Age | Commit message (Collapse) | Author |
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Also use doxy style function reference `#` prefix chars when
referencing identifiers.
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This is a minimal, information-only view currently, listing by default
all the override data-blocks, with their user-edited override
properties.
System-generated overrides (like the overrides of pointers to other
override data-blocks) can be shown through a filter option.
Finally, potential info or warning messages from (auto-)resync propcess
are also shown, as an icon + tooltip next to the affected items.
Part of D10855.
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Since c10ad8e9eabea8a10d35efea3860cc345977e4f9 hiding edit-mode objects
is supported.
Although this function had already been removed in
aeb8e81f2741aabc95d14bce7a83cef45481959c.
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Previously the same functions were used to both set and get the active
state for outliner tree elements. This has quite a few problems.
- It's hard to tell when data is changed or simply read
- It prevents using `const`
- The code is full of if statements, making it longer and less readable.
This commit replaces the `tree_element_type_active` and
`tree_element_active` functions with `_get` and `_set` variants. One
has const arguments and returns the active state, the other deals only
with setting the state. While this refactor results in slightly more
lines of code, the result is much better in my opinion.
This commit also removes unused variables from arguments of the affected
functions.
Differential Revision: https://developer.blender.org/D10232
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The "Hide Collection" operators assigned to the number keys in edit mode
trigger a redraw of the outliner, but as an optimization, they do *not*
trigger a rebuild of the tree.
This optimization is valid because unlike the collection exclude toggle,
the heirarchy is not affected by collection visibility. However, it means
that currently you must trigger a rebuild to get the correct "grayed out"
status after using the operator.
Rather than trigger a rebuild in this case to solve the bug, this patch
moves the decision for whether to gray out the text of a tree element
to the draw step rather than the build step. This means that any change
to the corresponding properties doesn't require a full tree rebuild.
Note that changing the "hide_viewport" property from the outliner still
causes a tree rebuild. I think that's because of the checks in
`outliner_collection_set_flag_recursive_fn`.
That could be optimized in the future.
Differential Revision: https://developer.blender.org/D10240
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Removes values from various Outliner context menu enums that were unused.
Many of these had been commented out for years. Also deletes some
unused code related to the removed enums. No functional changes.
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The way the Outliner integrates operations on selected tree elements is known
to be quite problematic amongst developers. The context menu is generated in an
unusual way and doesn't use the normal operator system. Instead, changes are
applied via a recursive callback system. Things are quite ad-hoc, and the
callbacks often implement logic that should not be in the Outliner, but in
entirely different modules. Often these modules already contain the logic, but
as proper operators.
This commit is a step into a hopefully better direction that should allow us to
put actual operators into Outliner context menus. It starts solving the problem
of: How can the Outliner pass selected data to operators. It implements it for
data-blocks only, but other data could do it in the same way.
Idea is to keep doing what operators were initially designed to do: Operate on
context.
Operators can now query a "selected_ids" context member
(`CTX_data_selected_ids()` in C, `bpy.context.selected_ids` in .py). If an
Outliner is active, it will generate a list of selected data-blocks as a
response, via its `SpaceType.context` callback.
Any other editor could do the same.
No user visible changes. This new design isn't actually used yet. It will be
soon for asset operators.
Reviewed as part of https://developer.blender.org/D9717.
Reviewed by: Brecht Van Lommel
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Continuation of the work started with 249e4df110e0. After all display modes
were ported to this new design, this commit starts the (more complex) work on
the individual tree-element types. More concretely it ports animation
tree-elements (action data-blocks, drivers and NLA data).
The commit above explains motivations. In short, we need a better design that's
easier to reason about and better testable.
Changes done here are pretty straight forward and introduce similar class
hierarchy and building patterns as introduced for the display modes already.
I.e. an abstract base class, `AbstractTreeElement` with derived classes for the
concrete types, and a C-API with a switch to create the needed objects from a
type enum. The latter should be replacable with something nicer later on (RAII
based, and type-safer through meta-programming).
Each tree-element type has its own class, with an own header and source file
(okay some closely related types can share a header and source file, like the
NLA ones).
I added some further temporary bits for the transition to the new design, such
as the `TreeElement.type`. It should entirely replace `TreeElement` eventually,
just as `outliner_add_element()` should be quite small by then and easily
replacable by a `TreeBuilder` helper.
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This way Outliner internal data stays internal, non-Outliner code will not be
able to access and mess with this. Further it allows us to use the real type
(rather than `void *`), change the type to a C++ container if needed and
slightly reduces the size for every Outliner stored in files.
Slightly changed how we set the `SO_TREESTORE_REBUILD` for this, but it should
effectively behave the same way as before.
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Prefix a return parameter with `r_` to follow the style guide. No
functional changes.
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Move the logic for determining if the item at a given x position is an
icon into the function. This is used for determining selection over an
icon, and will be used in a later commit for checking for hover over an
icon. No functional changes.
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According to feedback the outliner to properties editor tab switching
was annoying when it always changed tabs on selection, especially for
selecting individual objects. This limits the tab switching behavior to
only when the icons in the outliner are selected.
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See https://developer.blender.org/D9499.
"View" leads to weird names like `TreeViewViewLayer` and after all they are
specific to what we call a "display mode", so "display" is more appropriate.
Also add, update and correct comments.
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See https://developer.blender.org/D9499.
Also remove unnecessary forward declaration.
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This introduces a new C++ abstraction "tree-display" (in this commit named
tree-view, renamed in a followup) to help constructing and managing the tree
for the different display types (View Layer, Scene, Blender file, etc.).
See https://developer.blender.org/D9499 for more context. Other developers
approved this rather significantly different design approach there.
----
Motivation
General problems with current design:
* The Outliner tree building code is messy and hard to follow.
* Hard-coded display mode checks are scattered over many places.
* Data is passed around in rather unsafe ways (e.g. lots of `void *`).
* There are no individually testable units.
* Data-structure use is inefficient.
The current Outliner code needs quite some untangling, the tree building seems
like a good place to start. This and the followup commits tackle that.
----
Design Idea
Idea is to have an abstract base class (`AbstractTreeDisplay`), and then
sub-classes with the implementation for each display type (e.g.
`TreeDisplayViewLayer`, `TreeDisplayDataAPI`, etc). The tree-display is kept
alive until tree-rebuild as runtime data of the space, so that further queries
based on the display type can be executed (e.g. "does the display support
selection syncing?", "does it support restriction toggle columns?", etc.).
New files are in a new `space_outliner/tree` sub-directory.
With the new design, display modes become proper units, making them more
maintainable, safer and testable. It should also be easier now to add new
display modes.
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Scrolling to an item after opening relevant parents can go wrong if said
parent e.g. the last in the list [as in: then the Outliner does not
scroll down all the way]
It stems from the fact that 'region->v2d.tot.ymin' is not up-to-date in
outliner_scroll_view after outliner_show_active opens up parents, 'tot'
will only update on a redraw.
Now calculate the trees height on the fly using
'outliner_tree_dimensions()'.
ref D9521
ref T82553
Maniphest Tasks: T82553
Differential Revision: https://developer.blender.org/D9523
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* Use existing and optimized lookup function, rather than own duplicated logic.
* Move low-level coordinate check into general function, alongside similar
ones.
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This name makes more sense and is consistent with related functions
(e.g. `outliner_requires_rebuild_on_select_or_active_change()`).
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When changing the selected, active or visible object(s), the Outliner
has to be rebuilt while using the corresponding object state filters.
The object hiding operators also have to send the proper notifiers (they
changed visibility without notifying about that).
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This adds an operator to allow drag and drop of modifiers, constraints,
and shader effects within the outliner. Referred to as "data stack" in
the code for simplicity.
The following operations are allowed:
* Reordering within an object or bone
* Copying a single modifier/constraint/effect to another object or bone
* Copying (linking) all modifiers/constraints/effects to another object
or bone.
This complements the recent work done for panel-based modifier layouts
by allowing reordering in the outliner. It also makes it simple to copy
a single modifier/constraint/effect to another object.
Differential Revision: https://developer.blender.org/D8642
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This adds a new operator to the outliner context menu. The collections
context menu now shows inline icons to set the color tag for all
selected collections.
Manifest Task: https://developer.blender.org/T77777
Differential Revision: https://developer.blender.org/D8622
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The outliner context menu has options to enter and exit edit mode, but
they only show in edit mode, and they don't work. This removes the
broken entries and related code.
Part of T77408
Differential Revision: https://developer.blender.org/D8641
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Add a column of icons in the left gutter of the outliner for controlling
the interaction modes of objects. When an object is in a mode other than
object mode, the mode icon will draw to the left of that object. Any
other objects that are valid to be added or swapped into the mode are
drawn with a dot to the left of the object.
Clicking the dot to the left of an object will swap that object with the
current active object in the interaction mode. For edit and pose modes,
ctrl clicking the dot will add that object to the current mode.
Clicking the mode icon next to the active object removes it and all
other objects from the current mode.
The behavior is nearly identical to the previous edit/pose mode toggling
by selecting the mesh and armature datablocks, with additional support
for all interaction modes.
Currently two undo steps are pushed to prevent an assert.
Part of T77408
Manifest Task: https://developer.blender.org/T68498
Differential Revision: https://developer.blender.org/D8641
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No functional changes
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Because the subtrees in Data API mode are empty for performance reasons,
it was impossible to move through the tree with walk navigation. This
adds an exception to allow walk navigation to expand subtrees in that
mode.
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We can avoid the rather expensive outliner tree rebuilds and only redraw
if nothing but the selection or active item changes. This should give a
bit of speedup for heavy scenes.
For this to work I had to correct a few notifiers, some were only
sending selection/active change notifiers that actually did things like
adding objects. I also added a more precise notifier type for when the
active collection changes. At the notifier subtype/action level we're
not even close to running out of bits, so this should be fine.
Also had to correct a wrong notifier check (was using `&` rather than
`==`).
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No functional changes. Rename soops, soutliner, and so to
space_outliner.
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No functional changes.
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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
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No functional changes. Convert all C++ style comments to C comments.
Also capitalize and add full stops.
The comments themselves were not cleaned up. Some could be removed or
reworded.
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The icons for toggling fake users on orphan datablocks in the outliner
were drawn as the quit and x icons instead of the fake user icon. This
changes to the correct icon, and removes the redundant "F" column.
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Walk navigation used a separate flag to select the element. This is
because activation and mode toggling were connected until rB702e00f91088
cleaned up the selection logic.
Now walk navigation can activate objects and other elements without
changing modes. This also addresses renaming in the outliner which
did renaming from the active element, not the walk element.
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No functional changes. The outliner selection operators shared many
different functions for selection, activation, mode toggling, and other
actions, but the code paths were not always clear, making any changes
difficult.
This cleans up the code and uses outliner_item_select() as the base
function for selection, activation, mode toggling between the different
selection operators. It also prepares for future features and fixes.
Reviewed By: Severin
Differential Revision: https://developer.blender.org/D5817
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In big files, the Outliner would have a noticeable lag when opening or
collapsing items. That was because the entire tree was rebuilt, which isn't
actually needed in most cases. So we avoid it where possible now.
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Previous commits to fix parent selection introduced incorrect behavior
when selecting objects linked to multiple collections. The clicked
object would be selected, but also the first listed object in the tree
would be selected.
Instead of always searching for a parent object to select, only search
back when the selected element is not an ID_OB. This prevents multiple
selection of objects linked to multiple collections.
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In the industry standard keymap, both deleting objects and collections
were mapped to the same keys causing confusion when only collections
could be deleted through the keymap.
This adds a new delete operator to delete all selected objects and
collections, accessible from both the keymap and context menu. Now any
selected objects and collections are deleted when Delete is chosen from
the keymap. This also updates the tooltip description which was
previously undocumented.
Resolves T67462
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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
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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
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Searching back in the outliner did not require the unused SpaceOutliner
parameter.
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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.
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This patch refactors arrow keys navigation to move properties and enum
to generic ED_select_utils.h and property to
WM_operator_properties_select_walk_direction()
No functional change
Reviewed By: Julian Eisel
Differential Revision: https://developer.blender.org/D4771
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The outliner didn't account for weight-paint + pose-mode,
making it consider all pose bones unselected.
When syncing selection, bones were unselected.
This adds a context argument to passed to drawing functions since
finding the weight-paint pose-object in the drawing loop isn't efficient.
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- There was no way to select some kinds of data without activating them.
- Pose mode could not be activated at all.
No change to behavior with sync-selection enabled.
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