Age | Commit message (Collapse) | Author |
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Having the type in mixed in with each instance
made it hard to expose types to RNA/Python.
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From custom-manipulators branch.
These may be improved they work on a basic level.
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Sync up with custom-manipulator branch
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Use same arg order for C & RNA
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- Move callbacks into type struct.
- Rename render_3d_intersection -> draw_select.
- Add header for function signatures (needed for types and api headers).
- Add WM_manipulatormaptype_find
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Use relative value from cursor movement.
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Draw order doesn't match scene order when mixing object types.
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Also sync with master to avoid conflicts
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This commit moves the list of transform orientations from scenes to workspaces.
Main reasons for this are:
* Transform orientations are UI data and should not be stored in the scene.
* Introducion of workspaces caused some (expected) glitches with transform orientations. Mainly when removing one.
* Improves code.
More technically speaking, this commit does:
* Move list of custom transform orientations from Scene to WorkSpace struct.
* Store active transform orientation index separate from View3D.twmode (twmode can only be set to preprocessor defined values now).
* Display custom transform orientation name in header when transforming in it (used to show "global" which isn't really correct).
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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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Regression in fix for T46892
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Handy for setting up face-maps,
also allows selecting all faces with no assigned map.
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Do not call invoke ops from outliner's operations menus. Invoke op would
search again for item under mouse coordinates... when it is invoked!
Means often entry menu you would have clicked would not be over target
item, leading to either nothing or operation being applied to wrong item.
Note: about groups, there is another minor annoyance leading to some
assert - groups have an annoying virtual fake user which breaks
usercount, will see whether this is easily fixable. :|
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From 15317775c, we can't assume directdata is a Base.
This matches logic from master.
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If users wanted to bake only a few of the mesh materials, they would
still need to create dummy textures for the other parts.
This commit report (as RPT_INFO) the materials with no texture, but move
on to bake the others materials.
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It's now less confusing (for example, using nr_of_samples directly,
instead of using 1 / 1 / nr_of_samples). Might also have fixed a bug.
Also added unittests.
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The old default values (start/end frame = 1) could have been an actually
desired setting (for example when exporting a non-animated model). To
make this worse, this was only interpreted as "start/end of the scene" by
the export operator when running interactively, but not when run from
Python.
By choosing INT_MIN as default it's highly unlikely that the interval
[start, end) was intended as actual export range.
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Add face maps, needed for face-map widgets,
only data structure, widgets will be separate commit.
This comes from 'custom-manipulator' branch with only minor changes.
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From custom-manipulator branch, usable when viewer node is selected.
This might need some changes but works on basic level.
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The fact that we can end with uninstantiated objects is not expected
currently, but would rather not start chasing all corner cases that may
lead to that situation.
User shall be able to delete uninstantiated objects from Outliner, though!
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Properly remap nodes' pointers to copied IDs in copied ntrees.
Note that this only affects root trees, node groups are not concerned
here, since they are assumed to be reusable chunks and hence *not*
duplicated.
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The operator is indeed not adding frames but inserting them at the current frame (shifting all subsequent ones). Changed the operator name and description.
Approved by Antonio.
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The Issue
=======
For a long time now MinGW has been unsupported and unmaintained and at this point,
it looks like something that we should just leave behind and move on.
Why Remove
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One of the big motivations for MinGW back in the day is that it was free compared to MSVC which was licensed based.
However, now that this is no longer true we have basically stopped updating the need CMake files.
Along with the CMake files, there are several patches to the extern libs needed to make this work. For example, see:
https://developer.blender.org/diffusion/B/browse/master/extern/carve/patches/mingw_w64.patch
If we wanted to keep MinGW then we would need to make more custom patches to the external libs and
this is not something our platform maintainers are willing to do.
For example, here is the patches needed to build python: https://github.com/Alexpux/MINGW-packages/tree/master/mingw-w64-python3
Fixes T51301
Differential Revision: https://developer.blender.org/D2648
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Logic behind which mtext to use from material was broken here... Though
ultimately that whole tool could probably be deprecated or reworked!
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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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