergey Sharybin
2013-08-27Mask primitivesSergey Sharybin
Currently only circle and square, might be easily extended in the future. New primitives are creating at cursor location. This also implied adding 2d cursor to space clip. Also fix set 2D cursor location which didn't work in image editor's mask mode since 2.67. TODO: draw_image_cursor better be moved to some more generic file, but it's not so much important for now and might be solved later. Thanks Campbell for the review!
2013-08-16Merge plane track feature from tomato branchSergey Sharybin
This commit includes all the changes made for plane tracker in tomato branch. Movie clip editor changes: - Artist might create a plane track out of multiple point tracks which belongs to the same track (minimum amount of point tracks is 4, maximum is not actually limited). When new plane track is added, it's getting "tracked" across all point tracks, which makes it stick to the same plane point tracks belong to. - After plane track was added, it need to be manually adjusted in a way it covers feature one might to mask/replace. General transform tools (G, R, S) or sliding corners with a mouse could be sued for this. Plane corner which corresponds to left bottom image corner has got X/Y axis on it (red is for X axis, green for Y). - Re-adjusting plane corners makes plane to be "re-tracked" for the frames sequence between current frame and next and previous keyframes. - Kayframes might be removed from the plane, using Shit-X (Marker Delete) operator. However, currently manual re-adjustment or "re-track" trigger is needed. Compositor changes: - Added new node called Plane Track Deform. - User selects which plane track to use (for this he need to select movie clip datablock, object and track names). - Node gets an image input, which need to be warped into the plane. - Node outputs: * Input image warped into the plane. * Plane, rasterized to a mask. Masking changes: - Mask points might be parented to a plane track, which makes this point deforming in a way as if it belongs to the tracked plane. Some video tutorials are available: - Coder video: http://www.youtube.com/watch?v=vISEwqNHqe4 - Artist video: https://vimeo.com/71727578 This is mine and Keir's holiday code project :)
2013-07-21code cleanup: add break statements in switch ()'s, (even at the last case).Campbell Barton