Welcome to mirror list, hosted at ThFree Co, Russian Federation.

git.blender.org/blender.git - Unnamed repository; edit this file 'description' to name the repository.
summaryrefslogtreecommitdiff
AgeCommit message (Collapse)Author
2017-12-27 Fix T53638: View layer renaming crashes 2/2Dalai Felinto
This fixes renaming the view layer via Python. This bug was introduced originally in 3a95bdfc65d. Although I suspect it was around for longer, since this commit didn't touch this part of the code. But basically we need the id of the RNA property to be the one that owns the data (view layer).
2017-11-28Cleanup: namingSergey Sharybin
2017-11-28Cleanup, naming of engine type variableSergey Sharybin
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
2017-07-24Manipulator: Expose Context.manipulator_groupCampbell Barton
Needed for operators run by the manipulator keymap so they can access their selected manipulators.
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
2017-04-20RNA: bpy.context.depsgraphDalai Felinto
2017-02-07Render Layers and Collections (merge from render-layers)Dalai Felinto
Design Documents ---------------- * https://wiki.blender.org/index.php/Dev:2.8/Source/Layers * https://wiki.blender.org/index.php/Dev:2.8/Source/DataDesignRevised User Commit Log --------------- * New Layer and Collection system to replace render layers and viewport layers. * A layer is a set of collections of objects (and their drawing options) required for specific tasks. * A collection is a set of objects, equivalent of the old layers in Blender. A collection can be shared across multiple layers. * All Scenes have a master collection that all other collections are children of. * New collection "context" tab (in Properties Editor) * New temporary viewport "collections" panel to control per-collection visibility Missing User Features --------------------- * Collection "Filter" Option to add objects based on their names * Collection Manager operators The existing buttons are placeholders * Collection Manager drawing The editor main region is empty * Collection Override * Per-Collection engine settings This will come as a separate commit, as part of the clay-engine branch Dev Commit Log -------------- * New DNA file (DNA_layer_types.h) with the new structs We are replacing Base by a new extended Base while keeping it backward compatible with some legacy settings (i.e., lay, flag_legacy). Renamed all Base to BaseLegacy to make it clear the areas of code that still need to be converted Note: manual changes were required on - deg_builder_nodes.h, rna_object.c, KX_Light.cpp * Unittesting for main syncronization requirements - read, write, add/copy/remove objects, copy scene, collection link/unlinking, context) * New Editor: Collection Manager Based on patch by Julian Eisel This is extracted from the layer-manager branch. With the following changes: - Renamed references of layer manager to collections manager - I doesn't include the editors/space_collections/ draw and util files - The drawing code itself will be implemented separately by Julian * Base / Object: A little note about them. Original Blender code would try to keep them in sync through the code, juggling flags back and forth. This will now be handled by Depsgraph, keeping Object and Bases more separated throughout the non-rendering code. Scene.base is being cleared in doversion, and the old viewport drawing code was poorly converted to use the new bases while the new viewport code doesn't get merged and replace the old one. Python API Changes ------------------ ``` - scene.layers + # no longer exists - scene.objects + scene.scene_layers.active.objects - scene.objects.active + scene.render_layers.active.objects.active - bpy.context.scene.objects.link() + bpy.context.scene_collection.objects.link() - bpy_extras.object_utils.object_data_add(context, obdata, operator=None, use_active_layer=True, name=None) + bpy_extras.object_utils.object_data_add(context, obdata, operator=None, name=None) - bpy.context.object.select + bpy.context.object.select = True + bpy.context.object.select = False + bpy.context.object.select_get() + bpy.context.object.select_set(action='SELECT') + bpy.context.object.select_set(action='DESELECT') -AddObjectHelper.layers + # no longer exists ```
2016-12-28Revert particle system and point cache removal in blender2.8 branch.Lukas Tönne
This reverts commit 5aa19be91263a249ffae75573e3b32f24269d890 and b4a721af694817fa921b119df83d33ede7d7fed0. Due to postponement of particle system rewrite it was decided to put particle code back into the 2.8 branch for the time being.
2016-04-12Removed most particle system code from RNA.Lukas Tönne
2013-03-07use bool for rna funcs.Campbell Barton
2012-05-12style cleanup: mostly whitespace in rnaCampbell Barton
2012-03-06Code cleanup in rna files (huge, higly automated with py script).Bastien Montagne
Addresses: * C++ comments. * Spaces after if/for/while/switch statements. * Spaces around assignment operators.
2011-11-14minor cleanup Campbell Barton
- use NULL rather then 0 for pointers - use static functions where possible - add own includes to ensure func's and their declarations don't get out of sync.
2011-10-27quiet -Wempty-body and unused warningsCampbell Barton
2011-10-23remove $Id: tags after discussion on the mailign list: ↵Campbell Barton
http://markmail.org/message/fp7ozcywxum3ar7n
2011-02-27doxygen: blender/makesrna tagged.Nathan Letwory
2011-02-23doxygen: prevent GPL license block from being parsed as doxygen comment.Nathan Letwory
2010-09-02rna context renameCampbell Barton
* context.main & bpy.types.Main --> context.blend_data & bpy.types.BlendData * context.manager --> context.window_manager
2010-08-06Fix #23209: there was no access yet to region data from RNA, there's noBrecht Van Lommel
generic system for it yet, but for now already return it for the 3D view since that is the only space that uses it.
2010-08-03rna pointer poll function, not used yet.Campbell Barton
2010-03-24remove unused rna includesCampbell Barton
2010-02-12correct fsf addressCampbell Barton
2010-02-11batch remove .'s used with RNA_def_struct_ui_textCampbell Barton
2009-12-22- make ToolSettings.mesh_selection_mode into an array of 3 bools rather then ↵Campbell Barton
an enum since multiple can be set at once. - ToolSettings had its id.data set to NULL when taken directly from the context (causing a crash in cases) - menu for changing vert/edge/face selection now a python menu, removed operator. - wm.context_set_value(), would really prefer not to have this since it evaluates the value as a python expression however there are no ways to define arrays in PyOperators
2009-08-16- replace rna context.mode_string with an enum context.mode, that way its ↵Campbell Barton
self documenting and is used as a string from py anyway. - view3d use select menus use the context.mode enum value. - if selectmenu in dir(bpy.types) # creates a list of 1400+ strings, does a lookup and throws them away, better avoid this for redrawing.
2009-08-152.5 3D_View:Thomas Dinges
Patch [#19031] (2.5) python menus for the view3d header by Lorenzo Pierfederici (lento). Thanks! * Added CTX_data_mode_string() to find out in which mode we're in. * Added some "select" menus as a test. This patch makes it basically possible to wrap the 3D View menus to python.
2009-07-152.5: User PreferencesBrecht Van Lommel
* Added basic infrastructure to layout user preferences. The intention is that you open a user preferences space in place of the buttons space, and have panels there. * The existing sections don't have to be followed, it's easy to create different ones, just change the user_pref_sections enum in RNA. * This will get separated from the info header later.
2009-07-022.5: Lists for vertex groups, shape keys, uvs, vertex colors.Brecht Van Lommel
RNA * Added the relevant active_*_index properties, with proper get/set/range, updates and notifiers. * Context.tool_settings. * ToolSettings.vertex_group_weight. Operators * MESH_OT_uv_texture_add/remove * MESH_OT_vertex_color_add/remove * MESH_OT_sticky_add/remove * OBJECT_OT_vertex_group_add/remove/assign/remove_from/ select/deselect/copy/copy_to_linked * OBJECT_OT_shape_key_add/remove UI * Some updates and cleanups in list template code. Known issue: when going in & out of editmode, uv textures and vertex colors dissappear. I thought me->edit_mesh would be NULL when not in edit mode but it is not?
2009-06-30RNABrecht Van Lommel
* Add Image.dirty boolean. * Added Window struct, with editable Window.screen. * Make Screen.scene editable.
2009-06-16RNABrecht Van Lommel
* Added icon to property and enum property items. The latter is responsible for the large number of files changed. * For RNA functions, added PROP_RNAPTR flag to ask for a PointerRNA as argument instead of a C pointer, instead of doing it implicitly with the AnyType type. * Material: properly wrap diffuse/specular param variables, and rename some things for consistency. * MaterialTextureSlot: added "enabled" property (ma->septex). * Image: make animated property editable. * Image Editor: make some things editable, notifiers, respect state. * Context: fix issue with screen not being set as ID.
2009-06-07RNA:Brecht Van Lommel
* Accept None as NULL pointers through python function calls. * Added type callback for pointers back, it's useful still in some cases. Made Object.data editable using this, the pointer type varying based on object type. * Wrap pin ID pointer in buttons space. * Added subclasses for text and surface curve ID blocks, to organize data better and get proper icons. * Added RNA_type_to_ID_code and ID_code_to_RNA_type functions. * Update RNA_access.h with new RNA types.
2009-05-15UI: Layout EngineBrecht Van Lommel
* Buttons are now created first, and after that the layout is computed. This means the layout engine now works at button level, and makes it easier to write templates. Otherwise you had to store all info and create the buttons later. * Added interface_templates.c as a separate file to put templates in. These can contain regular buttons, and can be put in a Free layout, which means you can specify manual coordinates, but still get nested correct inside other layouts. * API was changed to allow better nesting. Previously items were added in the last added layout specifier, i.e. one level up in the layout hierarchy. This doesn't work well in always, so now when creating things like rows or columns it always returns a layout which you have to add the items in. All py scripts were updated to follow this. * Computing the layout now goes in two passes, first estimating the required width/height of all nested layouts, and then in the second pass using the results of that to decide on the actual locations. * Enum and array buttons now follow the direction of the layout, i.e. they are vertical or horizontal depending if they are in a column or row. * Color properties now get a color picker, and only get the additional RGB sliders with Expand=True. * File/directory string properties now get a button next to them for opening the file browse, though this is not implemented yet. * Layout items can now be aligned, set align=True when creating a column, row, etc. * Buttons now get a minimum width of one icon (avoids squashing icon buttons). * Moved some more space variables into Style.
2009-04-22UIBrecht Van Lommel
* Headers and menus can now be created in python. * Replaced the uiMenuItem functions to create menus with equivalent uiItem functions using a layout, removing duplicated code. * More uiItem functions are now exposed to python. * The text editor header, panels and one of its menus are now created in space_text.py. * Buttons window data context icon new changes depending on active object. Issues * Icons are not wrapped yet, hardcoded ints at the moment. * The ID browse template is unfinished.
2009-03-23RNA:Brecht Van Lommel
* Allow pointers to be editable, did SpaceTextEditor.text as a test. * Changed PROP_NOT_EDITABLE to PROP_EDITABLE, and added RNA_def_property_clear_flag. * Removed rna_dependency.c test code.
2009-03-202.5: add rna_context.c, missed that in last commit.Brecht Van Lommel