Commit Graph

219 Commits

Author SHA1 Message Date
345c6298e9 Object Mode: move to workspace struct
- Read-only access can often use EvaluationContext.object_mode
- Write access to go to WorkSpace.object_mode.
- Some TODO's remain (marked as "TODO/OBMODE")
- Add-ons will need updating
  (context.active_object.mode -> context.workspace.object_mode)
- There will be small/medium issues that still need resolving
  this does work on a basic level though.

See D3037
2018-02-08 21:14:26 +11:00
e99094035c Merge branch 'master' into blender2.8 2018-02-07 15:59:16 +11:00
6981861fcf Cleanup: Python context access
Avoid access from bpy when it's already declared.
2018-02-07 15:47:54 +11:00
83e84b2c2c Merge branch 'master' into blender2.8 2018-01-09 12:52:13 +01:00
6554207841 Add deform axis for Simple Deform modifier
D2989 by @dmarra w/ own edits
2018-01-09 15:09:55 +11:00
1c7cfa025c Merge branch 'master' into blender2.8 2017-12-07 23:53:03 +11:00
6d31eb015c Array Modifier: option to offset UV's
D2912 by @Zuorion
2017-12-07 04:33:52 +11:00
Dalai Felinto
e4f2b2be26 Workspace: Move engines to workspace and Properties Editor cleanup
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
2017-10-16 17:29:04 -02:00
98ba302f70 Merge branch 'master' into blender2.8 2017-09-25 18:57:43 +05:00
1c5f5fb95f Mirror Modifier: option to offset UV's
Useful for baking, so UV's can be moved outside the image
and not used to bake pixels (but still used for display).

D2801 by @Zuorion
2017-09-25 14:11:27 +10:00
af170839af Merge branch 'master' into blender2.8 2017-09-19 21:08:14 +05:00
215651af1b Boolean Modifier: add debug options
Only show & use when running in debug mode.
2017-09-19 18:29:52 +10:00
e2f42ff907 Merge branch 'master' into blender2.8 2017-09-06 17:23:47 +02:00
584523e0ad Screw Modifier: remove doubles option
Vertices on the axis can be optionally merged,
nice for creating objects which close at the end-points.
2017-09-07 00:12:43 +10:00
7dfcbe01b0 Merge branch 'master' into blender2.8 2017-09-02 20:08:02 +10:00
3750389ce3 Cleanup: use title caps for labels
Also consistent quoting (single quotes for enums, text uses double).
2017-09-02 16:13:33 +10:00
bdbf4471a6 TexFace removal part 3
- MTexPoly structure & layer type.
- The 'Mesh.uv_textures' layers.
- DerivedMesh TexFace drawing.
- Scripts & UI.
2017-05-25 15:19:58 +10:00
7a9ad029dd Remove TexFace, per-face images
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.
2017-05-24 23:38:15 +10:00
ca958642fa Fix Surface Deform not unbinding if target is removed 2017-04-20 17:49:45 +02:00
31e6249256 Mirror Modifier: Add offsets for mirrored UVs
The mirror modifier now has two fields that specify a -1 to 1 offset for
the U and V axes when mirroring their coordinates.

D1844 by @circuitfox
2017-03-30 13:15:02 +11:00
9bdda427e6 PyAPI: remove bpy.utils.register_module()
In preparation for it being removed, see: T47811
2017-03-18 20:03:24 +11:00
856077618a Fix T50830: Wrong context when calling surfacedeform_bind
The custom poll function for surfacedeform_bind seems to have caused
issues when calling it from Python. Fixed by using the generic modifier
poll function, and setting the button to be active or not in the
Python UI code instead. (there might be a better way, but for now this
works fine)
2017-03-01 17:56:10 -03:00
4fa4132e45 Surface Deform Modifier (SDef)
Implementation of the SDef modifier, which allows meshes to be bound by
surface, thus allowing things such as cloth simulation proxies.

User documentation: https://wiki.blender.org/index.php/User:Lucarood/SurfaceDeform

Reviewers: mont29, sergey

Subscribers: Severin, dfelinto, plasmasolutions, kjym3

Differential Revision: https://developer.blender.org/D2462
2017-02-27 13:49:14 -03:00
384b7e18f1 UI: Wireframe modifier- make crease grayed out when disabled 2017-02-14 23:48:35 -05:00
fe0520e2c8 UI: add a message to indicate when using a modifier that wasn't
compiled.

This adds a short message to the smoke, remesh and boolean modifiers' UI
when trying to use them when their compilation was turned off. This was
already implemented for the fluid and ocean simulation modifiers.

This also makes the 'quick fluid' and 'quick smoke' operator abort and
report when trying to use them when unavailable.
2016-12-05 23:33:21 +01:00
Quentin Wenger
e0a34e963f Displace modifier: add global/local space option for X/Y/Z/XYZ directions.
Reviewed By: brecht

Differential Revision: https://developer.blender.org/D2309
2016-10-23 14:35:46 +02:00
5849651a46 Cycles: Make UI for subdivision more clear
Users have been getting a bit confused by the way things are worded/arranged in
the UI. This patch makes a few changes to the UI to make it more clear how to
use subdivision:

- make Subdivide UVs option inactive when adaptive subdivision is enabled as UV
  subdivision is currently unsupported
- add "px" to dicing rates in the Geometry Panel
- display the final dicing rate in the modifier
- reworded "Dicing Rate" in the modifier to "Dicing Scale" to make more clear
  that this is a multiplier for the scene dicing rate and added a note the the
  tooltip pointing the user to that setting in the Geometry Panel

Reviewed By: brecht

Differential Revision: https://developer.blender.org/D2174
2016-08-26 12:14:07 -04:00
61050f75b1 Basic Alembic support
All in all, this patch adds an Alembic importer, an Alembic exporter,
and a new CacheFile data block which, for now, wraps around an Alembic
archive. This data block is made available through a new modifier ("Mesh
Sequence Cache") as well as a new constraint ("Transform Cache") to
somewhat properly support respectively geometric and transformation data
streaming from alembic caches.

A more in-depth documentation is to be found on the wiki, as well as a
 guide to compile alembic: https://wiki.blender.org/index.php/
User:Kevindietrich/AlembicBasicIo.

Many thanks to everyone involved in this little project, and huge shout
out to "cgstrive" for the thorough testings with Maya, 3ds Max, Houdini
and Realflow as well as @fjuhec, @jensverwiebe and @jasperge for the
custom builds and compile fixes.

Reviewers: sergey, campbellbarton, mont29

Reviewed By: sergey, campbellbarton, mont29

Differential Revision: https://developer.blender.org/D2060
2016-08-06 10:58:13 +02:00
Julian Eisel
980fbb35e2 Boolean modifier UI improvement
This patch improves UI of a recently added solver preference in boolean modifier:

{F331776}

Issue with the current UI is that it shows user unnecessary information and breaks established grid layout.

Reviewers: carter2422

Reviewed By: carter2422

Subscribers: carter2422

Tags: #user_interface, #bf_blender

Differential Revision: https://developer.blender.org/D2136
2016-08-03 19:48:01 +02:00
66e2e2484c Cycles microdisplacement: move subdivision options to subsurf modifier
Subdivision options can now be found in the subsurf modifier. The modifier must
be the last in the stack or the options will be unavailable. Catmull-Clark
subdivision is still unavailable and will fallback to linear subdivision instead

Reviewed By: brecht

Differential Revision: https://developer.blender.org/D2109
2016-07-29 03:37:55 -04:00
2aa0569861 Boolean Modifier: Add back BMesh option
There are still issues with overlapping geometry,
however some of the issues reported are are causing problems,
or fail entirely with Carve too.
2016-07-13 19:55:31 +10:00
ac7feaed3d EditNormal modifier: add some 'maximum angle' limit.
Allows to avoid generating flipped faces when using extreme normal modifications.

Related to T48576.
2016-06-06 21:42:47 +02:00
22f2405d1b Mesh Deform Modifier - leave bind settings visible after binding
The 'precision' and 'dynamic' settings for binding are now always visible.
The settings that can not be edited after binding are disabled (not inactive).

I find it useful to see with what settings a mesh was bound, in case
the file is not mine or if I simply lost track of it.
2016-04-20 19:51:59 +01:00
42e8660272 Simple Deform modifier: invert vgroup option
D1839 from @Orgold
2016-03-07 11:28:21 +11:00
d086f6aa5c Shrink Wrap modifier: invert vgroup option
D1839 from @Orgold
2016-03-07 11:24:03 +11:00
4f8e051883 Correct label for simple deform modifier 2016-02-17 01:55:40 +11:00
932cfb98e7 Disable bmesh-boolean modifier for 2.77 release
Edit-mode boolean is still available
2016-02-11 19:56:24 +11:00
d924998d3e Cleanup: pep8 2016-02-01 00:47:10 +11:00
8cd7b42877 BMesh: Add option to use BMesh boolean modifier
This uses a bmesh-intersection, BLI_kdtree and watertight intersections to perform boolean operations.

For now keep both BMesh and Carve booleans usable at once for testing & bug reports,
however we plan to phase out Carve by next release.
2015-12-11 20:24:39 +11:00
22931f2f9f BMesh: symmetry aware decimate
Support for decimating while maintaining symmetry on a single axis.
2015-11-18 10:52:00 +11:00
02f3cebf6e Fix T46522: DataTransfer modifier: Impossible to set multiple transfer modes by script
(if they're on different properties).

This patch basically gets rid of (ui-related) hack where we was adding specific
'fake' enums for datatypes needing additional options.

That was done because of broken UI code - to summarize, 'align' code did not support
correctly layout mixing vertical and horizontal sub-layouts, in particular if
it was 'column-major'.

A complete rewrite of this align code has been done, so now we can use a more
sane UI code.
2015-11-06 19:27:39 +01:00
7667ad2d4e OpenSubdiv: Made it a modifier option to enable OSD for viewport
The idea of this commit is to make it so we can enable OpenSubdiv by default
for the release builds but keep it limited to the viewport only for a specific
meshes. This is a temporary solution for until all the needed features are
supported on the OpenSubdiv side.

Flag itself is done as a dedicated field in modifier DNA so we can easily
remove it in the future without ending up with some temporary flag hanging
around forever.
2015-08-03 17:51:18 +02:00
12aff8d783 Add 'loop slide' option to bevel. See T45260
Current behavior of bevel is to 'loop slide' along unbeveled edges
when possible, but this produces uneven bevel widths sometimes,
so this option lets user choose between having the loop slide effect
or having more even bevel widths. Trying it out with default being
'no loop slide', so different from current behavior. May reverse this
choice later, depending on user reactions.
2015-07-05 09:53:17 -04:00
455ca1b28f BMesh decimate, improve behavior with weights
Add slider to adjust the influence of weights relative to geometry distortion.
This allows subtle influences to be applied - without drastic changes in behavior.
2015-06-05 02:56:11 +10:00
3a808270df Fix T44589: No way to add a skin data layer manualy.
There are several ways to end up with an object with skin modifier, but no
skin data on the geometry. So we need an operator to add it by hands.

Also tweaked a bit UI of this modifier.
2015-05-03 15:09:48 +02:00
879f5c832b Match corrective-smooth UI to smooth modifier 2015-04-01 09:29:56 +11:00
c16a8983ef Corrective Smooth Modifier (aka delta-mush)
This modifier can be used to correct bad deformations,

Original patch D1183 by @sazerac, with own modifications
2015-03-31 10:20:11 +11:00
dea0e3833f Remove use_invert_vertex_group use_ prefix
To match other modifiers.
2015-03-30 10:46:53 +11:00
c6abfa6114 Fix for mask modifier invert UI missing
D1066 by @gregzaal
2015-02-08 16:30:27 +11:00
f6e7989460 Custom Loop Normals: Add NormalEdit modifier
Nothing much to say here, basic tool to make normals point toward a target,
or to make them point 'outward' as if object was a spheroid (useful for game bushes etc.).

Also, forgot a big thank you to Campbell for the extensive review work he has done on this project!
2015-02-05 14:59:52 +01:00