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Storing the asset library reference by name wasn't a good idea, I thought it
would work with a careful fallback, but it's easier to just use the index
instead. So change to using indices, make sure fallback methods work reliable
and make sure the file list is updated when asset libraries are removed.
I added a new notifier type for the latter, I prefer not using file notifiers
in asset-library/preferences code. We have more than enough values for
notifiers left.
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For the Asset Browser, it needs to be possible to drag assets into various
editors, which may not come from the current .blend file. In other words, the
dragging needs to work with just the asset metadata, without direct access to
the data-block itself.
Idea is simple: When dragging an asset, store the source file-path and
data-block name and when dropping, append the data-block. It uses existing drop
operators, but the function to get the dropped data-block is replaced with one
that returns the local data-block, or, in case of an external asset, appends
the data-block first.
The drop operators need to be adjusted to use this new function that respects
assets. With this patch it only works for dragging assets into the 3D view.
Note that I expect this to be a short-lived change. A refactor like D4071 is
needed to make the drag & drop system more future proof for assets and other
use cases.
Part of the first Asset Browser milestone. Check the #asset_browser_milestone_1
project milestone on developer.blender.org.
Differential Revision: https://developer.blender.org/D9721
Reviewed by: Bastien Montagne, Brecht Van Lommel
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This makes it possible to turn data-blocks into assets and back into normal
data-blocks. A core design decision made for the asset system is that not every
data-block should be an asset, because not every data-block is made for reuse.
Users have to explicitly mark data-blocks as assets.
Exposes "Mark Asset" and "Clear Asset" in Outliner context menus (currently ID
Data submenu) and button context menus. We are still not too happy with the
names, they may change.
This uses the new context members to pass data-blocks to operators, added in
af008f553293 and 0c1d4769235c.
Part of the first Asset Browser milestone. Check the #asset_browser_milestone_1
project milestone on developer.blender.org.
Differential Revision: https://developer.blender.org/D9717
Reviewed by: Brecht Van Lommel
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And remove Blender preference, which was expected to be set to match the system
preference for correct behavior. Instead just handle this automatically.
Differential Revision: https://developer.blender.org/D9402
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Also add docs to event and keymap item flag.
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Line gesture use always the right side of the line as active (the area
of the mesh that is going to be modified) by default.
This adds the ability to change the active side when the line gesture is
active by pressing the F key.
This allows more freedom to position the line after starting the
gestures, as it won't be required to cancel the operation or undo if the
line was used in the wrong direction.
Reviewed By: Severin
Differential Revision: https://developer.blender.org/D9301
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This adds support for snapping for line gesture tool. It is implemented
in the modal keymap as Snap, which is a toggle (similar to how snapping
in the transform operator works).
Right now it snaps the angle of the line to 15 degree increments, which
is defined in code. This should be easy to expose in the UI in the future
if we need to.
Reviewed By: Severin
Differential Revision: https://developer.blender.org/D9115
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This patch adds a modal key to move the selection box/lasso/line while
drawing it. It also sets "repeat": False on the animation playback key
to prevent accidental playback if the spacebar is released after the
mouse button.
Reviewed By: #user_interface, pablovazquez, Severin
Differential Revision: https://developer.blender.org/D9227
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Blender crashed when dragging and dropping color into the outliner.
This issue was cause by a missing check for the correct drag type
in `datastack_drop_poll`. The check is added in this commit.
Additionally, a new drag type is introduced for the "data stack"
drag option, that was introduced in commit 1572da858df4, to
differentiate it from the existing WM_DRAG_ID type.
Reviewed By: Severin
Differential Revision: https://developer.blender.org/D9169
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This adds a small gradient to the right side of the line to preview
which side of the mesh is going to be affected by the gesture operation.
Reviewed By: Severin
Differential Revision: https://developer.blender.org/D9106
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Mistake in b077de086e14. I did the same fix for a few operators there,
but missed the object "Join" one.
The joining operator changes the layer content. So it must send a
notifier for that.
Before b077de086e14 that didn't cause a noticeable issue, because the
Outliner happened to listen to other notifiers (active/selection
changes) the operator sent and fully rebuilt its tree in response. Now
missing these notifiers can be more problematic, since we try to avoid
more rebuilds.
Added comments to the notifier types to avoid at least this pitfall.
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Wouldn't actually cause an issue since the value was unused within the
subtype bits.
Own mistake in dc2df8307f41.
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We can avoid the rather expensive outliner tree rebuilds and only redraw
if nothing but the selection or active item changes. This should give a
bit of speedup for heavy scenes.
For this to work I had to correct a few notifiers, some were only
sending selection/active change notifiers that actually did things like
adding objects. I also added a more precise notifier type for when the
active collection changes. At the notifier subtype/action level we're
not even close to running out of bits, so this should be fine.
Also had to correct a wrong notifier check (was using `&` rather than
`==`).
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This replaces header include guards with `#pragma once`.
A couple of include guards are not removed yet (e.g. `__RNA_TYPES_H__`),
because they are used in other places.
This patch has been generated by P1561 followed by `make format`.
Differential Revision: https://developer.blender.org/D8466
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This adds a notification type for shaderfx so the properties editor can
be properly notified to redraw.
Another possible solution would be to also redraw the shaderfx tab
with a ND_MODIFIER update, but this solution allows us to avoid
some unecessary redraws too. There were no existing cases of
ND_OBJECT | NC_MODIFIER updates, so those cases were
removed from buttons_area_listener.
Differential Revision: https://developer.blender.org/D8159
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Surrounding includes with an 'extern "C"' block is not necessary anymore.
Also that made it harder to add any C++ code to some headers, or include headers
that have "optional" C++ code like `MEM_guardedalloc.h`.
I tested compilation on linux and windows (and got help from @LazyDodo).
If this still breaks compilation due to some linker error, the header containing
the symbol in question is probably missing an 'extern "C"' block.
Differential Revision: https://developer.blender.org/D7653
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Makes it more clear that code using this is related to the RNA
integration of a type.
Part of T74432.
Also ran clang-format on affected files.
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Follow up of b2ee1770d4c3 and 10c2254d412d, part of T74432.
Now the area and region naming conventions should be less confusing.
Mostly a careful batch rename but had to do few smaller fixes.
Also ran clang-format on affected files.
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NOTE: While most of the milestone 1 goals are there, a few smaller features and
improvements are still to be done.
Big picture of this milestone: Initial, OpenXR-based virtual reality support
for users and foundation for advanced use cases.
Maniphest Task: https://developer.blender.org/T71347
The tasks contains more information about this milestone.
To be clear: This is not a feature rich VR implementation, it's focused on the
initial scene inspection use case. We intentionally focused on that, further
features like controller support are part of the next milestone.
- How to use?
Instructions on how to use this are here:
https://wiki.blender.org/wiki/User:Severin/GSoC-2019/How_to_Test
These will be updated and moved to a more official place (likely the manual) soon.
Currently Windows Mixed Reality and Oculus devices are usable. Valve/HTC
headsets don't support the OpenXR standard yet and hence, do not work with this
implementation.
---------------
This is the C-side implementation of the features added for initial VR
support as per milestone 1. A "VR Scene Inspection" Add-on will be
committed separately, to expose the VR functionality in the UI. It also
adds some further features for milestone 1, namely a landmarking system
(stored view locations in the VR space)
Main additions/features:
* Support for rendering viewports to an HMD, with good performance.
* Option to sync the VR view perspective with a fully interactive,
regular 3D View (VR-Mirror).
* Option to disable positional tracking. Keeps the current position (calculated
based on the VR eye center pose) when enabled while a VR session is running.
* Some regular viewport settings for the VR view
* RNA/Python-API to query and set VR session state information.
* WM-XR: Layer tying Ghost-XR to the Blender specific APIs/data
* wmSurface API: drawable, non-window container (manages Ghost-OpenGL and GPU
context)
* DNA/RNA for management of VR session settings
* `--debug-xr` and `--debug-xr-time` commandline options
* Utility batch & config file for using the Oculus runtime on Windows.
* Most VR data is runtime only. The exception is user settings which are saved
to files (`XrSessionSettings`).
* VR support can be disabled through the `WITH_XR_OPENXR` compiler flag.
For architecture and code documentation, see
https://wiki.blender.org/wiki/Source/Interface/XR.
---------------
A few thank you's:
* A huge shoutout to Ray Molenkamp for his help during the project - it would
have not been that successful without him!
* Sebastian Koenig and Simeon Conzendorf for testing and feedback!
* The reviewers, especially Brecht Van Lommel!
* Dalai Felinto for pushing and managing me to get this done ;)
* The OpenXR working group for providing an open standard. I think we're the
first bigger application to adopt OpenXR. Congratulations to them and
ourselves :)
This project started as a Google Summer of Code 2019 project - "Core Support of
Virtual Reality Headsets through OpenXR" (see
https://wiki.blender.org/wiki/User:Severin/GSoC-2019/).
Some further information, including ideas for further improvements can be found
in the final GSoC report:
https://wiki.blender.org/wiki/User:Severin/GSoC-2019/Final_Report
Differential Revisions: D6193, D7098
Reviewed by: Brecht Van Lommel, Jeroen Bakker
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The old convention was easy to confuse with ScrArea.
Part of https://developer.blender.org/T74432.
This is mostly a batch rename with some manual fixing. Only single word
variable names are changed, no prefixed/suffixed names.
Brecht van Lommel and Campbell Barton both gave me a green light for
this convention change.
Also ran clan clang format on affected files.
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Part of https://developer.blender.org/T74429.
There's a chance that this causes some issues becaue in some cases we
change from getting the window from context to getting it from somewhere
else.
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- Keymap items now have 'repeat' boolean which can be set
to make keymap items respond to key repeat events or not.
- Support for X11 & WIN32 (not macOS currently).
This allows for the possibility to perform actions while a key is held
and finish the action upon release.
Thanks to @Severin for review and WIN32 support.
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Previously the window manager would receive the GHOST event and then query the
latest tablet data from the window to go along with it. If multiple events were
queued, it would then use too new tablet data for handling older events.
Fixes T62565: tablet pressure not working on macOS with some devices
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Removing meaningless distinction between NULL pointer and EVT_TABLET_NONE,
and initialize pressure and tilt to 1.0 and 0.0 respectively when no tablet
is used.
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This can be replaced by passing an argument.
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This reverts commit ba90d2efa58fe23a87f98e014bcc02ea951a6a49.
This can be resolved without adding a boolean to all operator types
to check if it's "WM_OT_tool_set_by_id".
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Assuming it's actually necessary to do this check very efficiently,
replace the hack based on caching a pointer, with a different one
that caches the string comparison result in the operator object.
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Without this patch there could only be one superimposed icon
and the operators were hard coded for the button types.
This keeps the previous, sort of predefined extra icons working in a
rather generic way, but allows adding specific ones for specific case
through `UI_but_extra_operator_icon_set()`.
Reviewed by: Campbell Barton
Differential Revision: https://developer.blender.org/D5730
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Blender UI Layout API allows supplying parameters to operators via
button definitions. If an operator behavior strongly depends on its
parameters, it may be difficult to write a tooltip that covers all
of its operation modes. Thus it is useful to provide a way for the
operator to produce different descriptions based on the input info.
Reviewers: campbellbarton
Differential Revision: https://developer.blender.org/D5709
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This change ensures that operators which needs access to evaluated data
first makes sure there is a dependency graph.
Other accesses to the dependency graph made it more explicit about
whether they just need a valid dependency graph pointer or whether they
expect the graph to be already evaluated.
This replaces OPTYPE_USE_EVAL_DATA which is now removed.
Some general rules about usage of accessors:
- Drawing is expected to happen from a fully evaluated dependency graph.
There is now a function to access it, which will in the future control
that dependency graph is actually evaluated.
This check is not yet done because there are some things to be taken
care about first: for example, post-update hooks might leave scene in
a state where something is still tagged for update.
- All operators which needs to access evaluated state must use
CTX_data_ensure_evaluated_depsgraph().
This function replaces OPTYPE_USE_EVAL_DATA.
The call is generally to be done in the very beginning of the
operator, prior other logic (unless this is some comprehensive
operator which might or might not need access to an evaluated state).
This call is never to be used from a loop.
If some utility function requires evaluated state of dependency graph
the graph is to be passed as an explicit argument. This way it is
clear that no evaluation happens in a loop or something like this.
- All cases which needs to know dependency graph pointer, but which
doesn't want to actually evaluate it can use old-style function
CTX_data_depsgraph_pointer(), assuming that underlying code will
ensure dependency graph is evaluated prior to accessing it.
- The new functions are replacing OPTYPE_USE_EVAL_DATA, so now it is
explicit and local about where dependency graph is being ensured.
This commit also contains some fixes of wrong usage of evaluation
functions on original objects. Ideally should be split out, but in
reality with all the APIs being renamed is quite tricky.
Fixes T67454: Blender crash on rapid undo and select
Speculation here is that sometimes undo and selection operators are
sometimes handled in the same event loop iteration, which leaves
non-evaluated dependency graph.
Fixes T67973: Crash on Fix Deforms operator
Fixes T67902: Crash when undo a loop cut
Reviewers: brecht
Reviewed By: brecht
Subscribers: lichtwerk
Maniphest Tasks: T67454
Differential Revision: https://developer.blender.org/D5343
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Include global region/areas.
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Improvements to behavior for gizmo tool-tips.
- 2D gizmos no longer cancel tool-tips on cursor motion
(matching the behavior of UI widgets).
- 3D gizmos still close on motion since 3D gizmos may have a large
on-screen area which would cause them to stay visible even after the
cursor has been moved a large distance. The motion threshold is used
so they don't close on unintended cursor motion.
- Changing highlighted gizmo now cancels the tool-tip & resets the timer.
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Simplifies future changes to dragging checks and avoids
each check for drag using slightly different logic.
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Operator flags to wrap on a single axis.
D4865 by @Gvgeo with updates.
Resolves T64585
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Useful to have a generic user data with an optional custom free function,
use for wmGesture.
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