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2019-02-03Fix T60753: Graph Editor showing cache curves regardless of filtersJoshua Leung
This commit adds a datablock filtering option for cache files channels, so that a shot with lots of these in addition to standard animation (e.g. the Spring production files) don't become bogged down by these. Furthermore, these channels also respect the "Only Selected" toggle too now.
2019-02-01Cleanup: remove redundant, invalid info from headersCampbell Barton
BF-admins agree to remove header information that isn't useful, to reduce noise. - BEGIN/END license blocks Developers should add non license comments as separate comment blocks. No need for separator text. - Contributors This is often invalid, outdated or misleading especially when splitting files. It's more useful to git-blame to find out who has developed the code. See P901 for script to perform these edits.
2019-01-28Cleanup: sort forward declarations of enum & structCampbell Barton
Done using: source/tools/utils_maintenance/c_sort_blocks.py
2019-01-15Cleanup: commas at the end of enumsCampbell Barton
Without this clang-format may wrap them onto a single line.
2019-01-15Cleanup: comment line length (DNA)Campbell Barton
Prevents clang-format wrapping text before comments.
2019-01-14Cleanup: move comments above definitionsCampbell Barton
For clang-format not to wrap definitions.
2019-01-07Cleanup: corrections to last commitCampbell Barton
2019-01-07Cleanup: move DNA comments before struct membersCampbell Barton
Needed for clang-format in some cases, see: T53211
2018-12-10Merge branch 'master' into blender2.8Campbell Barton
2018-12-10DNA: add runtime struct to for graph & action editorCampbell Barton
Move struct members, no functional change
2018-11-23Depsgraph: add a new operation node for computing B-Bone segments.Alexander Gavrilov
Computing the shape of a B-Bone is a quite expensive operation, and there are multiple constraints that can access this information in a variety of useful ways. This means computing the shape once per bone and saving it is good for performance. Since the shape may depend on the position of up to two other bones, often in a "cyclic" manner, this computation has to be a separate node with its own dependencies. Reviewers: sergey Differential Revision: https://developer.blender.org/D3975
2018-11-14Merge branch 'master' into blender2.8Campbell Barton
2018-11-14Cleanup: comment block tabsCampbell Barton
2018-10-29Dope Sheet: new option to display keyframe interpolation mode and extremes.Alexander Gavrilov
With the new automatic handle algorithm, it is possible to do a lot of the animation via keyframes without touching the curves. It is however necessary to change the keyframe interpolation and handle types in certain cases. Currently the dopesheet/action editor allows changing the types, but does not show them in any way. To fix, add a new menu option to display this information. For handle type, it is represented using the shape of the key icons: diamond for Free, clipped diamond for Aligned, square for Vector, circle for Auto Clamp, and cirle with dot for Automatic. Non-bezier interpolation is a property of intervals between keys, so it is marked by drawing lines, similar to holds. In this initial version, only the fact of non-bezier interpolation is displayed, without distinguishing types. For summaries, the line is drawn at half alpha if not all curves in the group are non-bezier. In addition, it is sometimes helpful to know the general direction of change of the curve, and which keys are extremes. This commit also adds an option to highlight extremes, based on comparing the keyed values with adjacent keys. Half-intensity display is used for overshot bezier extremes, or non-uniform summaries. Reviewers: brecht, aligorith, billreynish Differential Revision: https://developer.blender.org/D3788
2018-10-04Move B-Bone custom handle settings to Edit mode.Alexander Gavrilov
Custom handle settings actually affect the B-Bone rest shape, so they should be changed in Edit mode rather than Pose mode. This is necessary to be able to display the correct rest shape of the bone in Edit Mode. Also, instead of flags, introduce an enum to specify the handle operation modes, so that new ones could be added later. Differential Revision: https://developer.blender.org/D3588
2018-07-18GWN: Port to GPU module: Replace GWN prefix by GPUClément Foucault
2018-06-26AnimEditors: Remove the toggles to enable name/collection-based filteringJoshua Leung
Now the name/collection filters run when there's some text, and don't run when the box is empty, thus reducing an extra step that was needed before these options could be used.
2018-06-20UI: expose Timeline as a space typeCampbell Barton
See: T54744
2018-06-17Merge branch 'master' into blender2.8Campbell Barton
2018-06-17Cleanup: trailing space for DNA headersCampbell Barton
2018-06-03Merge branch 'master' into blender2.8Campbell Barton
2018-06-03Cleanup: remove blockscale & handlerCampbell Barton
Replace with link_flag, currently unused, needed for dynamic space types which is planned.
2018-06-01Merge branch 'master' into blender2.8Campbell Barton
2018-06-01Cleanup: trailing whitespace (comment blocks)Campbell Barton
Strip unindented comment blocks - mainly headers to avoid conflicts.
2018-06-01T54991: Restore support for Motion Path drawing in 2.8Joshua Leung
This commit restores support for Motion Path drawing in 2.8 (as it wasn't ported over to the new draw engines earlier, and the existing space_view3d/drawanimviz.c code was removed during the Blender Internal removal). Notes: * Motion Paths are now implemented as an overlay (enabled by default). Therefore, you can turn all of them on/off from the "Overlays" popover * By and large, we have kept the same draw style as was used in 2.7 Further changes can happen later following further design work. * One change from 2.7 is that thicker lines are used by default (2px vs 1px) Todo's: * There are some bad-level calls introduced here (i.e. the actgroup_to_keylist() stuff). These were introduced to optimise drawing performance (by avoiding full keyframes -> keylist conversion step on each drawcall). Instead, this has been moved to the calculation step (in blenkernel). Soon, there will be some cleanups/improvements with those functions, so until then, we'll keep the bad level calls. Credits: * Clément Foucault (fclem) - Draw Engine magic + Shader Conversion/Optimisation * Joshua Leung (Aligorith) - COW fixes, UI integration, etc. Revision History: See "tmp-b28-motionpath_drawing" branch (rBa12ab5b2ef49ccacae091ccb54d72de0d63f990d)
2018-05-31Depsgraph: Copy evaluated data to original datablockSergey Sharybin
Only do it for active dependency graph. Currently covers animation, drivers, object and pose channel matricies.
2018-05-18Collections and groups unificationBrecht Van Lommel
OVERVIEW * In 2.7 terminology, all layers and groups are now collection datablocks. * These collections are nestable, linkable, instanceable, overrideable, .. which opens up new ways to set up scenes and link + override data. * Viewport/render visibility and selectability are now a part of the collection and shared across all view layers and linkable. * View layers define which subset of the scene collection hierarchy is excluded for each. For many workflows one view layer can be used, these are more of an advanced feature now. OUTLINER * The outliner now has a "View Layer" display mode instead of "Collections", which can display the collections and/or objects in the view layer. * In this display mode, collections can be excluded with the right click menu. These will then be greyed out and their objects will be excluded. * To view collections not linked to any scene, the "Blender File" display mode can be used, with the new filtering option to just see Colleciton datablocks. * The outliner right click menus for collections and objects were reorganized. * Drag and drop still needs to be improved. Like before, dragging the icon or text gives different results, we'll unify this later. LINKING AND OVERRIDES * Collections can now be linked into the scene without creating an instance, with the link/append operator or from the collections view in the outliner. * Collections can get static overrides with the right click menu in the outliner, but this is rather unreliable and not clearly communicated at the moment. * We still need to improve the make override operator to turn collection instances into collections with overrides directly in the scene. PERFORMANCE * We tried to make performance not worse than before and improve it in some cases. The main thing that's still a bit slower is multiple scenes, we have to change the layer syncing to only updated affected scenes. * Collections keep a list of their parent collections for faster incremental updates in syncing and caching. * View layer bases are now in a object -> base hash to avoid quadratic time lookups internally and in API functions like visible_get(). VERSIONING * Compatibility with 2.7 files should be improved due to the new visibility controls. Of course users may not want to set up their scenes differently now to avoid having separate layers and groups. * Compatibility with 2.8 is mostly there, and was tested on Eevee demo and Hero files. There's a few things which are know to be not quite compatible, like nested layer collections inside groups. * The versioning code for 2.8 files is quite complicated, and isolated behind #ifdef so it can be removed at the end of the release cycle. KNOWN ISSUES * The G-key group operators in the 3D viewport were left mostly as is, they need to be modified still to fit better. * Same for the groups panel in the object properties. This needs to be updated still, or perhaps replaced by something better. * Collections must all have a unique name. Less restrictive namespacing is to be done later, we'll have to see how important this is as all objects within the collections must also have a unique name anyway. * Full scene copy and delete scene are exactly doing the right thing yet. Differential Revision: https://developer.blender.org/D3383 https://code.blender.org/2018/05/collections-and-groups/
2018-04-20Dopesheet-Timeline: Ported over cache indicator drawing + settings used to ↵Joshua Leung
control their visibility These now live in the action editor/dopesheet related files. Apart from these, the timeline didn't actually have other settings of its own that were of any interest to anyone.
2018-04-20Dopesheet-Timeline: First steps towards making the Timeline a mode of the ↵Joshua Leung
DopeSheet Editor For many years, animators have been requesting the ability to edit keyframes in the timeline. However, implementing such tools in the timeline quickly becomes a slippery slope, where we'll eventually end up having to duplicate all the functionality from the dopesheet editor. Discussing with William and Pablo this morning, we realised that perhaps it might be possible to just make the Timeline a mode of the Dopesheet Editor (and kill off the old standalone Timeline), meaning that we essentially get all the Dopesheet Editor goodness for free! Also, with some proposed UI updates (i.e. allowing "submodes" of editors to be part of the the main editors selector), it might not even matter that there isn't an "actual" timeline editor anymore. This commit implements the following changes (which are actually sufficient for supporting most basic workflows): * Timeline mode in Dopesheet Editor * Tweaks to UI code to make the Timeline header/menus show up in Dopesheet editor TODO: * Hide channels list when switching to timeline mode * Port over cache-file indicators * Add missing timeline-only settings that need a new home in the dopesheet * Go through fixing all timeline editor operators (e.g. Bind to camera) * Port over start/end frame shading (and adjust preview range rendering to make the distinction between these clear) * Remove old timeline editor, and transfer over any leftover code
2018-04-17Removing Blender Game Engine from Blender 2.8Dalai Felinto
Folders removed entirely: * //extern/recastnavigation * //intern/decklink * //intern/moto * //source/blender/editors/space_logic * //source/blenderplayer * //source/gameengine This includes DNA data and any reference to the BGE code in Blender itself. We are bumping the subversion. Pending tasks: * Tile/clamp code in image editor draw code. * Viewport drawing code (so much of this will go away because of BI removal that we can wait until then to remove this.
2018-04-04Merge branch 'master' into blender2.8Sergey Sharybin
2018-04-04Depsgraph: Only bind ID-data and indices to depsgraph callbacksSergey Sharybin
This is a part of copy-on-write sanitization, to avoid all the checks which were attempting to keep sub-data pointers intact. Point is: ID pointers never change for CoW datablocks, but nested data pointers might change when updating existing copy. Solution: Only bind ID data pointers and index of sub-data. This will make CoW datablock 7update function was easier in 2.8. In master we were only using pose channel pointers in callbacks, this is exactly what this commit addresses. A linear lookup array is created on pose evaluation init and is thrown away afterwards. One thing we might consider doing is to keep indexed array of poses, similar to chanhash. Reviewers: campbellbarton Reviewed By: campbellbarton Subscribers: dfelinto Differential Revision: https://developer.blender.org/D3124
2017-11-02Merge branch 'master' into blender2.8Campbell Barton
2017-11-01Fix for T48988 - Enabling bbone easing for posemodeJoshua Leung
This fix enables the usage of bbones easing parameters for edit and pose mode seperately. This allows animators to take advantage of the functionality and may eliminate confusion as the parameters now behave similar to other bbone parameters. Note that splitting the parameters between the modes effectively creates a new parameter set. Blend files of previous versions do not contain this information and will have the values set to 0 on load. As it broke backwards compatibility for pose mode values anyway, I also took the liberty to rename the easing parameters in some places for consistency (which breaks edit mode values). Reviewers: aligorith Subscribers: aligorith Tags: #animation Differential Revision: https://developer.blender.org/D2796
2017-10-17Merge branch 'master' into blender2.8Campbell Barton
2017-10-17Cleanup: use 'e' prefix for enum typedefsCampbell Barton
Convention was only followed loosely, apply to DNA where changes aren't likely to conflict. (Skipped ModifierType for eg).
2017-07-29Merge branch 'master' into blender2.8Campbell Barton
2017-07-29Cleanup: quiet picky ubsan warningsCampbell Barton
2017-05-03Correct over-alloc struct declarationCampbell Barton
2017-05-03Move pose-bone colors into draw_dataCampbell Barton
Also only allocate necessary number of bone segments.
2017-05-03Rename bPoseChannel's temp/cache pointer for DrawManager to draw_data.Bastien Montagne
More generic name, this remains a temp solution anyway, until we have proper handling of temp data from 'magic DEG'! ;)
2017-05-03Draw Manager: Use color-sets for solid pose-bonesCampbell Barton
2017-05-03Draw Manager: use pose bone theme and constraint colorsCampbell Barton
2017-05-03Add BBone and Wire Armature draw types to DrawManager.Bastien Montagne
Most of this was copying/adapting code from octahedral existing draw code, tough part was to get BBone matrices to behave as expected, they are using a fairly specific setup... Addresses T51365 and T51362.
2017-02-22Clay Engine: Prepare for Armature drawing.Clément Foucault
- Added runtime display matrices to EditBone and bPoseChannel - Added Object space instance vertex shader and modified the simple lighting shader accordingly
2017-01-20D1873: Customize style for animation motion pathsAntonio Vazquez
New options to define the style of the animation paths in order to get better visibility in complex scenes. Now is possible define the color, thickness and several options relative to the style of the lines used to draw motion path.
2016-08-06Basic Alembic supportKévin Dietrich
All in all, this patch adds an Alembic importer, an Alembic exporter, and a new CacheFile data block which, for now, wraps around an Alembic archive. This data block is made available through a new modifier ("Mesh Sequence Cache") as well as a new constraint ("Transform Cache") to somewhat properly support respectively geometric and transformation data streaming from alembic caches. A more in-depth documentation is to be found on the wiki, as well as a guide to compile alembic: https://wiki.blender.org/index.php/ User:Kevindietrich/AlembicBasicIo. Many thanks to everyone involved in this little project, and huge shout out to "cgstrive" for the thorough testings with Maya, 3ds Max, Houdini and Realflow as well as @fjuhec, @jensverwiebe and @jasperge for the custom builds and compile fixes. Reviewers: sergey, campbellbarton, mont29 Reviewed By: sergey, campbellbarton, mont29 Differential Revision: https://developer.blender.org/D2060
2016-07-07Cleanup: spelling, styleCampbell Barton
2016-07-07Animation Editors: Object datablocks are now sorted alphabetically by defaultJoshua Leung
A long requested feature has been to have objects appear in alphabetical order in the animation editors, so that it is easier to find where they occur. This commit implements support for this. The main sticking point has been the performance impact of having this sorting happening all the time (as the actual list of "bases" cannot be modified, as the old depsgraph still needs random-looking unsorted order of objects for scheduling updates). However, it recently occurred to me that perhaps by restricting it to the one case where the ordering actually matters (i.e. when we're getting the channel list for drawing all channels, vs operating on them), and adding a toggle to turn the sorting off in heavy scenes when it might bog down things, that it will probably be acceptable enough in general. Furthermore, if things get really bad, we can investigate putting in place some sort of caching scheme for this too - though hopefully the new depsgraph will make that unnecessary (i.e. it doesn't sort the bases directly anymore).
2016-05-17Bendy Bones: Advanced B-Bones for Easier + Simple RiggingJoshua Leung
This commit/patch/branch brings a bunch of powerful new options for B-Bones and for working with B-Bones, making it easier for animators to create their own rigs, using fewer bones (which also means hopefully lighter + faster rigs ;) This functionality was first demoed by Daniel at BConf15 Some highlights from this patch include: * You can now directly control the shape of B-Bones using a series of properties instead of being restricted to trying to indirectly control them through the neighbouring bones. See the "Bendy Bones" panel... * B-Bones can be shaped in EditMode to define a "curved rest pose" for the bone. This is useful for things like eyebrows and mouths/eyelids * You can now make B-Bones use custom bones as their reference bone handles, instead of only using the parent/child bones. To do so, enable the "Use Custom Reference Handles" toggle. If none are specified, then the BBone will only use the Bendy Bone properties. * Constraints Head/Tail option can now slide along the B-Bone shape, instead of just linearly interpolating between the endpoints of the bone. For more details, see: * http://aligorith.blogspot.co.nz/2016/05/bendy-bones-dev-update.html * http://aligorith.blogspot.co.nz/2016/05/an-in-depth-look-at-how-b-bones-work.html -- Credits -- Original Idea: Daniel M Lara (pepeland) Original Patch/Research: Jose Molina Additional Development + Polish: Joshua Leung (aligorith) Testing/Feedback: Daniel M Lara (pepeland), Juan Pablo Bouza (jpbouza)