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2018-05-01Static override: rename highly confusing var name in apply code.Bastien Montagne
We use 'reference' to designate the linked ID which is being overridden by the local one, so using 'reference' to designate the stored local ID in apply RNA code was... not a good idea. ;)
2018-04-303D View: refresh on Overlay & Shading changesCampbell Barton
2018-04-22UI: Initial popover support for panelsCampbell Barton
- UILayout.popover(.. panel_type ..) A single panel - UILayout.popover_group(.. panel categories ..) Expands all panels matching args. Currently used in the topbar for redo and paint options.
2018-04-20Dopesheet-Timeline: Removal of Timeline Editor!Joshua Leung
This commit removes all references to the old timeline editor. Unfortuantely, the removal of the Timeline spacetype defining functions has ended up breaking the version patching code I'd been working on earlier (as now, the editor gets marked as "unknown/info" before we get a chance to patch it!)
2018-04-19Remove Blender Internal and legacy viewport from Blender 2.8.Ton Roosendaal
Brecht authored this commit, but he gave me the honours to actually do it. Here it goes; Blender Internal. Bye bye, you did great! * Point density, voxel data, ocean, environment map textures were removed, as these only worked within BI rendering. Note that the ocean modifier and the Cycles point density shader node continue to work. * Dynamic paint using material shading was removed, as this only worked with BI. If we ever wanted to support this again probably it should go through the baking API. * GPU shader export through the Python API was removed. This only worked for the old BI GLSL shaders, which no longer exists. Doing something similar for Eevee would be significantly more complicated because it uses a lot of multiplass rendering and logic outside the shader, it's probably impractical. * Collada material import / export code is mostly gone, as it only worked for BI materials. We need to add Cycles / Eevee material support at some point. * The mesh noise operator was removed since it only worked with BI material texture slots. A displacement modifier can be used instead. * The delete texture paint slot operator was removed since it only worked for BI material texture slots. Could be added back with node support. * Not all legacy viewport features are supported in the new viewport, but their code was removed. If we need to bring anything back we can look at older git revisions. * There is some legacy viewport code that I could not remove yet, and some that I probably missed. * Shader node execution code was left mostly intact, even though it is not used anywhere now. We may eventually use this to replace the texture nodes with Cycles / Eevee shader nodes. * The Cycles Bake panel now includes settings for baking multires normal and displacement maps. The underlying code needs to be merged properly, and we plan to add back support for multires AO baking and add support to Cycles baking for features like vertex color, displacement, and other missing baking features. * This commit removes DNA and the Python API for BI material, lamp, world and scene settings. This breaks a lot of addons. * There is more DNA that can be removed or renamed, where Cycles or Eevee are reusing some old BI properties but the names are not really correct anymore. * Texture slots for materials, lamps and world were removed. They remain for brushes, particles and freestyle linestyles. * 'BLENDER_RENDER' remains in the COMPAT_ENGINES of UI panels. Cycles and other renderers use this to find all panels to show, minus a few panels that they have their own replacement for.
2018-04-18Workspaces: remove workspace engine, use 3D viewport draw mode instead.Brecht Van Lommel
ViewRender was removed, which means we can't get the render engine for files saved in 2.8. We assume that any files saved in 2.8 were intended to use Eevee and set the engine to that. A fix included with this is that .blend thumbails now draw with Clay mode, and never Eevee or Cycles. These were drawn with solid mode in 2.7, and should be very fast and not e.g. load heavy image textures. Differential Revision: https://developer.blender.org/D3156
2018-04-17Update/improve handling of 'overridable' status of properties.Bastien Montagne
Main new thing in this commit is ability for real IDProps (aka custom properties) to be set as overridable or not, they are not by default.
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.
2018-03-23RNA comparison/override: better control over property processing.Bastien Montagne
This commit essentially introduces a new RNA property flag, which when set prevents affected property from being processed at all in comparison code (also used to automatically generate static override rules). The idea is to use it on very low-level data in RNA, like e.g. mesh's geometry or psys' particles collections. For now only applied to psys' particle collections, on the main mesh of Agent327 pigeon, it goes from 100ms to 0.5ms on a full auto-override-generating comparison... Also added some new RNA property helper funcs to check on comparable and overridable status.
2018-03-20Add basic read-only RNA access to static override data.Bastien Montagne
Will make investigating issues much, much easier!
2018-03-16Some more minor cleanups.Bastien Montagne
2018-03-14Cleanup: use flags instead of collection of bools to get RNA override status.Bastien Montagne
2018-02-28WorkSpace: UI filtering for add-onsCampbell Barton
Allows for each workspace to have it's own add-ons on display. Filtering for: Panels, Menus, Keymaps & Manipulators. Automatically applies to add-ons at the moment. Access from workspace, toggled off by default once enabled, add-ons can be white-listed. See D3076
2018-01-15Merge branch 'master' into blender2.8Campbell Barton
2018-01-15RNA: Add RNA_property_string_set_bytesCampbell Barton
This is needed to set values that contain zero bytes (where the length isn't fixed).
2017-12-18Serious cleanup/refactor/fixing of new RNA comparison code.Bastien Montagne
Code also handling auto-generation of static overrides. Aside from some naming consistency cleanup, this commit: * Is the first step addressing the 'operator' issue with static overrides, by implementing a first version of the 'restore from reference' behavior. * Fixes several issues that were discovered on the way in enhanced RNA comparision code, like the 'zero-length dynamic array' case, or some infinite looping caused by some non-ID pointers (that for some mysterious reasons did not show up previously...). * Factorizes a bit said RNA comparison code (auto-static override generation and comparison/check were essentially doing the same thing).
2017-12-13RNA override: Cleanup & small refactor.Bastien Montagne
Remove unused func from public API. Make parameters & variables naming more consistent accross the code. Move RNAproperty validation/'conversion' (for IDProps case) to upper level in code, this will avoid some useless re-processing.
2017-12-06Merge branch 'master' into blender2.8Sergey Sharybin
2017-12-06Add utility function to compare PointerRNA with NULLSergey Sharybin
Thanks Campbell for review!
2017-12-05Merge branch 'master' into blender2.8Bastien Montagne
2017-12-04RNA: Use const qualifier for an utility functionSergey Sharybin
2017-11-29Merge branch 'master' into blender2.8Brecht Van Lommel
2017-11-29Sequencer: add many more color blend modes, and a new color mix strip.Maikon Araujo
Differential Revision: https://developer.blender.org/D2872
2017-11-29ID Static Override, part II: RNA changes.Bastien Montagne
This is essentially a huge refactor/extension of our existing RNA compare & copy code, since static override needs more advanced handling here. Note that not all new features are implemented yet, advanced things like collections insertion/deletion are still TODO (medium priority). This completes the ground work for overrides, remaining commits will be about UI and some basic/testing activation of overrides for a limited set of data-blocks & properties. For details see https://developer.blender.org/D2417
2017-11-29Merge branch 'master' into blender2.8Campbell Barton
2017-11-29RNA: sync API changes from 2.8Campbell Barton
2017-11-29RNA: Allow structs to define tags for their propertiesJulian Eisel
Adds support for defining a number of tags as part of the rna-struct definition, which its properties can set similar to property-flags. BPY supports setting these tags when defining custom properties too. * To define tags for a struct (which its properties can use then), define the tags in an `EnumPropertyItem` array, and assign them to the struct using `RNA_def_struct_property_tags(...)`. * To set tags for an RNA-property in C, use the new `RNA_def_property_tags(...)`. * To set tags for an RNA-property in Python, use the newly added tags parameter. E.g. `bpy.props.FloatProperty(name="Some Float", tags={'SOME_TAG', 'ANOTHER_TAG'})`.
2017-11-23Support tagging operator properties as 'advanced'Julian Eisel
This will later be used to show advanced operator properties separate from basic (as in non-advanced) ones in the UI. Tagging a single operator property in C should be done via `WM_operatortype_prop_tag()`. It does additional checks for type safety that `RNA_def_property_tags()` doesn't do. To avoid having to tag each advanced property individually, multiple ones can be tagged by wrapping them into `WM_operatortype_props_advanced_bein()` and `WM_operatortype_props_advanced_end()` calls. It's also possible to only call `_begin()`, all properties added after this will get tagged then. In most cases this last approach should be sufficient. Example of Python usage: `my_float = bpy.props.FloatProperty(name="Some Float", tags={'ADVANCED'})`
2017-11-23RNA: Allow structs to define tags for their propertiesJulian Eisel
Adds support for defining a number of tags as part of the rna-struct definition, which its properties can set similar to property-flags. BPY supports setting these tags when defining custom properties too. * To define tags for a struct (which its properties can use then), define the tags in an `EnumPropertyItem` array, and assign them to the struct using `RNA_def_struct_property_tags(...)`. * To set tags for an RNA-property in C, use the new `RNA_def_property_tags(...)`. * To set tags for an RNA-property in Python, use the newly added tags parameter. E.g. `bpy.props.FloatProperty(name="Some Float", tags={'SOME_TAG', 'ANOTHER_TAG'})`. Actual usage of this will be added in a follow-up commit.
2017-11-23Rename any instance of scene layer or render layer in code with view layerDalai Felinto
The RenderResult struct still has a listbase of RenderLayer, but that's ok since this is strictly for rendering. * Subversion bump (to 2.80.2) * DNA low level doversion (renames) - only for .blend created since 2.80 started Note: We can't use DNA_struct_elem_find or get file version in init_structDNA, so we are manually iterating over the array of the SDNA elements instead. Note 2: This doversion change with renames can be reverted in a few months. But so far it's required for 2.8 files created between October 2016 and now. Reviewers: campbellbarton, sergey Differential Revision: https://developer.blender.org/D2927
2017-10-18Merge branch 'master' into blender2.8Campbell Barton
2017-10-18Cleanup: Use const for RNA EnumPropertyItem argsCampbell Barton
Practically all access to enum data is read-only.
2017-10-16Workspace: Move engines to workspace and Properties Editor cleanupDalai Felinto
Engine is not stored in WorkSpaces. That defines the "context" engine, which is used for the entire UI. The engine used for the poll of nodes (add node menu, new nodes when "Use Nodes") is obtained from context. Introduce a ViewRender struct for viewport settings that are defined for workspaces and scene. This struct will be populated with the hand-picked settings that can be defined per workspace as per the 2.8 design. * use_scene_settings * properties editor: workshop + organize context path Use Scene Settings ================== For viewport drawing, Workspaces have an option to use the Scene render settings (F12) instead of the viewport settings. This way users can quickly preview the final render settings, engine and View Layer. This will affect all the editors in that workspace, and it will be clearly indicated in the top-bar. Properties Editor: Add Workspace and organize context path ========================================================== We now have the properties of: Scene, Scene > Layer, Scene > World, Workspace [Scene | Workspace] > Render Layer > Object [Scene | Workspace] > Render Layer > Object > Data (...) Reviewers: Campbell Barton, Julian Eisel Differential Revision: https://developer.blender.org/D2842
2017-09-29Merge branch 'master' into blender2.8Campbell Barton
2017-09-29Drop platform support for Solaris & AIXCampbell Barton
These platforms didn't see maintenance in years. This commit just removes ifdef's & cmake check.
2017-09-25Merge branch 'master' into blender2.8Sergey Sharybin
2017-09-22Remove quicktime supportAaron Carlisle
It has been deprecated since at least macOS 10.9 and fully removed in 10.12. I am unsure if we should remove it only in 2.8. But you cannot build blender with it supported when using a modern xcode version anyway so I would tend towards just removing it also for 2.79 if that ever happens. Reviewers: mont29, dfelinto, juicyfruit, brecht Reviewed By: mont29, brecht Subscribers: Blendify, brecht Maniphest Tasks: T52807 Differential Revision: https://developer.blender.org/D2333
2017-08-31Merge branch 'master' into blender2.8Campbell Barton
2017-08-31RNA: strict naming for types in bpy.typesCampbell Barton
Blender scripts already do this, some addons will need updating.
2017-08-23Merge branch 'master' into blender2.8Campbell Barton
2017-08-23RNA: report error on struct naming collisionCampbell Barton
Fixes T52463, error instead of crash.
2017-08-10Manipulator: add compositor corner-pin widgetsCampbell Barton
2017-08-09Manipulator: add sun-beam node manipulatorCampbell Barton
2017-07-05Expose rna_translate_ui_text to be used for interface templatesDalai Felinto
2017-06-21Manipulators: move settings to ID propertiesCampbell Barton
This makes manipulator access closer to operators, and allows Python access. This adds RNA for manipulators, but not Python registration yet. - Split draw style into 2x settings: `draw_style` (enum) & `draw_options` (enum-flag) - Rename wmManipulator.properties -> properties_edit, Use wmManipulator.properties for ID-properties. Note that this area of the API will need further work since manipulators now have 2 kinds of properties & API's to access them.
2017-06-21RNA: avoid many calls to 'RNA_struct_is_a'Campbell Barton
Quicker to find the ID-subtype then use direct pointer comparisons. Also modify `ID_code_to_RNA_type` so missing ID-codes raise a warning (handy when adding new ID types).
2017-06-12Rename probe to light-probeCampbell Barton
Probe is a real general term, the new name is used often in docs online.
2017-06-09Probe: fix some missing bits / errors in RNA ...Clément Foucault
2017-06-06Cycles: Support rendering objects from dupli-listSergey Sharybin
This commit extends the work from Dalai made around scene iterators to support iterating into objects from dupli-lists. Changes can be summarized as: - Depsgraph iterator will hold pointer to an object which created current duplilist. It is available via `dupli_parent` field of the iterator. It is only set when duplilist is not NULL and guaranteed to be NULL for all other cases. - Introduced new depsgraph.duplis collection which gives a more extended information about depsgraph iterator. It is basically a collection on top of DEGObjectsIteratorData. It is used to provide access to such data as persistent ID, generated space and so on. Things which still needs to be done/finished/clarified: - Need to introduce some sort of `is_instance` boolean property which will indicate Python and C++ RNA that we are inside of dupli-list. - Introduce a way to skip dupli-list for particular objects. So, for example, if we are culling object due to distance we can skip all objects it was duplicating. - Introduce a way to skip particular duplicators. So we can skip iterating into particle system. - Introduce some cleaner API for C side of operators to access all data such as persistent ID and friends. This way we wouldn't need de-reference iterator and could keep access to such data really abstract. Who knows how we'll be storing internal state of the operator in the future. While there is still stuff to do, current state works and moves us in the proper direction.
2017-06-01Main Workspace IntegrationJulian Eisel
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