Age | Commit message (Collapse) | Author |
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Following removal from C source code.
See: 8c68ed6df16d8893
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Edit doxy files and header guards only.
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Allows simple lookups for popovers.
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Type registration is mostly boiler plate logic,
which can be separated from other API's.
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Many files using the window manager don't access the tool-system.
This avoids rebuilding many files when the tool-system changes.
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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.
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- Undo that changes modes currently asserts,
since undo is now screen data.
Most likely we will change how object mode and workspaces work
since it's not practical/maintainable at the moment.
- Removed view_layer from particle settings
(wasn't needed and complicated undo).
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- See `--log` help message for usage.
- Supports enabling categories.
- Color severity.
- Optionally logs to a file.
- Currently use to replace printf calls in wm module.
See D3120 for details.
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This separate context allows two things:
- It allows viewports in multi-windows configuration.
- F12 render can use this context in a separate thread and do a non-blocking render.
The downside is that the context cannot be used while rendering so a request to refresh a viewport will lock the UI. This is something that will be adressed in the future.
Under the hood what does that mean:
- Not adding more mess with VAOs management in gawain.
- Doing depth only draw for operators / selection needs to be done in an offscreen buffer.
- The 3D cursor "autodis" operator is still reading the backbuffer so we need to copy the result to it.
- All FBOs needed by the drawmanager must to be created/destroyed with its context active.
- We cannot use batches created for UI in the DRW context and vice-versa. There is a clear separation of resources that enables the use of safe multi-threading.
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These no longer made much sense after regions were added, they just
duplicated state that was already in the regions.
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Move timer and tip out of button code,
now the only requests a tooltip,
passing a creation callback to run.
Needed for manipulators in 2.8,
also helps de-duplicate logic - since we never want
multiple tool-tips showing at once.
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Use dynamically generated message publish/subscribe
so buttons and manipulators update properly.
This resolves common glitches where manipulators weren't updating
as well as the UI when add-ons exposed properties which
hard coded listeners weren't checking for.
Python can also publish/scribe changes via `bpy.msgbus`.
See D2917
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Support duplicating, switching workspaces too.
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`wm_operators.c` is near 5k LOC with lots of mixed functionality,
extract gesture callbacks since they aren't closely related.
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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
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Deleting the old internal audaspace.
Major changes from there are:
- The whole library was refactored to use C++11.
- Many stability and performance improvements.
- Major Python API refactor:
- Most requested: Play self generated sounds using numpy arrays.
- For games: Sound list, random sounds and dynamic music.
- Writing sounds to files.
- Sequencing API.
- Opening sound devices, eg. Jack.
- Ability to choose different OpenAL devices in the user settings.
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Naming was too confusing between properties of a manipulator
and properties it edits.
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While this is work-in-progress from custom-manipulators branch
its stable so adding into 2.8 so we don't get too much out of sync.
- ManipulatorGroupType's are moved out of the manipulator-map and are now
global (like operators, panels etc) and added into spaces as needed.
Without this all operators that might ever use a manipulator in the 3D
view would be polling the viewport.
- Add optional get/set callbacks for non-RNA properties
Needed so re-usable manipulators can control values that
don't correspond to a single properly or need conversion.
- Fix divide by zero bug in arrow manipulator (when moving zero pixels).
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Sync with custom-manipulators branch
- Use identifiers for properties.
- Property array index access.
- Remove operator from manipulators
(wasn't used and will likely add in a different way).
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As with operators, the window-manager has the API for defining,
the editor can implement and register its own manipulators.
This exposes wmManipulator, keeping it opaque isn't
practical if editors and Python are to implement their own.
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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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Minor changes from custom-manipulators branch,
before larger changes are applied.
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Conflicts:
source/blender/blenloader/intern/readfile.c
source/blender/windowmanager/intern/wm_window.c
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Allow auto-execution to be enabled,
also move this to user-prefs versioning code.
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This commit lands the core backend of the Custom Manipulators project onto the blender2.8 branch. It is a generic backend for managinig interactive on-screen controls that can be integrated into any 2D or 3D edito. It's also already integrated into the window-manager and editor code where needed.
NOTE: The changes here should not be visible for users at all. It's really just a back-end patch. Neither does this include any RNA or Python integration.
Of course, there's still lots of work ahead for custom manipulators, but this is a big milestone. WIP code that actually uses this backend can be found in the 'custom-manipulators' branch (previously called 'wiggly-widgets').
The work here isn't completely my own, all the initial work was done by @Antony Riakiotakis (psy-fi) and - although it has changed a lot since them - it's still the same in essence. He definitely deserves a big credit! Some changes in this patch were also done by @Campbell Barton (campbellbarton). Thank you guys!
Merge accepted by @brecht and @merwin.
Patch: https://developer.blender.org/D2232
Code documentation: https://wiki.blender.org/index.php/Dev:2.8/Source/Custom_Manipulator
Main task: https://developer.blender.org/T47343
More info: https://code.blender.org/2015/09/the-custom-manipulator-project-widget-project/
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When WITH_INPUT_NDOF is disabled, 3D mouse handling code is removed
from:
- GHOST (was mostly done, finished the job)
- window manager
- various editors
- RNA
- keymaps
The input tab of user prefs does not show 3D mouse settings. Key map
editor does not show NDOF mappings.
DNA does not change.
On my Mac the compiled binary is 42KB smaller after this change. It
runs fine WITH_INPUT_NDOF on or off.
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dedicated source files.
This commit adds a new `wm_files_link.c` which contains everything related to append/link code,
moved from `wm_operators.c` (rather small currently, but will expand quite a bit with future reload & asset works).
It also moves all load/save .bland files (and related userpref/startup stuff) from `wm_operators.c`
to `wm_files.c` (some helper funcs were already there).
This also makes `wm_operators.c` significantly lighter.
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This is unrelated to core operator internals, so move into own file.
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non-main thread
This is really similar to what GPU module was already doing. There are number of
possible improvements still:
- Re-use allocated VAOs when requesting new ones instead of going to the trouble
of freeing VAO and then re-creating it again.
- Move VAO handling to GPU module.
Fixes T46589: OpenSubdiv crash with drivers
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- Add blentranslation `BLT_*` module.
- moved & split `BLF_translation.h` into (`BLT_translation.h`, `BLT_lang.h`).
- moved `BLF_*_unifont` functions from `blf_translation.c` to new source file `blf_font_i18n.c`.
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Sergey.
- rename WITH_EXTERNAL_AUDASPACE to WITH_SYSTEM_AUDASPACE.
- rename C/PYAUDASPACE to AUDASPACE_C/PY
- simplifying cmake defines and includes.
- fixing include paths and enabling WITH_SYSTEM_AUDASPACE for windows.
- fixing scons building.
- other minor build system fixes.
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This commit contains all the remained parts needed for initial integration of
OpenSubdiv into Blender's subdivision surface code. Includes both GPU and CPU
backends which works in the following way:
- When SubSurf modifier is the last in the modifiers stack then GPU pipeline
of OpenSubdiv is used, making viewport performance as fast as possible.
This also requires graphscard with GLSL 1.5 support. If this requirement is
not met, then no GPU pipeline is used at all.
- If SubSurf is not a last modifier or if DerivesMesh is being evaluated for
rendering then CPU limit evaluation API from OpenSubdiv is used. This only
replaces the legacy evaluation code from CCGSubSurf_legacy, but keeps CCG
structures exactly the same as they used to be for ages now.
This integration is fully covered with ifdef and not enabled by default
because there are several TODOs to be solved first:
- Face varying data interpolation is not really cleanly implemented for GPU
in OpenSubdiv 3.0. It is also not implemented for limit evaluation API.
This basically means we'll have really hard time supporting UVs.
- Limit evaluation only works with adaptivly subdivided meshes so far, which
basically means all the points of CCG are pushed to the limit. This gives
different result from old code.
- There are some serious optimizations possible on the topology refiner
creation, which would speed up initial OpenSubdiv mesh creation.
- There are some hardcoded asumptions in the GPU and DerivedMesh areas which
could be generalized.
That's something where Antony and Campbell can help, making it so the code
is structured in a way which is reusable by all planned viewport projects.
- There are also some workarounds in the dependency graph to make sure OpenGL
buffers are only freed from the main thread.
Those who'll be wanting to make experiments with this code should grab dev
branch (NOT master) from
https://github.com/Nazg-Gul/OpenSubdiv/tree/dev
There are some patches applied in there which we're working on on getting
into upstream.
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* Allows sound playback for movies
* Allow play-pause with space button
* Allow displaying a position indicator with the I button
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Official Documentation:
http://www.blender.org/manual/render/workflows/multiview.html
Implemented Features
====================
Builtin Stereo Camera
* Convergence Mode
* Interocular Distance
* Convergence Distance
* Pivot Mode
Viewport
* Cameras
* Plane
* Volume
Compositor
* View Switch Node
* Image Node Multi-View OpenEXR support
Sequencer
* Image/Movie Strips 'Use Multiview'
UV/Image Editor
* Option to see Multi-View images in Stereo-3D or its individual images
* Save/Open Multi-View (OpenEXR, Stereo3D, individual views) images
I/O
* Save/Open Multi-View (OpenEXR, Stereo3D, individual views) images
Scene Render Views
* Ability to have an arbitrary number of views in the scene
Missing Bits
============
First rule of Multi-View bug report: If something is not working as it should *when Views is off* this is a severe bug, do mention this in the report.
Second rule is, if something works *when Views is off* but doesn't (or crashes) when *Views is on*, this is a important bug. Do mention this in the report.
Everything else is likely small todos, and may wait until we are sure none of the above is happening.
Apart from that there are those known issues:
* Compositor Image Node poorly working for Multi-View OpenEXR
(this was working prefectly before the 'Use Multi-View' functionality)
* Selecting camera from Multi-View when looking from camera is problematic
* Animation Playback (ctrl+F11) doesn't support stereo formats
* Wrong filepath when trying to play back animated scene
* Viewport Rendering doesn't support Multi-View
* Overscan Rendering
* Fullscreen display modes need to warn the user
* Object copy should be aware of views suffix
Acknowledgments
===============
* Francesco Siddi for the help with the original feature specs and design
* Brecht Van Lommel for the original review of the code and design early on
* Blender Foundation for the Development Fund to support the project wrap up
Final patch reviewers:
* Antony Riakiotakis (psy-fi)
* Campbell Barton (ideasman42)
* Julian Eisel (Severin)
* Sergey Sharybin (nazgul)
* Thomas Dinged (dingto)
Code contributors of the original branch in github:
* Alexey Akishin
* Gabriel Caraballo
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Original patch by @random (D765) with some minor work done by @campbell
and me.
At this place, I'd like call out a number of people who were involved and
deserve a big "Thank you!":
* At the first place @randon who developed and submitted the patch
* The Blendercn community which helped a lot with testing - espacially
* @yuzukyo, @leon_cheung and @kjym3
* @campbellbarton, @mont29 and @sergey for their help and advises during
* review
* @ton who realized the importance of this early on and asked me for
* reviewing
We are still not finished, as this is only the first part of the
implementaion, but there's more to come!
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https://developer.blender.org/D643
Separates graphics context creation from window code in Ghost so that they can vary separately.
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- move object_iterators.c --> view3d_iterators. (ED_object.h had to include ED_view3d.h which isn't so nice)
- move projection functions from view3d_view.c --> view3d_project.c (view3d_view was becoming a mishmash of utility functions and operators).
- some some cmake includes as system-includes.
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