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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
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Note for users
==============
The active_layer option used for the filebrowser operators is now called
active_collection.
If there is no collections in the scenelayer or if this option is not selected
we automatically create a new collection for the new objects.
This is the same behaviour of trying to add a new object when there is
no collection.
Note for developers
===================
For those cases I moved the object user count handling from readfile to
the scene collection system. It's working fine for those, but we still
need to re-visit this for Add objects, and Duplicate - In those cases
the usercount is 2 when it should be 1.
Reviewers: mont29, sergey
Differential Revision: https://developer.blender.org/D2686
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Regression in 195d0fba
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Regression in 195d0fba
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- MTexPoly structure & layer type.
- The 'Mesh.uv_textures' layers.
- DerivedMesh TexFace drawing.
- Scripts & UI.
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- Derived-mesh drawing.
- All non UV members of TexFace structs.
MTexPoly is now redundant but keeping with a dummy member,
will check on complete removal later.
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Use to avoid accidental missing break statements,
use ATTR_FALLTHROUGH to suppress.
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We only keep this as a way to get GPU_stubs to run, in case we want to do a
throughout cleanup in the codebase and want code using legacy calls to
fail to build.
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Since the change to core profile this is no longer supported.
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Conflicts:
source/blender/blenloader/intern/versioning_270.c
source/blender/depsgraph/intern/depsgraph_tag.cc
source/blender/editors/mask/mask_draw.c
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Was out of sync with 2.7x.
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The "Modern Viewport" was an option in the Viewport panel that would use
the new fancy wire frame code and some depth debugging functionality.
This was introduced as a quick and dirty way to get the new drawing
system showing in the viewport.
Overtime we built a complete Draw Manager system, leaving this original
approach deprecated which adds clutter to Blender code since it would be
removed sooner or later.
Note: The new fancy wireframes and related shaders (white out other
objects) are still in Blender code, though you can't use them anymore.
If we are to have any of those drawing options they should be integrated
in the new draw manager, instead of integrated in the old drawing
pipeline as it was originally coded.
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Some small advantage to using 1/4 sized data-type.
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Own error in updating select code.
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We now handle selection and transform manipulators
(kudos to Julian Eisel to help hunting down the latter).
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Note: Depth placement was working already for BI, and althugh this
commit breaks it for it, it makes it work for the draw manager engines.
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In d2f1f80a6fa I was always calling view3d_main_regio_setup_view with
NULL matrices, which is not always correct.
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Handling depth loop for now (3d cursor positioning). Selection is a bit
more tricky.
Reported on 51354
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Needed so selection works with core profile.
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Transform no longer uses backbuffer for snap.
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Was confusing, some functions return vert or triangle data
but naming wasn't very clear.
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Vertex/weight paint now work with core profile, resolves T51380.
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This can be used by any engine actually. For example to give feedback
regarding probe caching in Eevee, ....
Unline master, we try to conciliate both the original viewport info
(FPS, view name) and the render info.
Note: I had to split the function in two because the camera alpha
passepartout is handled inside the view3d_draw_region_info function.
Review: Campbell Barton and Clement Foucault.
Thanks to Sergey Sharybin and Pablo Vazquez for some of the design
discussions.
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Places where it's removed are already replaced by newer logic.
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Also no need to use VP_legacy_ prefix here.
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Since offscreen drawing now uses draw engine, this doesn't need to be
considered legacy.
Note that there are some calls into view3d_draw_legacy.c from view3d_draw.c
this is generally not accepted, so its only dont where there are checks
for new/old engine.
Functions exposed to do this use a VP_deprecated prefix.
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Works for clay-engine but doesn't draw objects with eevee.
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We can now use object and other modes on top of Cycles.
Since we are now always on "render_to_view" (old Rendered mode), the
pause button is always visible.
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From workspaces branch
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Using geometry shader allows us to get rid of the 'line origin' extra
vertex attribute, which means dashed shader no longer requires fiddling
with those vertex attributes definition, and, most importantly, does not
require anymore special drawing code!
As you can see, this makes code much simpler, and much less verbose,
especially in complex cases.
In addition, changed how dashes are handled, to have two 'modes', a
simple one with single color (using default "color" uniform name), and a
more advanced one allowing more complex and multi-color patterns.
Note that since GLSL 1.2 does not support geometry shaders, a hack was
added for now (which gives solid lines, but at least does not make
Blender crash).
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When using both preferences, use cursor depth when nothings selected.
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