Age | Commit message (Collapse) | Author |
|
|
|
|
|
|
|
Split up `ANIM_deselect_anim_channels()` into
`ANIM_anim_channels_select_set()` and
`ANIM_anim_channels_select_toggle()`.
`ANIM_anim_channels_select_set()` is equivalent to the old
`ANIM_deselect_anim_channels(..., false, ACHANNEL_SETFLAG_xxx)`.
`ANIM_anim_channels_select_toggle()` is equivalent to the old
`ANIM_deselect_anim_channels(..., true, ACHANNEL_SETFLAG_ADD)`.
`ANIM_deselect_anim_channels(..., true, ACHANNEL_SETFLAG_CLEAR)` was
also called once. The `true` parameter suggested the "toggle" behaviour
was intended, but the `ACHANNEL_SETFLAG_CLEAR` argument prevented any
toggling. This is now replaced with `ANIM_anim_channels_select_set(ac,
ACHANNEL_SETFLAG_CLEAR)` to make this explicit.
No functional changes, just a cleanup in order to better understand how
the selection works.
|
|
Follow our code style guide by using C-comments for text descriptions.
|
|
|
|
Those were only shallow wrappers around `BKE_id_copy`, barely used (even
fully unused in some cases), and we want to get rid of those ID-specific
helpers for the common ID management tasks. Also prevents weird custom
behaviors (like `BKE_object_copy`, who was the only basic ID copy
function to reset user count of the new copy to zero).
Part of 71219.
|
|
Tag an Action for recalculating animation when it's pushed down onto the
NLA stack, as its effective boundaries change. Normally an Action spans
all of the timeline, and the effects of Cycle modifiers are visible
everywhere. When the Action is converted to an NLA clip, the modifier's
effect should only be visible for the duration of the NLA clip.
|
|
Remove `ID_RECALC_COPY_ON_WRITE` when tagging `ID_RECALC_ANIMATION`; the
former is unnecessary when using the latter.
No functional changes.
|
|
Currently, it's difficult to use the NLA system for users who are only
interested in using it as animation layers.
Entering tweak mode hides strips which are not evaluated. If the user
wanted to edit a different strip, they must exit tweak mode, look for
the strip, select it then re-enter tweak mode.
Solution:
All strips are always shown. The user can now see the next strip they
want to start editing.
Reviewed By: Sybren, Sebastian Parborg
Differential Revision: http://developer.blender.org/D7600
|
|
|
|
|
|
|
|
This replace `GPU_clear()` by `GPU_clear_color()` and `GPU_clear_depth()`.
Since we always set the clear value before clearing, it is unecessary
to track the clear color state.
Moreover, it makes it clearer what we clear the framebuffer to.
|
|
|
|
Change the way Sync Length works so that it keeps keyframes at the same
key as before the sync. Now when the user exits tweak mode, the overall
NLA result is unchanged.
Reviewed By: sybren
Differential Revision: https://developer.blender.org/D7602
|
|
|
|
We now use GPU_blend for enabling / disabling blending and explicitly
set the blend equation.
|
|
|
|
Very unstable, and the delete button doesn't work. It's probably
best to just expose graph_panel_context and the equivalent NLA function.
|
|
|
|
|
|
|
|
|
|
This replaces header include guards with `#pragma once`.
A couple of include guards are not removed yet (e.g. `__RNA_TYPES_H__`),
because they are used in other places.
This patch has been generated by P1561 followed by `make format`.
Differential Revision: https://developer.blender.org/D8466
|
|
The data member `new` was conflicting with the `new` keyword
when `BKE_screen.h` was included in C++ files.
Reviewers: sergey
Differential Revision: https://developer.blender.org/D8459
|
|
|
|
|
|
|
|
This addresses warnings from Clang-Tidy's `readability-else-after-return`
rule in the `source/blender/editors` module.
No functional changes.
|
|
When playing back animations a playhead is updated in all the animation editors.
The drawing of the playhead is part of the drawing of the main region
`RGN_TYPE_WINDOW` that redraws the whole region.
This change will draw the play head and window scrollers when updating the
screen. This affects the Action editor, Timeline, Graph editor, NLA editor and
Sequence editor. There is noticeable speedup when using complex animation files.
Spring 02_020_A.anim.blend fps went from 11.8 to 12.5 when showing a timeline
and a action editor on a Ryzen 1700.
* When playing back animation the markers don't jump up/down when near the
frame. This could be added back.
Reviewed By: Brecht van Lommel
Differential Revision: https://developer.blender.org/D8066
|
|
View2DScrollers used the memory manager to allocate memory. This isn't a
problem but in a upcoming change the scrollers will be drawn more often
than it used to (See {D8066}). To limit the number of allocations and
frees this patch will use the stack for allocation.
Reviewed By: Campbell Barton
Differential Revision: https://developer.blender.org/D8076
|
|
|
|
|
|
There are still problems
- Context doesn't work in NLA editor
- Lots of memory leaks for anim context.
Should find a different method for getting the context that doesn't require a "free" every time.
This also adds support for regions with panel categories to the list panel system, which was a simple oversight.
Differential Revision: https://developer.blender.org/D7997
|
|
|
|
Avoid mixing different terminologies up,
current frame is used in a majority of Blender.
|
|
This change was done time ago but it was still missing in some operators.
|
|
|
|
This data block will be the container for simulation node trees.
It will be used for the new particle node system (T73324).
The new data block has the type `ID_SIM`.
It is not visible to users and other developers by default yet.
To enable it, activate the cmake option `WITH_NEW_SIMULATION_TYPE`.
New simulation data blocks can be created by running `bpy.data.simulations.new("name")`.
Reviewers: brecht
Differential Revision: https://developer.blender.org/D7225
|
|
Improves alignment.
|
|
|
|
Note this only changes cases where the variable was declared inside
the for loop. To handle it outside as well is a different challenge.
Differential Revision: https://developer.blender.org/D7320
|
|
The `BKE_animsys.h` and `anim_sys.c` files already had a an "AnimData
API" section. The code in that section has now been split off, and
placed into `BKE_anim_data.h` and `anim_data.c`.
All files that used to include `BKE_animsys.h` have been adjusted to
only include the animation headers they need (sometimes none).
No functional changes.
|
|
Follow up of b2ee1770d4c3 and 10c2254d412d, part of T74432.
Now the area and region naming conventions should be less confusing.
Mostly a careful batch rename but had to do few smaller fixes.
Also ran clang-format on affected files.
|
|
|
|
|
|
Only the volume object is exposed in the user interface. It is based on OpenVDB
internally. Drawing and rendering code will follow in another commit.
https://wiki.blender.org/wiki/Source/Objects/Volume
https://wiki.blender.org/wiki/Reference/Release_Notes/2.83/Volumes
Hair and PointCloud object types are hidden behind a WITH_NEW_OBJECT_TYPES
build option. These are unfinished, and included only to make it easier to
cooperate on development in the future and avoid tricky merges.
https://wiki.blender.org/wiki/Source/Objects/New_Object_Types
Ref T73201, T68981
Differential Revision: https://developer.blender.org/D6945
|
|
Avoids casts when used with other UI code
where the color is often unsigned.
|
|
The old convention was easy to confuse with ScrArea.
Part of https://developer.blender.org/T74432.
This is mostly a batch rename with some manual fixing. Only single word
variable names are changed, no prefixed/suffixed names.
Brecht van Lommel and Campbell Barton both gave me a green light for
this convention change.
Also ran clan clang format on affected files.
|