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2017-06-15Updates to manipulator APICampbell Barton
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).
2017-06-14Fix compiling blenderplayer (tm)Julian Eisel
2017-06-10Manipulator Update/RefactorCampbell Barton
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).
2017-06-09Fix crash when deleting active workspace render-layerJulian Eisel
Also fixes some failing unit-tests for render-layers.
2017-06-09Merge branch 'master' into blender2.8Campbell Barton
2017-06-09Fix for fix for bplayer (c) :/Bastien Montagne
2017-06-09Fix bplayer building (c)Bastien Montagne
2017-06-09Merge branch 'master' into blender2.8Campbell Barton
2017-06-09RNA: remove static strings from registrationCampbell Barton
* Static strings aren't needed anymore, use stack memory. * Fix obscure leak on failed macro registration. * Use prefix for wrappers exported from bpy module.
2017-06-06WM: functions for assigning all manipulator callbacksCampbell Barton
- 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
2017-06-01Move custom transform orientations to workspaceJulian Eisel
This commit moves the list of transform orientations from scenes to workspaces. Main reasons for this are: * Transform orientations are UI data and should not be stored in the scene. * Introducion of workspaces caused some (expected) glitches with transform orientations. Mainly when removing one. * Improves code. More technically speaking, this commit does: * Move list of custom transform orientations from Scene to WorkSpace struct. * Store active transform orientation index separate from View3D.twmode (twmode can only be set to preprocessor defined values now). * Display custom transform orientation name in header when transforming in it (used to show "global" which isn't really correct).
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
2017-05-30Draw Manager: Add SceneLayerEngineData and use callbacks to clear runtime ↵Clément Foucault
engine data
2017-05-30Fix T51667: blenderplayer building (tm)Dalai Felinto
Broken since 272ec8a7cfe671431b7a196fd2b34643512270f8
2017-05-28Merge branch 'master' into blender2.8Bastien Montagne
2017-05-27Remove MinGW supportAaron Carlisle
The Issue ======= For a long time now MinGW has been unsupported and unmaintained and at this point, it looks like something that we should just leave behind and move on. Why Remove ========== One of the big motivations for MinGW back in the day is that it was free compared to MSVC which was licensed based. However, now that this is no longer true we have basically stopped updating the need CMake files. Along with the CMake files, there are several patches to the extern libs needed to make this work. For example, see: https://developer.blender.org/diffusion/B/browse/master/extern/carve/patches/mingw_w64.patch If we wanted to keep MinGW then we would need to make more custom patches to the external libs and this is not something our platform maintainers are willing to do. For example, here is the patches needed to build python: https://github.com/Alexpux/MINGW-packages/tree/master/mingw-w64-python3 Fixes T51301 Differential Revision: https://developer.blender.org/D2648
2017-05-25TexFace removal part 3Campbell Barton
- MTexPoly structure & layer type. - The 'Mesh.uv_textures' layers. - DerivedMesh TexFace drawing. - Scripts & UI.
2017-05-24Remove TexFace, per-face imagesCampbell Barton
TexFace complicates the now more popular shading pipeline by having per-face images, see: T51382 for details. To keep the ability to select a per-material edit-image (used with UV-mapping workflow), the material now stores an image which will be set when changing images in edit-mode. This is used as a bake-target when not using Cycles too.
2017-05-17Fix blenderplayerDalai Felinto
2017-05-12UI: Add template_search (version of template_ID for non-IDs)Julian Eisel
Adds a version of template_ID that can be used for non-ID properties. The property to search for and the collection to search in has to be passed to it. Like template_ID it also takes arguments to define a 'new' and 'unlink' operator. They will be displayed as icon-only buttons then. Also added a version that can display preview thumbnails. Had to do some additional changes to make text-buttons support displaying/modifying empty RNA properties. This will be needed for workspaces, see D2451. Reviewed By: campbellbarton Differential Revision: https://developer.blender.org/D2666
2017-05-11Merge branch 'master' into blender2.8Campbell Barton
2017-05-11Fix Blenderplayer stubsLukas Stockner
The change from 62aa925c11d0 wasn't included.
2017-05-08Merge branch 'master' into blender2.8Julian Eisel
2017-05-07Cycles: Implement denoising option for reducing noise in the rendered imageLukas Stockner
This commit contains the first part of the new Cycles denoising option, which filters the resulting image using information gathered during rendering to get rid of noise while preserving visual features as well as possible. To use the option, enable it in the render layer options. The default settings fit a wide range of scenes, but the user can tweak individual settings to control the tradeoff between a noise-free image, image details, and calculation time. Note that the denoiser may still change in the future and that some features are not implemented yet. The most important missing feature is animation denoising, which uses information from multiple frames at once to produce a flicker-free and smoother result. These features will be added in the future. Finally, thanks to all the people who supported this project: - Google (through the GSoC) and Theory Studios for sponsoring the development - The authors of the papers I used for implementing the denoiser (more details on them will be included in the technical docs) - The other Cycles devs for feedback on the code, especially Sergey for mentoring the GSoC project and Brecht for the code review! - And of course the users who helped with testing, reported bugs and things that could and/or should work better!
2017-05-05Fix Blenderplayer linking errorJulian Eisel
2017-05-03Fix building on Windows and blenderplayer linking after weightpaint engineDalai Felinto
Those problems were introduced on 20f95de6ba2d32dcff553251ff4de2efd5b76955.
2017-05-03Merge branch 'master' into blender2.8Lukas Stockner
2017-05-03Render API/Cycles: Identify Render Passes by their name instead of a type flagLukas Stockner
Previously, every RenderPass would have a bitfield that specified its type. That limits the number of passes to 32, which was reached a while ago. However, most of the code already supported arbitrary RenderPasses since they were also used to store Multilayer EXR images. Therefore, this commit completely removes the passflag from RenderPass and changes all code to use the unique pass name for identification. Since Blender Internal relies on hardcoded passes and to preserve compatibility, 32 pass names are reserved for the old hardcoded passes. To support these arbitrary passes, the Render Result compositor node now adds dynamic sockets. For compatibility, the old hardcoded sockets are always stored and just hidden when the corresponding pass isn't available. To use these changes, the Render Engine API now includes a function that allows render engines to add arbitrary passes to the render result. To be able to add options for these passes, addons can now add their own properties to SceneRenderLayers. To keep the compositor input node updated, render engine plugins have to implement a callback that registers all the passes that will be generated. From a user perspective, nothing should change with this commit. Differential Revision: https://developer.blender.org/D2443 Differential Revision: https://developer.blender.org/D2444
2017-04-29blenderplayer: fix warnings in stubsDalai Felinto
2017-04-27Pose-mode drawing used alpha where it shouldn'tCampbell Barton
2017-04-21Merge branch 'master' into blender2.8Sybren A. Stüvel
2017-04-21CMake: Add option to build against system-wide GlogSergey Sharybin
Similar to previous commit for Gflags.
2017-04-21Merge branch 'master' into blender2.8Sybren A. Stüvel
2017-04-21CMake: Add option to link against system-wide Gflags librarySergey Sharybin
It is disabled by default, so should not affect existing configurations. Main benefits of this goes as: - Linux distros can use that to avoid libraries duplication and link blender package against gflags package from the system. - It it easier to test whether Blender works with updated version of Gflags prior to re-bundling the library.
2017-04-18Merge remote-tracking branch 'origin/master' into blender2.8Dalai Felinto
2017-04-18Revert "Object Info node support for GLSL mode and the internal render"Dalai Felinto
This reverts commit 76425feed8644a8fe1c0e52ef3f77b95012ba44e. ** Note ** This was supposed to be a merge, but it was rebased.
2017-04-18Object Info node support for GLSL mode and the internal renderAlexander Romanov
Object Info node can be useful to give some variation to a single material assigned to multiple instances. This patch adds support for Viewport and BI. {F499530} Example: {F499528} Reviewers: merwin, brecht, dfelinto Reviewed By: brecht Subscribers: duarteframos, fclem, homyachetser, Evgeny_Rodygin, AlexKowel, yurikovelenov Differential Revision: https://developer.blender.org/D2425
2017-04-15Fix Player stubs (tm)Jens Verwiebe
2017-04-14Object Info node support for GLSL mode and the internal renderAlexander Romanov
Object Info node can be useful to give some variation to a single material assigned to multiple instances. This patch adds support for Viewport and BI. {F499530} Example: {F499528} Reviewers: merwin, brecht, dfelinto Reviewed By: brecht Subscribers: duarteframos, fclem, homyachetser, Evgeny_Rodygin, AlexKowel, yurikovelenov Differential Revision: https://developer.blender.org/D2425
2017-04-14Fix Blenderplayer (c)Bastien Montagne
2017-04-13Fix Blenderplayer (c)Bastien Montagne
2017-04-11Fix blenderplayer(tm)Dalai Felinto
2017-04-11Bring snapping back (Base / BaseLegacy)Dalai Felinto
2017-04-05Fix T50976: Blender UI problems with certain theme files.Bastien Montagne
Core of the issue was that some of our Theme colors are RGB-only, but were loaded as RGBA. Note that tracking all possible cases is pretty impossible, so we'll have to tackle those as they get reported am afraid.
2017-04-04Fix blenderplayer compilationJulian Eisel
2017-04-04Fix bad level call.Clément Foucault
2017-04-03Merge branch 'master' into blender2.8Sergey Sharybin
2017-04-03Fix blender playerSergey Sharybin
2017-03-31Fix blenderplayer (tm)Dalai Felinto
2017-03-30Layers: use IDProperty and override collection properties systemDalai Felinto
First this replace a custom data struct with IDProperty, and use IDProperty group merge and copying functions. Which means that a collection property setting is only created if necessary. This implements the "Layer Collection settings" override system, as suggested in the "Override Manifesto" document. The core is working, with Scene, LayerCollection and Object using a single IDProperty to store all the render settings data. Next step is to migrate this to depsgraph. Note: Clay engine "ssao_samples" was hardcoded to 32 for now. It will come back as part of "Workspace Settings" later. Many thanks for Bastien Montagne for the help with the UI template nightmare ;) Differential Revision: https://developer.blender.org/D2563