Commit Graph

2878 Commits

Author SHA1 Message Date
Dalai Felinto
4c3ed98ca2 Local View
Bring back per-viewport localview. This is based on Blender 2.79.
We have a limit of 16 different local view viewports.

We are using both the numpad /, as well as the regular /.

Missing features:
* Hack to make sure lights are always visible.
* Make rendered mode with external engines to support this as well
  (probably just need to support this in the RNA iterators).
* Support over 16 viewports by taking existing viewports out of local view.

The code can use a cleanup pass in the future to unify the test to see
if an object is visible (or we can use TESTBASE in more places).
2018-11-25 09:50:34 -02:00
Dalai Felinto
9be5b2d23f Pass viewport to BASE_ related tests, for viewport view/select restrictions
Note: functions like select all are still not respecting that.
I will fix this as part of the local view commit though.
2018-11-23 15:13:14 -02:00
1cc7bcd8d8 Add missing COW updates when selection changes in paint modes. 2018-11-23 18:37:28 +03:00
67c3791f63 Object: minor changes to jump-to API
- Always select the jump-to object, even if it's active.
- Remove check for invalid object data
  (these cases will fail much earlier).
2018-11-21 13:07:36 +11:00
18593c7cd3 Cleanup: add reveal_hidden arg to jump-to API calls
Jumping to data shouldn't necessarily change hidden status
or visible layers.
2018-11-21 13:04:03 +11:00
812205f936 UI: unhide bones in Jump To Target instead of failing.
The whole point is to avoid the need to manually hunt for the
bone, so it makes more sense to unhide it automatically.

If the bone is on multiple layers, just the first one is enabled.

Also, ED_pose_bone_select already checks PBONE_SELECTABLE.
2018-11-20 10:24:33 +03:00
1edc3f74ed Cleanup: make object deselect match other ED_ APIs
Use SEL_* argument, matching ED_pose_deselect_all.
2018-11-20 18:08:24 +11:00
d227c58e3e UI: support jumping to target object/bone
Complex rigs are built from many bones (often overlapping)
connected by constraints.

When investigating or debugging such rigs one often wants to switch to
the target of a constraint, or a parent bone, but it is difficult to do
manually due to overlap confusion.

This adds a right click menu option that automatically selects
and makes the target object or bone active for UI fields where a
suitable reference is readily available.
2018-11-20 17:38:35 +11:00
93f82698e7 Object: utility (de)select all functions
part of D3955 by @angavrilov
2018-11-20 17:00:55 +11:00
47139c69d7 Keymap: only use delete confirmation for X-key
Only use confirmation w/ X-key since this is more likely to be pressed
by accident. Delete-key delete doesn't confirm.

Part of D3953 by @Zachman w/ edits
2018-11-20 10:06:02 +11:00
750690ae7a Object: report number of deleted objects
Part of D3953 by @Zachman w/ edits
2018-11-20 09:49:52 +11:00
a765403955 BKE: Fix probe duplication not duplicating data block 2018-11-16 01:03:13 +01:00
Dalai Felinto
f8964809b8 Viewport collections visibility: Viewport and Selection options
Right now we have a different behaviour whether users click on the name or on
the visibility eye.

When clicking on the eye, it is a toggle. When clicking in the name, you
are isolating this collection (unless you use shift).

As for the UI I tried using separator_spacer, but it was more work than
worth. A lot of sub panels, and LEFT/RIGHT alignment work just fine.
2018-11-15 16:59:42 -02:00
Dalai Felinto
570e37261d Hide collections menu: ignore excluded collections
Note: I didn't change the shortcuts, I think this is a separate decision
to be made. I just want at the moment to have the H operator to mimic
the upcoming popover.

Personally if we are to keep the 1-10 shortcuts (and they do work) I
think we should skip the excluded collections altogether.

In fact we could have an option to hide them from the outliner too.
2018-11-15 11:51:57 -02:00
49cd13768f UI: 'Add Object' rename dimensions
D3943 by @Zachman w/ edits
2018-11-15 17:44:50 +11:00
c3d03b4434 Lamps: Remove HEMI light type
This type is not supported by either Eevee or Cycles. If other types of
lamps are needed by external engines, we should support adding custom types.
2018-11-14 11:50:37 +01:00
55e719ec35 Merge branch 'master' into blender2.8 2018-11-14 17:21:34 +11:00
d7f55c4ff5 Cleanup: comment block tabs 2018-11-14 17:10:56 +11:00
ae6e84471a Merge branch 'master' into blender2.8 2018-11-14 09:54:55 +11:00
c1d29ea783 WM: enforce descriptions being NULL or defined
Without this bugs slip through that don't null check the descriptions
since many were set to empty strings.
2018-11-14 09:47:23 +11:00
Dalai Felinto
42fbb8af83 Util to get collection UI name
Note we still have hardcoded IFACE_("Scene Collection") in the outliner.
I'm ok with getting of them as well, though no strong feelings here.
2018-11-13 18:14:14 -02:00
184ab749c3 Merge branch 'master' into blender2.8 2018-11-13 14:25:36 +11:00
3b9700aa51 Remove AnimMapper: it has been left unimplemented for almost ten years.
It was supposed to be a feature for substituting RNA paths on the
fly, but has never been implemented, apart from a couple of structure
definitions and passing around some always-NULL pointers. Now it gets
in the way of refactoring NLA evaluation to use GHash for efficiency.
2018-11-12 19:36:31 +03:00
e2a401f344 UI: Name added LightProbe objects after their type.
Just like Light objects do.

Thanks ThinkingPolygons from DevTalk forums for suggesting this!

See T56950
2018-11-09 02:18:05 +01:00
3064da1200 Keymap: move builtin keymaps from C to Python
This should be purely an implementation change,
for end users there should be no functional difference.

The entire key configuration is in one file with ~5000 lines of code.
Mostly avoiding code duplication and preserve comments and utility
functions from the C code.
It's a bit long but for searching and editing it's also convenient to
have it all in one file.

Notes:

- Actual keymap is shared by blender / blender_legacy
  and stored in `keymap_data/blender_default.py`

  This only generates JSON-like data to be passed into
  `keyconfig_import_from_data`, allowing other presets to load and
  manipulate the default keymap.

- Each preset defines 'keyconfig_data'
  which can be shared between presets.

- Some of the utility functions for generating keymap items still
  need to be ported over to Python.

- Some keymap items can be made into loops (marked as TODO).

See: D3907
2018-11-09 11:33:06 +11:00
c121bc6219 Cleanup: use explicit 'select_and_set_active' API name
Selection should be separated from active state and handled by higher
level code (operators/editors) instead of happening automatically.
2018-11-08 08:31:11 +11:00
64ec05b64d Cleanup: remove some useless BKE_library and BKE_main includes.
Makes it simpler to make some changes...

Also fix order of some includes (use alphabetical please).
2018-11-07 20:58:54 +01:00
4b2110fc86 Cleanup: Remove 'BKE_library.h' include from 'BKE_main.h'
That kind of implicit includes should really only be done when totally,
absolutely necessary, and ideally only with rather simple 'second-level'
headers.

Otherwise not being explicit with includes always end up biting in
unexpected ways...
2018-11-07 20:58:53 +01:00
4779165ca1 Fix dpesgraph wrongly refcounting NLA strip actions when duplicating IDs.
NLA strips are users of their action, so we need to pass along ID
management flags.

This commit also cleans up a bit things by passing along ID_CREATE/COPY
flags instead of dummy booleans...
2018-11-07 20:58:53 +01:00
798cdaeeb6 Implement an Armature constraint that mimics the modifier.
The main use one can imagine for this is adding tweak controls to
parts of a model that are already deformed by multiple other major
bones. It is natural to expect such locations to deform as if the
tweaks aren't there by default; however currently there is no easy
way to make a bone follow multiple other bones.

This adds a new constraint that implements the math behind the Armature
modifier, with support for explicit weights, bone envelopes, and dual
quaternion blending. It can also access bones from multiple armatures
at the same time (mainly because it's easier to code it that way.)

This also fixes dquat_to_mat4, which wasn't used anywhere before.

Differential Revision: https://developer.blender.org/D3664
2018-11-06 10:56:08 +03:00
77c126dd4c Fix T57553: Python operator popup size does not follow UI scale and DPI.
Make it the convention to multiply by scaling factor inside the function, so
Python scripts that didn't add DPI scale start working correctly.
2018-11-01 12:33:27 +01:00
10caf398b3 UI: Cleanup typos and minor tweaks to Grease Pencil related text
First pass on adding articles, capitalize Grease Pencil, use 'keyframes' instead of 'frames' when
possible, and other minor adjustments.
2018-10-30 19:54:42 +01:00
e7811ce0c4 Fix T57517: multires displacement baking relative to smooth base mesh not working.
When baking relative to multires level 0, it would apply one level of simple
subdivision still, which gave artifacts.
2018-10-30 17:15:32 +01:00
c62fad2a9a Fix T57512: Creating a full copy scene doens't support parenting.
Will say it once again: we should really, really switch all that
duplicating code to proper use of new ID management API :(
2018-10-30 16:14:33 +01:00
0e268fb68b Fix topbar tool UI being lost on undo
Using operators to the object mode was resetting the tool.

See: T56865
2018-10-29 17:36:39 +11:00
a211937892 Fix T57361: Creating a new scene with a full copy doesn't work.
BKE_scene_copy() & co. were pretty much doing nothing right...

Was a tough fight, but at least now they should behave a tad better (and
reported issue is fixed).

Proper fix is to fully rewrite that PoS, it was already a mess without
collections, now it's even hairier to handle properly, we need to use
modern new ID handling API for that (and maybe extend it a bit as
needed). But way too late to do that in 2.80.
2018-10-24 14:48:05 +02:00
e010d5e3b1 GP: New Time modifier
This modifier allows to offset the keyframe animated to get more variations in the animation when reuse the same datablock.
2018-10-22 18:30:26 +02:00
0628fe7a6c Followup to previous change, reduce number of relations updates
Only tag relations update when new f-curve was allocated. This solves
possible too slow keyframe insertion when doing character animation,
but still does proper relation update when new ID component became
animated.
2018-10-22 17:13:19 +02:00
fbf4c11960 Make Static Override optional/hidden by default.
That feature will not be ready (or at least, not tested enough) to be
officially part of 2.80 beta. So we disable it by default, hidding it
behind a startup option (`--enable-static-override`), and a python
app var (`bpy.app.use_static_override`).

That way, people who really want to play with it can do it easily, while
not exposing/enabling non-production-ready feature by default.

Note that underlying override code remains active, i.e. files we do have
overridden data-blocks will be loaded correctly according to static override.
2018-10-19 18:38:19 +02:00
Dalai Felinto
d01e0d1ef1 CTX_DATA_BEGIN for active object only (..._from_active_object)
For now only `selected_pose_bones_from_active_object`, more options can
be added on demand.

Discussed this with Campbell Barton. We may need this only for selected
pose bones, time will tell.
2018-10-19 08:31:58 -03:00
Dalai Felinto
098b86475d Use CTX_DATA_BEGIN_FOR_ID 2018-10-16 22:18:02 -03:00
Dalai Felinto
7baa8d2e8f Multi-Objects: POSE_OT_ik_add + POSE_OT_constraint_add_with_targets
You can now add the target from the non-active armature when they are
both in pose mode.

There were different ways of going about those operators:

* We could create one constraint on each active bone of each object.
  That wouldn't follow what creating constraints from the UI does
  though.

* We could change the selection/active order and create a constraint for
  all the selected bones, to the active bone. However this would change
  the design of changing only the active bone (which also is the one we
  see in the buttons editor).

But in the end I think it makes more sense to let users set a constraint
from a charactor to a prop in a handy way.

This is pretty much what we had in 2.7x. There we would go for the
selected objects, if no selected bone was found in the active object.
In 2.8, however, we need this change to make things working as
before/intended.
2018-10-16 21:10:31 -03:00
Dalai Felinto
418c16bd3b Multi-Objects: POSE_OT_constraints_copy (refactor)
This was already supporting multiple objects, but I changed it to use the API
we are using elsewhere.
2018-10-16 19:20:01 -03:00
Dalai Felinto
647218af07 Multi-Objects: POSE_OT_constraints_clear 2018-10-16 18:41:45 -03:00
Dalai Felinto
f3153f1c7f Multi-Objects: POSE_OT_ik_clear 2018-10-16 18:30:27 -03:00
f9f67e0239 Mesh: remove DerivedMesh from various places 2018-10-15 14:29:46 +11:00
fe1befcadf Modifier: remove derived mesh call for bind 2018-10-12 18:39:24 +11:00
75e4648e27 Mesh: remove derived mesh for conversion 2018-10-12 17:49:38 +11:00
fd2ffb0b9e RNA: remove redundant new_from_object/to_mesh arg
If the caller wants loop-tris, there is a function to calculate them.
2018-10-11 12:24:38 +11:00
54967955bc Empty Image: use draw size instead of object scale
Object scale has implications for parenting, use draw size instead.

Also use add-empty view_align option instead of a separate operator.
2018-10-10 09:11:45 +11:00