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2018-11-14Merge branch 'master' into blender2.8Campbell Barton
2018-11-14Cleanup: comment block tabsCampbell Barton
2018-10-22UI: move scrollbars inside region tabsCampbell Barton
2018-08-31Merge branch 'master' into blender2.8Campbell Barton
2018-08-31Cleanup: rename WM_keymap_find -> WM_keymap_ensureCampbell Barton
2018-08-29Cleanup: rename files from group to collection to match contents.Brecht Van Lommel
2018-07-18GWN: Port to GPU module: Replace GWN prefix by GPUClément Foucault
2018-07-08Cleanup: abbreviate unsigned types (editors, wm)Campbell Barton
2018-07-04Cleanup: pass window to listeners, instead of screen + workspace.Brecht Van Lommel
2018-06-29Cleanup: trailing newlinesCampbell Barton
2018-06-28GLRefactor: partially remove gl calls from source/blender/editors.Ray Molenkamp
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
2018-06-20UI: expose Driver as a space typeCampbell Barton
See: T54744
2018-06-20Cleanup: moar G.main removal.Bastien Montagne
Nice trick from blender2.8, we now can get active scene from active window of windowmanager!
2018-06-11Cleanup: add simplified panel callbacksCampbell Barton
2018-06-04Merge branch 'master' into blender2.8Campbell Barton
2018-06-04Cleanup: strip trailing space in editorsCampbell Barton
2018-06-01Merge branch 'master' into blender2.8Campbell Barton
2018-06-01Cleanup: trailing whitespace (comment blocks)Campbell Barton
Strip unindented comment blocks - mainly headers to avoid conflicts.
2018-05-28Fix: Action/Graph editor UI's didn't update when channel properties were changedJoshua Leung
More MessageBus-related silliness to resolve issue with toggling visibility/mute/locking status of F-Curves/Groups/etc., as well as other things like modifying active keyframe's values, or changing properties of F-Modifiers. I've now ended up just whitelisting in the region subscribers all the animation-related structs in RNA. But still, that may not be enough to deal with potential issues later with the property sliders (shown per channel, optionally), which can come from anywhere. (Spring bug)
2018-05-25Fix T55197: Dopesheet filtering settings were not triggering refresh anymore ↵Joshua Leung
due to messagebus crap
2018-05-18Collections and groups unificationBrecht Van Lommel
OVERVIEW * In 2.7 terminology, all layers and groups are now collection datablocks. * These collections are nestable, linkable, instanceable, overrideable, .. which opens up new ways to set up scenes and link + override data. * Viewport/render visibility and selectability are now a part of the collection and shared across all view layers and linkable. * View layers define which subset of the scene collection hierarchy is excluded for each. For many workflows one view layer can be used, these are more of an advanced feature now. OUTLINER * The outliner now has a "View Layer" display mode instead of "Collections", which can display the collections and/or objects in the view layer. * In this display mode, collections can be excluded with the right click menu. These will then be greyed out and their objects will be excluded. * To view collections not linked to any scene, the "Blender File" display mode can be used, with the new filtering option to just see Colleciton datablocks. * The outliner right click menus for collections and objects were reorganized. * Drag and drop still needs to be improved. Like before, dragging the icon or text gives different results, we'll unify this later. LINKING AND OVERRIDES * Collections can now be linked into the scene without creating an instance, with the link/append operator or from the collections view in the outliner. * Collections can get static overrides with the right click menu in the outliner, but this is rather unreliable and not clearly communicated at the moment. * We still need to improve the make override operator to turn collection instances into collections with overrides directly in the scene. PERFORMANCE * We tried to make performance not worse than before and improve it in some cases. The main thing that's still a bit slower is multiple scenes, we have to change the layer syncing to only updated affected scenes. * Collections keep a list of their parent collections for faster incremental updates in syncing and caching. * View layer bases are now in a object -> base hash to avoid quadratic time lookups internally and in API functions like visible_get(). VERSIONING * Compatibility with 2.7 files should be improved due to the new visibility controls. Of course users may not want to set up their scenes differently now to avoid having separate layers and groups. * Compatibility with 2.8 is mostly there, and was tested on Eevee demo and Hero files. There's a few things which are know to be not quite compatible, like nested layer collections inside groups. * The versioning code for 2.8 files is quite complicated, and isolated behind #ifdef so it can be removed at the end of the release cycle. KNOWN ISSUES * The G-key group operators in the 3D viewport were left mostly as is, they need to be modified still to fit better. * Same for the groups panel in the object properties. This needs to be updated still, or perhaps replaced by something better. * Collections must all have a unique name. Less restrictive namespacing is to be done later, we'll have to see how important this is as all objects within the collections must also have a unique name anyway. * Full scene copy and delete scene are exactly doing the right thing yet. Differential Revision: https://developer.blender.org/D3383 https://code.blender.org/2018/05/collections-and-groups/
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
2018-04-24Current Frame Indicator tweaksJoshua Leung
* Draw the frame/time number box over the scrollbar instead of above it, to reduce the clutter/clashes with markers. * Draw the box centered around the line instead of off to one side, making it clearer that the frame shown is the one being affected. * Make the box larger than the scrollbar + use white text to make it stand out from the neighbouring frame numbers (otherwise, it's easy to misread that it's just another one of those)
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.
2018-04-20Fix: Copy and paste error from earlier commit adding message_subscriber ↵Joshua Leung
callbacks All of these were previously using the timeline theme, instead of the one for each respective editor
2018-04-20Fix: Toggling preview range from timeline button didn't update animation editorsJoshua Leung
Most of these were missing the message bus stuff that now handles the update flushing.
2018-04-20AnimEditors: Draw start/end frame ranges on all timelines by defaultJoshua Leung
This uses the global scene range, with styling matching the sequencer's start/end frame drawing. (The graph editor's "drivers" mode is exempt, as that doesn't really display time in a linear way, so the start/end frames don't apply)
2018-04-13Merge branch 'master' into blender2.8Bastien Montagne
2018-04-12Fix: Follow up to 16b795cb95cJoshua Leung
It's not just the Graph Editor that needed this - the NLA also uses similar code and thus suffers from a similar problem. (My first commit from the Blender Institute v2.0 - Just testing that everything works)
2018-04-10Merge branch 'master' into blender2.8Sergey Sharybin
2018-04-10Fix crash in graph editor id remappingMai Lavelle
Dopsheet pointer isn't set...?
2018-02-22Merge branch 'master' into blender2.8Brecht Van Lommel
2018-02-21Fix more missing ID remapping in animation editor callbacksJoshua Leung
Applying the same fixes as introduced in 98d797b67c07e85889768bf8ecde292e9e6f70e9 this time, for the Graph and NLA editors
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
2017-06-19Gawain API naming refactorCampbell Barton
Use consistent prefix for gawain API names as well as some abbreviations to avoid over-long names, see: D2678
2017-06-01Main Workspace IntegrationJulian Eisel
This commit does the main integration of workspaces, which is a design we agreed on during the 2.8 UI workshop (see https://wiki.blender.org/index.php/Dev:2.8/UI/Workshop_Writeup) Workspaces should generally be stable, I'm not aware of any remaining bugs (or I've forgotten them :) ). If you find any, let me know! (Exception: mode switching button might get out of sync with actual mode in some cases, would consider that a limitation/ToDo. Needs to be resolved at some point.) == Main Changes/Features * Introduces the new Workspaces as data-blocks. * Allow storing a number of custom workspaces as part of the user configuration. Needs further work to allow adding and deleting individual workspaces. * Bundle a default workspace configuration with Blender (current screen-layouts converted to workspaces). * Pressing button to add a workspace spawns a menu to select between "Duplicate Current" and the workspaces from the user configuration. If no workspaces are stored in the user configuration, the default workspaces are listed instead. * Store screen-layouts (`bScreen`) per workspace. * Store an active screen-layout per workspace. Changing the workspace will enable this layout. * Store active mode in workspace. Changing the workspace will also enter the mode of the new workspace. (Note that we still store the active mode in the object, moving this completely to workspaces is a separate project.) * Store an active render layer per workspace. * Moved mode switch from 3D View header to Info Editor header. * Store active scene in window (not directly workspace related, but overlaps quite a bit). * Removed 'Use Global Scene' User Preference option. * Compatibility with old files - a new workspace is created for every screen-layout of old files. Old Blender versions should be able to read files saved with workspace support as well. * Default .blend only contains one workspace ("General"). * Support appending workspaces. Opening files without UI and commandline rendering should work fine. Note that the UI is temporary! We plan to introduce a new global topbar that contains the workspace options and tabs for switching workspaces. == Technical Notes * Workspaces are data-blocks. * Adding and removing `bScreen`s should be done through `ED_workspace_layout` API now. * A workspace can be active in multiple windows at the same time. * The mode menu (which is now in the Info Editor header) doesn't display "Grease Pencil Edit" mode anymore since its availability depends on the active editor. Will be fixed by making Grease Pencil an own object type (as planned). * The button to change the active workspace object mode may get out of sync with the mode of the active object. Will either be resolved by moving mode out of object data, or we'll disable workspace modes again (there's a `#define USE_WORKSPACE_MODE` for that). * Screen-layouts (`bScreen`) are IDs and thus stored in a main list-base. Had to add a wrapper `WorkSpaceLayout` so we can store them in a list-base within workspaces, too. On the long run we could completely replace `bScreen` by workspace structs. * `WorkSpace` types use some special compiler trickery to allow marking structs and struct members as private. BKE_workspace API should be used for accessing those. * Added scene operators `SCENE_OT_`. Was previously done through screen operators. == BPY API Changes * Removed `Screen.scene`, added `Window.scene` * Removed `UserPreferencesView.use_global_scene` * Added `Context.workspace`, `Window.workspace` and `BlendData.workspaces` * Added `bpy.types.WorkSpace` containing `screens`, `object_mode` and `render_layer` * Added Screen.layout_name for the layout name that'll be displayed in the UI (may differ from internal name) == What's left? * There are a few open design questions (T50521). We should find the needed answers and implement them. * Allow adding and removing individual workspaces from workspace configuration (needs UI design). * Get the override system ready and support overrides per workspace. * Support custom UI setups as part of workspaces (hidden panels, hidden buttons, customizable toolbars, etc). * Allow enabling add-ons per workspace. * Support custom workspace keymaps. * Remove special exception for workspaces in linking code (so they're always appended, never linked). Depends on a few things, so best to solve later. * Get the topbar done. * Workspaces need a proper icon, current one is just a placeholder :) Reviewed By: campbellbarton, mont29 Tags: #user_interface, #bf_blender_2.8 Maniphest Tasks: T50521 Differential Revision: https://developer.blender.org/D2451
2017-05-02Add scene argument for notifiersCampbell Barton
From workspaces branch
2017-04-07OpenGL: use PRIM instead of GL enum for immBeginMike Erwin
Getting ready for a Gawain API change... Part of T49043
2017-04-06Gawain: VertexFormat_add_attrib (function name change)Mike Erwin
See intern/gawain for the API change. Other files are updated to use the new name. Also updated every call site to the recommended style: unsigned int foo = VertexFormat_add_attrib(format, "foo", COMP_ ... )
2017-02-03Fix shaders in some immBindBuiltinProgram callsLuca Rood
Had mistakenly used 3D shaders for some 2D drawings... Replaced those now. Part of T49043
2017-02-02OpenGL immediate mode: space_graph.cLuca Rood
Part of T49043
2016-09-16Fix jumping view when expanding graph editor channel over view boundsJulian Eisel
Didn't change versioning_250.c entries, flags will be overridden anyway.
2016-08-09Fix crash in id remapping of Graph editor.Bastien Montagne
dopsheet data pointer is not guaranteed to be set it seems...
2016-07-07Code Cleanup - Split out the FCurve auto-color code into a separate functionJoshua Leung
2016-06-27FCurve Auto Colours: "XYZ to RGB" works for Quaternions too nowJoshua Leung
The "W" channel will get a yellowish colour (i.e. a blend between the X/R and Y/G axis colours), while the XYZ will behave as they do for other transforms.
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.
2016-01-23OpenGL: call glLineWidth less oftenMike Erwin
Each LINES draw call is now responsible for its own line width. No need to set it back to its 1.0 default after every draw. This eliminates half our calls to glLineWidth , similar to last week’s work on glPointSize.
2016-01-22OpenGL: cleanupMike Erwin
- LINE_STRIP to LINES when only drawing one - group state changes for easier reading - general cleanup
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 :/
2015-11-23Fix T46841: Thick lines w/ graph visibleCampbell Barton