Age | Commit message (Collapse) | Author |
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Outliner uses a lot `NC_ID | NA_EDITED` e.g., which was not caught by
the View3D editor for update.
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Since {rB46aa70cb486d}, using `NC_SPACE | ND_SPACE_VIEW3D` as notifier is
restricted to space data as a reference. This was still used though for
RNA updates in other places (namely `rna_camera`, `rna_scene`,
`rna_animviz`), and passing NULL would automatically set the notifier
reference to the owner id. Above commit would happily filter these out,
leading to missing refreshes.
Now use more specific notifiers (in case of animviz a new
`ND_DRAW_ANIMVIZ` was added).
This was reported for Camera background images btw.
Fixes T86670.
Maniphest Tasks: T86670
Differential Revision: https://developer.blender.org/D10758
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When dropping an asset somewhere, it is appended and then a drop operation is
called to actually add it to the scene based on current context. If this drop
operation fails, the appended data-block is now still in the .blend. The user
may not notice and not expect this.
Instead idea is to rollback any changes done by dropping code if the operation
fails, namely removing the appended data-block again.
Adds a new `cancel()` callback which is called if the drop operator returns
`OPERATOR_CANCELLED` to drop-boxes and a generic function to deal with assets
on drop failure.
Also removes the `free_id_on_error` property of the `NODE_OT_add_group`
operator, which was used as ad-hoc solution to get this same behavior.
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The previous behavior meant that changing an objects visibility
effectively changed the current mode - which missed necessary
updates for the tool-system (for example).
There was already a check for edit-mode, now expected to all modes.
This makes the test-case described in T83013 work as expected.
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Approximately 91 spelling corrections, almost all in comments.
Differential Revision: https://developer.blender.org/D10288
Reviewed by Harley Acheson
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Previously this relied on the dependency graph to detect changes in the screen
datablock, which would then notify the renderers. This was rather indirect an
not even really by design. Instead use notifiers to tag specific 3D viewports
to be updated.
Includes changes to BKE_scene_get_depsgraph to accept a const Scene pointer.
Testing if this works correctly requires adding back commits 81d444c and 088904d,
since those have been temporarily reverted.
Differential Revision: https://developer.blender.org/D10235
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The Asset Browser already displayed object-data assets, but you couldn't
actually drag & drop them. This is now supported.
The object-data drop poll needed access to the data-block. But with a small
tweak it doesn't need that and can just check the ID type (which is known for
asset dragging too).
Part of T82661.
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This check is a common pattern, avoid duplication by using a helper function.
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These functions with many arguments can be unwieldy. Aside from the obvious issues
with rewriting the list of arguments and the opportunities for error and frustration
that presents, the long list of arguments make these systems hard to change. So when
an argument should be added, someone might skip that and add some hack instead.
So, as proposed in T73586#1037210, this patch instead uses a "params" struct for
each of these callbacks.
- Use param argument for `ARegionType.listener`
- Remove unused window field in region listener
- Use param argument for `SpaceType.listener`
- Use params struct for `ARegionType.message_subscribe`
Differential Revision: https://developer.blender.org/D9750
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Steps to reproduce were:
* Drag object icon from the Outliner into the 3D view (or an object asset from
the Asset Browser)
* Open the "Adjust Last Operation" panel
* Edit options in there - the object would move to the mouse location
The same issue happens with collection instance and object data adding (e.g.
via drag & drop). This patch addresses them too.
The operator used the event state stored in the window. This shouldn't be
accessed from the operator execute callback generally which happened here.
Especially not if the operator supports editing properties.
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Caused by rB35e3dc9192e7.
Above commit moved 'Weight Paint' & 'Vertex Paint' keymap also before
'Paint Curve' keymap.
This way, paintcurve.add_point_slide would be overriden by:
- paint.vertex_paint (inverted)
- paint.weight_sample
Now move 'Paint Curve' above again.
Reviewers: campbellbarton
Maniphest Tasks: T84216
Differential Revision: https://developer.blender.org/D9939
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For the Asset Browser, it needs to be possible to drag assets into various
editors, which may not come from the current .blend file. In other words, the
dragging needs to work with just the asset metadata, without direct access to
the data-block itself.
Idea is simple: When dragging an asset, store the source file-path and
data-block name and when dropping, append the data-block. It uses existing drop
operators, but the function to get the dropped data-block is replaced with one
that returns the local data-block, or, in case of an external asset, appends
the data-block first.
The drop operators need to be adjusted to use this new function that respects
assets. With this patch it only works for dragging assets into the 3D view.
Note that I expect this to be a short-lived change. A refactor like D4071 is
needed to make the drag & drop system more future proof for assets and other
use cases.
Part of the first Asset Browser milestone. Check the #asset_browser_milestone_1
project milestone on developer.blender.org.
Differential Revision: https://developer.blender.org/D9721
Reviewed by: Bastien Montagne, Brecht Van Lommel
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Following the most widely used convention for including todo's in
the code, that is: `TODO(name):`, `FIXME(name)` ... etc.
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This allows orphan object data for example (meshes, curves, etc)
to be dropped into the 3D View from the outliner,
creating a new object instance.
Previously the only way to do this was to add the same type of object
then swap it's data through the ID selector drop-down.
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Continuing the work of eb9055a572c3, remove remaining unecessary
variables and arguments that were related tabbing and horizontal
alignment of panels. For example, "vertical" was always true, and
removing that exposed other unused variables.
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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
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This adds a notification type for shaderfx so the properties editor can
be properly notified to redraw.
Another possible solution would be to also redraw the shaderfx tab
with a ND_MODIFIER update, but this solution allows us to avoid
some unecessary redraws too. There were no existing cases of
ND_OBJECT | NC_MODIFIER updates, so those cases were
removed from buttons_area_listener.
Differential Revision: https://developer.blender.org/D8159
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This addresses warnings from Clang-Tidy's `readability-else-after-return`
rule in the `source/blender/editors/space_view3d` module.
No functional changes.
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- Interactively adding primitives with two clicks.
- Scene orientation used for new objects.
- Depth [view-plane, axis-plane, surface]
- Origin [base, center]
- Primitive types [cube, cylinder, cone, uv-sphere, ico-sphere ]
- Settings for object types in the top-bar.
Shortcuts:
- Snapping (Ctrl).
- Constrain 1:1 aspect (Shift).
- Toggle center (Alt).
Part of T57210 design task.
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This change is yet to be followed by a more comprehensive design
proposal including:
* How to differentiate the modes apart.
* More clear definition of tools and the rules for their components (gizmo, cursor).
* Selection as a non-tool vs drag option.
This can be revisited for 2.90 with more time. For now the UI team
agrees to revert this.
--
This reverts commit 4aa703aa1430bc53f19e2cc7182e70db1a916f13.
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The problem comes from the fact by no data being modified when switching
viewlayers.
To follow what the external render engines do, we completely reset the
viewport by freeing the GPUViewport to avoid any cached data from being
kept.
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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
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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.
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Continuation of b2ee1770d4c3, now non-single word variables are also
renamed.
Part of T74432.
Also ran clang-format on affected files.
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Also pass some args as 'const'.
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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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NOTE: While most of the milestone 1 goals are there, a few smaller features and
improvements are still to be done.
Big picture of this milestone: Initial, OpenXR-based virtual reality support
for users and foundation for advanced use cases.
Maniphest Task: https://developer.blender.org/T71347
The tasks contains more information about this milestone.
To be clear: This is not a feature rich VR implementation, it's focused on the
initial scene inspection use case. We intentionally focused on that, further
features like controller support are part of the next milestone.
- How to use?
Instructions on how to use this are here:
https://wiki.blender.org/wiki/User:Severin/GSoC-2019/How_to_Test
These will be updated and moved to a more official place (likely the manual) soon.
Currently Windows Mixed Reality and Oculus devices are usable. Valve/HTC
headsets don't support the OpenXR standard yet and hence, do not work with this
implementation.
---------------
This is the C-side implementation of the features added for initial VR
support as per milestone 1. A "VR Scene Inspection" Add-on will be
committed separately, to expose the VR functionality in the UI. It also
adds some further features for milestone 1, namely a landmarking system
(stored view locations in the VR space)
Main additions/features:
* Support for rendering viewports to an HMD, with good performance.
* Option to sync the VR view perspective with a fully interactive,
regular 3D View (VR-Mirror).
* Option to disable positional tracking. Keeps the current position (calculated
based on the VR eye center pose) when enabled while a VR session is running.
* Some regular viewport settings for the VR view
* RNA/Python-API to query and set VR session state information.
* WM-XR: Layer tying Ghost-XR to the Blender specific APIs/data
* wmSurface API: drawable, non-window container (manages Ghost-OpenGL and GPU
context)
* DNA/RNA for management of VR session settings
* `--debug-xr` and `--debug-xr-time` commandline options
* Utility batch & config file for using the Oculus runtime on Windows.
* Most VR data is runtime only. The exception is user settings which are saved
to files (`XrSessionSettings`).
* VR support can be disabled through the `WITH_XR_OPENXR` compiler flag.
For architecture and code documentation, see
https://wiki.blender.org/wiki/Source/Interface/XR.
---------------
A few thank you's:
* A huge shoutout to Ray Molenkamp for his help during the project - it would
have not been that successful without him!
* Sebastian Koenig and Simeon Conzendorf for testing and feedback!
* The reviewers, especially Brecht Van Lommel!
* Dalai Felinto for pushing and managing me to get this done ;)
* The OpenXR working group for providing an open standard. I think we're the
first bigger application to adopt OpenXR. Congratulations to them and
ourselves :)
This project started as a Google Summer of Code 2019 project - "Core Support of
Virtual Reality Headsets through OpenXR" (see
https://wiki.blender.org/wiki/User:Severin/GSoC-2019/).
Some further information, including ideas for further improvements can be found
in the final GSoC report:
https://wiki.blender.org/wiki/User:Severin/GSoC-2019/Final_Report
Differential Revisions: D6193, D7098
Reviewed by: Brecht Van Lommel, Jeroen Bakker
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Reviewers: brecht, Severin
Differential Revision: https://developer.blender.org/D7024
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We implement cubemap array support for EEVEE's lightcache reflection probes.
This removes stretched texels and bottom hemisphere seams artifacts caused
by the octahedral projection previously used.
This introduce versioning code for the lightcache which will discard any
lightcache version that is not compatible.
Differential Revision: https://developer.blender.org/D7066
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This commit is a full refactor of the grease pencil modules including Draw Engine, Modifiers, VFX, depsgraph update, improvements in operators and conversion of Sculpt and Weight paint tools to real brushes.
Also, a huge code cleanup has been done at all levels.
Thanks to @fclem for his work and yo @pepeland and @mendio for the testing and help in the development.
Differential Revision: https://developer.blender.org/D6293
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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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While one issue of the report was fixed already (rB27adc4aa3347), still a
couple of clarifications could be made:
- correct/clarify which modes these apply to
- clarify that "Face Mask" is a paint thing
Maniphest Tasks: T54323
Differential Revision: https://developer.blender.org/D6797
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This is needed so pose keymap doesn't override weight paint,
which currently prevents the weight paint context menu from showing.
Logically pose mode is secondary when used in combination with
weight paint, so evaluate it afterwards.
Also move vertex paint keymap since they have a lot in common,
it's simpler to keep them evaluated at the same place.
Resolves T73384
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Old name was a bit confusing/misleading, esp. since previous commit.
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Changes the default View3D mouse cursor to the OS-supplied arrow pointer. Subsequent cursor changes will now be set per-tool instead.
Differential Revision: https://developer.blender.org/D6485
Reviewed by Campbell Barton
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Implement T66304 as an experimental option,
available under the preferences "Experimental" section.
- When enabled most tools in the 3D view have a gizmo.
- Dragging outside the gizmo uses the 'fallback' tool.
- The fallback tool can be changed or disabled in the tool options
or from a pie menu (Alt-W).
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Users now can turn on in a viewport collections that are temporarily
hidden (eye) in the view layer.
Design task: T61327
As for the implementation, I had to decouple the visibility in the
depsgraph from the visibility in the view layer.
Also there is a "bug" that in a way was there before which is some
operators (e.g., writing a text inside of a text object, tab into edit
mode) run regardless of the visibility of the active object. The bug was
present already (with object type visibility restriction) in 2.80 so if
we decide to tackle it, can be done separately (I have a patch for it
though P1132).
Reviewed by: brecht (thank you)
Differential Revision: D5992
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There was a mix of old and new constants. Now have one list of WM_CURSOR_*
cursor types, using GHOST standard cursors when available and otherwise falling
back to our custom cursors.
Ref D5197
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