Commit Graph

2368 Commits

Author SHA1 Message Date
903cb13bb8 Cleanup: use const 2016-06-29 23:22:54 +10:00
5f77266baf Fix T48741: File browser back button doesn't work from inside Blend (library) file.
Problem was in fact slightly wider, File space was nearly not taking into account
library navigation case and its 'virtual' directoris, except in a few places.

Add a wrapper around BLI_is_dir that also check for lib paths, and used it in
ED_file_change_dir(), such that we now always check path is a
valid directory - in the filebrowser context, not filesytem context. ;)
2016-06-27 12:26:14 +02:00
4fc1510dd8 Cleanup: use return argument prefix 2016-06-24 10:05:09 +10:00
9466829ead DopeSheet Mask Mode: Circle/Lasso support
Adapted from the code for Grease Pencil (just like the whole mode was)
2016-06-24 03:18:36 +12:00
833e69ff7e DopeSheet: GPencil-Mode supports Circle and Lasso Select
To get this working the least effort, I've had to expose the helper functions
used by the lasso and circle select keyframe-test callbacks (which are generic)
and expose them for use by the GP keyframe editing code too. Hopefully in time
we clean this all up and just write the code once to operate on "keyframes"
2016-06-24 03:18:36 +12:00
7e53f9fb1a Dopesheet: Lasso and Circle Select tools work for selecting keyframes
This only works in the Action and Dopesheet modes (which operate on FCurve keyframes).
Support for Grease Pencil and Mask Keyframes though is still pending.
2016-06-24 03:18:35 +12:00
58acc184c4 Code Cleanup - Circle/Lasso select in the Graph Editor 2016-06-24 03:18:34 +12:00
897e97f078 ID-Remap - Step one: core work (cleanup and rework of generic ID datablock handling).
This commit changes a lot of how IDs are handled internally, especially the unlinking/freeing
processes. So far, this was very fuzy, to summarize cleanly deleting or replacing a datablock
was pretty much impossible, except for a few special cases.

Also, unlinking was handled by each datatype, in a rather messy and prone-to-errors way (quite
a few ID usages were missed or wrongly handled that way).

One of the main goal of id-remap branch was to cleanup this, and fatorize ID links handling
by using library_query utils to allow generic handling of those, which is now the case
(now, generic ID links handling is only "knwon" from readfile.c and library_query.c).

This commit also adds backends to allow live replacement and deletion of datablocks in Blender
(so-called 'remapping' process, where we replace all usages of a given ID pointer by a new one,
or NULL one in case of unlinking).

This will allow nice new features, like ability to easily reload or relocate libraries, real immediate
deletion of datablocks in blender, replacement of one datablock by another, etc.
Some of those are for next commits.

A word of warning: this commit is highly risky, because it affects potentially a lot in Blender core.
Though it was tested rather deeply, being totally impossible to check all possible ID usage cases,
it's likely there are some remaining issues and bugs in new code... Please report them! ;)

Review task: D2027 (https://developer.blender.org/D2027).
Reviewed by campbellbarton, thanks a bunch.
2016-06-22 17:53:50 +02:00
9182e07c0e FileSpace cleanup: make ED_path_extension_type public.
Maybe we should move it to BLI, but not sure how, and where (and its defines
are SpaceFile's ones, meh :| ).
2016-06-14 16:30:16 +02:00
b41cfb590c glutil: add glaGetOneInt helper 2016-06-09 05:17:43 +10:00
6ca6d3c4fd Cleanup: typo 2016-06-08 22:31:35 +10:00
c6864c408b 3D Text: move undo into its own file 2016-06-08 19:12:23 +10:00
122c59fba4 Fix T48582: Rigidbody simulation issue with new depsgraph
Being granular means we need to re-build depsgraph a bit more often..

The issue was caused by rigidbody requiring some special nodes to
handle physics which were not created with just tagging object for
update.
2016-06-06 14:38:12 +02:00
f71feb34a3 Make playback invoked form animation editors more usable
This covers the following workflow. Animator will disable Update All 3D views
in order to get quick playback in a particular 3D editor. However, it also
handy to see playback in all editors and image editors to see comparison of
animation and reference footage.

So the idea here is to refresh reasonable editors when playback is invoked
from animation editors.

Commit to make Hjalti happy.
2016-06-03 11:46:57 +02:00
e370806b38 Cleanup & simplify snapping functions
- the name of the enumerator `SNAP_NOT_OBEDIT` was changed to `SNAP_NOT_ACTIVE`.
- the parameter `snap_to_flag` was moved to outside `SnapObjectParams`.
- the member `use_object_edit` was renamed to `use_object_edit_cage`.
- added the arg `params` in `ED_transform_snap_object_project_ray`.
- simplifications in the loop of the function `snapObjectsRay`.
2016-06-03 16:56:16 +10:00
e34e5ce332 Theme Color Sets - Dynamically generated icons
The theme color set selector (for Bone Groups) will now show previews of
what each color set looks like. It does so using a 3-color band icon.
2016-05-19 03:25:38 +12:00
49aeee5a3d Bendy Bones: Advanced B-Bones for Easier + Simple Rigging
This commit/patch/branch brings a bunch of powerful new options for B-Bones and
for working with B-Bones, making it easier for animators to create their own
rigs, using fewer bones (which also means hopefully lighter + faster rigs ;)
This functionality was first demoed by Daniel at BConf15

Some highlights from this patch include:
* You can now directly control the shape of B-Bones using a series of properties
  instead of being restricted to trying to indirectly control them through the
  neighbouring bones.  See the "Bendy Bones" panel...

* B-Bones can be shaped in EditMode to define a "curved rest pose" for the bone.
  This is useful for things like eyebrows and mouths/eyelids

* You can now make B-Bones use custom bones as their reference bone handles,
  instead of only using the parent/child bones. To do so, enable the
  "Use Custom Reference Handles" toggle. If none are specified, then the BBone will
  only use the Bendy Bone properties.

* Constraints Head/Tail option can now slide along the B-Bone shape, instead of
  just linearly interpolating between the endpoints of the bone.

For more details, see:
* http://aligorith.blogspot.co.nz/2016/05/bendy-bones-dev-update.html
* http://aligorith.blogspot.co.nz/2016/05/an-in-depth-look-at-how-b-bones-work.html



-- Credits --
Original Idea: Daniel M Lara (pepeland)
Original Patch/Research: Jose Molina
Additional Development + Polish: Joshua Leung (aligorith)
Testing/Feedback: Daniel M Lara (pepeland), Juan Pablo Bouza (jpbouza)
2016-05-18 03:19:06 +12:00
67d2de8828 Transform Volume rewrite/refactor
Take advantage of the efficiency provided by the snap_context.

Also fixes errors:
- volume snap fails based on view angle (T48394).
- multiple instances of dupli-objects break volume calculation.
2016-05-11 20:20:25 +10:00
dc82c2cd48 View selected support for grease-pencil 2016-05-10 04:37:00 +10:00
bd309603c5 Clip invisible parts of image when drawing in 2D textures and GLSL Modes
This commit avoids draw of invisible parts of image in image editor,
making it faster to re-draw the image.

Especially handy when painting on a high-res image when zoomed-in.
2016-05-06 16:54:07 +02:00
0b5a0d8412 Transform/Snap: EditMesh/BKE_bvhutils API improvements
Separate the creation of trees from EditMesh from the creation of trees from DerivedMesh.
This was meant to simplify the API, but didn't work out so well.

`bvhtree_from_mesh_*` actually is working as `bvhtree_from_derivedmesh_*`.
This is inconsistent with the trees created from EditMesh. Since for create them does not use the DerivedMesh.

In such cases the dm is being used only to cache the tree in the struct DerivedMesh. What is immediately released once
bvhtree is being used in functions that change(tag) the DM cleaning the cache.

- Use a filter function so users of SnapObjectContext can define how edit-mesh elements are handled.
- Remove em_evil.
- bvhtree of EditMesh is now really cached in the snap functions.
- Code becomes organized and easier to maintain.

This is an important patch for future improvements in snapping functions.
2016-05-06 05:01:51 +10:00
6d0cae56e8 Fix T48290: Hook fails after deleting geometry
Now CD_SHAPEKEY_INDEX customdata is stored in edit-mode when hooks and vertex parents are used.

This also fixes a bug where undo would loose key-index data.

Move to structs for BM_mesh_bm_to/from_me to avoid passing many argument, which mostly aren't used.
2016-04-29 23:39:50 +10:00
19e5540ff7 Transform Snap: initial snap context refactor
This introduces a snap-context that can be re-used for casting rays into the scene
(by operators such as walk-mode, ruler and transform code).

This can be used to cache data between calls too.
2016-04-22 16:36:53 +10:00
Julian Eisel
37493fb9fe Toggle to standard cursor when opening menus/popups
Cursor is now set to standard arrow-cursor when opening menu, and reset to previous one when closing it. Previously it just stayed as it was before, e.g. the edit mode cross-cursor stayed active even if a menu was opened.

Fixes T48192.
2016-04-19 16:17:34 +02:00
69ee6c9866 Drivers Editing: Added "Copy/Paste" buttons beside "Add Variable" for copying all variables from one driver to another
This was a feature request from a few years back (IIRC from ZanQdo?) to make it
easier to reuse one set of driver variables across several different drivers.

Dev Notes:
* Finally it's done! All that trouble for two little buttons.
* Grr... cmake... grrr!
2016-04-15 20:05:09 +12:00
6bddad2c4e Code Cleanup: Add proper defines (with ANIM_* prefix) for animation-related copy-paste buffer free callbacks 2016-04-15 20:05:06 +12:00
deffd4352b Drivers Setup: Expose all mapping types for creating drivers
* This includes the "manually create" modes, which correspond to the previous behaviour
  for setting up drivers. This is necessary when the current screen layout is not
  well suited to having multiple property editors open (e.g. small screen or heavily
  subdivided screen).

* Only the modes relevant for the current property type (i.e. array vs single)
  will be shown

* The "Add Driver" entries in the RMB context menu have now been replaced by a
  submenu which will list all the available mapping types.

* NOTE: The code for the ANIM_OT_button_driver_add() operator is perhaps a bit hairy.
  However, it currently allows us to have the desired behaviour. It can always get
  cleaned up later though.
2016-03-30 03:21:57 +13:00
4b279815d5 Drivers: Add a "none" mode for use when adding drivers
Although it isn't currently exposed, this allows for the old behaviour,
where an "empty" driver was added (without any target assigned yet).
For this reason, it's also referred to as the "Manual" mode.

There are also some attempts at improving the tooltips + names for the
other modes (again, not shown anywhere yet)
2016-03-27 18:05:35 +13:00
0512e20ae9 Driver Setup Workflow Improvement: Property Eyedropper
This commit brings some long requested improvements to the workflow for setting up
drivers, which should make it easier and faster to set up new drivers in a more
interactive fashion.

The new workflow is as follows:
1) Hover over the property (e.g. "Lamp Energy" or "Y Location") or properties ("Rotation")
   you wish to add drivers to. We'll refer to this as the "destination"
2) Ctrl-D to active the new "Add Drivers" eyedropper
3) Click on the property you want to use as the source/target. The property under the
   mouse will be used to drive the property you invoked Ctrl-D on.

For example, to drive the X, Y, and Z location of the Cube using the Y Location of the Lamp,
hover over any of the X/Y/Z location buttons, hit Ctrl-D, then click on the Y-Location
button of the Lamp object. Drivers will be added to the X, Y, and Z Location properties
of the Cube; each driver will have a single variable, which uses the Y-Location Transform
Channel of the Lamp.


Tips:
- Transform properties will automatically create "Transform Channel" driver variables.
  Everything else will use "Single Property" ones

- Due to the way that Blender's UI Context works, you'll need two Properties Panel instances
  open (and to have pinned one of the two to show the properties for the unselected
  object). It's slightly clunky, but necessary for implementing a workflow like this,
  as the UI cannot be manipulated while using eyedroppers to pick data.

- The eyedropper operator implemented here actually has three modes of operation.
  1) The "1-N" (one to many) mode is the default used for Ctrl-D, and "Add Driver to All"
     in the RMB Menu. This is the behaviour described above.
  2) There's also a "1-1" (one to one) mode that is used for the "Add Single Driver" in the
     RMB Menu.
  3) Finally, there's the "N-N" mode (many to many), which isn't currently exposed.
     The point of this is to allow mapping XYZ to XYZ elementwise (i.e. direct copying)
     which is useful for things like locations, rotations, scaling, and colours.


Implementation Notes:
- The bulk of the driver adding logic is in editors/animation/drivers.c, where most of
  the Driver UI operators and tools are defined

- The property eyedropper code is in interface_eyedropper.c along with all the other
  eyedroppers (even though they don't share much actual code in common). However, this
  turns out to be necessary, as we can't get access to many of the low-level buttons API's
  otherwise.

Todo:
- It may be necessary to restore a way to access the old behaviour (i.e. "manual setup")
  in case it is not practical to immediately pick a property.

- Other things to investigate here include extra hotkeys (e.g. Ctrl-Shift-D for Add Single?),
  and to expose the N-N mode.

- Other things we could try include interactively applying scaling factors, picking
  multiple targets (e.g. for location difference and rotation difference drivers),
  and/or other ways of using these property picking methods.
2016-03-26 18:02:02 +13:00
7e65b02fb6 Cleanup: use prefix for return args 2016-03-24 18:05:10 +11:00
17d0c10096 Driver Keyframing: Some tweaks to make inserting keyframes on Driver F-Curves easier
Now, when trying to insert a keyframe on a driven property (using IKEY, or with
autokeying enabled), the keyframes will get created on the Driver's F-Curve
(instead of creating a new FCurve that goes into the active action, but will never
do anything). Furthermore, the x-value of the new keyframe will be the current
result of the driver expression.

Why/Motivations:
This way, it becomes easier to create corrective drivers, as you can position all
the targets the driver depends on, then adjust the driver value until it does what
you need, and then you keyframe that value to bake it into the Driver F-Curve
(in effect, "training" the computer how to behave in that case).

Usage Notes:
* In practice, that particular workflow is still quite clunky to achieve, due to some
  quirks of how the driver system and the UI widgets interact. Specifically, you'll
  need to disable/mute the driver before trying to edit the setting (to prevent the
  driver from immediately resetting the value - before even autokey fires!). However,
  if you're using the Graph Editor to preview/monitor/manage the keying process, you'll
  then want to re-enable the driver before changing the targets, so that you can see
  how much of a change you'll want to be applying!

* The warning about editing driver values may need to be disabled or selectively
  knocked out. I had it disabled while testing this functionality, but it's actually
  harmless in its current state (if just a bit annoying).
2016-03-24 19:34:52 +13:00
6bf9aa3f8e Fancy procedural icons for Keyframe Types
The new "default keyframe type" dropdown on the timeline header
(and also the "Keyframe Type" operator/properties in other places)
now has procedurally generated icons which reflect what that keyframe
type will look like when rendered in the Dope Sheet.

This was achieved using the ancient "VICON" (vector icon) stuff
that's lurking around in the dark parts of UI code. From memory,
the only other things that use (or used to use) this stuff included
some of the triangle icons for some dropdown buttons, or something
like that.

Notes:
* Theme colour changes are reflected immediately by these icons.
  This is possible because they are all drawn procedurally
* These icons scale with the DPI setting. I manually guessed the size of
  these icons. They can be adjusted further if needed.
* I've documented the steps for adding voodoo icons like this on the wiki
  (http://wiki.blender.org/index.php/Dev:2.7/Source/Checklists/Vector_Icon)
* It's true that the rendering of these keyframes doesn't quite fit the rest
  of the icons in the UI. However, since we're just leveraging the standard
  keyframe drawing methods (to avoid discreptancies between the two), we'll
  leave it as such for now. Maybe later we can consider blending in a bit of
  the glossy keyframe icons in the Icon Sheet?
2016-03-14 00:56:52 +13:00
570fbba3f3 Keyframing: Added ToolSetting for choosing default keyframe type
To make it easier for animators working in a multipass pose-to-pose workflow
when inserting breakdown keyframes and so forth, it is now possible to specify
the "type" of keyframe being created (i.e. the colour of the keyframe, when drawn
in the Dope Sheet).

Usage:
1) Choose the type of keyframe ("Keyframe", "Breakdown", "Extreme", etc.) from
   the new dropdown located between the AutoKeying and KeyingSet widgets on the
   timeline header.
2) Insert keyframes
3) Rejoyce that your newly created keyframes have now been coloured for you already
   in the DopeSheet.

Todo:
* Look into a way of using the actual keyframe colours (from the theme) for the icons
  of these types.
2016-03-13 18:28:30 +13:00
6a5b636b56 Cleanup: remove button flag for forced tool-tips 2016-03-09 19:15:41 +11:00
01d3afaf3d Fix/workaround T47685: Drag keymap slider fails
This is a special case where the UI update function re-creases the keymap we're currently editing.
Making it so dragging values fails.
2016-03-09 17:41:43 +11:00
83824947ba Avoid node tree update tag when changed nodes which are not affecting result
This was we don't have re-compo or viewport re-rendering happening when changing
nodes which are not connected to the output at all (for example when adding new
nodes or changing settings for unconnected nodes).

Only basic operations are covered for now. checks could be added to more tools
when needed.

Currently it's not fully optimal implementation, but seems to work fast enough.
Don't see reliable alternative to that -- keeping tag in the node wouldn't work
because of the node groups (which are probably already broken, but should be
easy to solve with current approach). So guess it's more matter of optimizing
path search from a node to output.

Before processing forward let's check whether it's indeed something we want
and whether the approach is indeed not fully bad.

Reviewers: campbellbarton, mont29

Subscribers: sebastian_k

Differential Revision: https://developer.blender.org/D1765
2016-03-02 17:58:34 +05:00
69b66d549b UI: Add search-create callback
Needed to support alternate search UI's, no functional changes.
2016-03-02 13:57:16 +11:00
Julian Eisel
d787db701a Cleanup: Rename ED_button_operatortypes -> ED_operatortypes_ui 2016-02-29 17:47:36 +01:00
Julian Eisel
84b1d67b64 Add User Interface keymap (no items yet)
Needed to allow modal UI keymaps, but I'm sure we'll need this more often in future.
First item will be modal eyedropper keymap coming in a following commit.
2016-02-29 17:46:22 +01:00
Julian Eisel
e61588c5a5 Fix a bunch of temp full-screen glitches
Steps to reproduce fixed glitches were:
* Change any editor to be file browser from menu, Ctrl+O *from the file browser area*, Esc -> area reset to what it was before changing to file browser initially
* Ctrl+O from any area, F12, Esc -> returns to initial editor in full-screen (expected is file browser in full-screen)

Fixes T46229

Core of the fix is removing old area from spacedata list when going back to previous area (see ED_area_prevspace -> BKE_spacedata_remove). Also, when creating a new temp area we now don't exit old area anymore (needed so SpaceFile->op is kept, but it also makes sense in general)
Aaand finally removes some ugly hacks.

Tested quite a bit, so I think it's safe to apply (besides of remark below), just would like to get things double checked and confirmed. After all, this full-screen stuff finally starts to feel like it's working :P

Note, there's still a memory leak when quitting Blender with temp area open. Haven't found out how to solve yet, but it's not that important for review anyway.

Reviewers: campbellbarton, brecht

Reviewed By: brecht

Subscribers: plyczkowski, Blendify

Maniphest Tasks: T46229

Differential Revision: https://developer.blender.org/D1531
2016-02-29 16:18:42 +01:00
9177bf2f30 Code reshuffling to prevent problems like the previous commit happening again 2016-02-26 19:12:45 +13:00
1db29781db Fix T47503 - My previous fix for T47472 accidentally reused an unrelated flag
ked->iterflags actually already had an enum defined, but at the time of the previous
fix, I'd forgotten that it was defined. As a result, "f1 needs NLA remap" got given
the same flag as "include handles when doing keyframe selection checks".
2016-02-26 19:12:44 +13:00
7dc419c8fe Restore ability to clear motionpaths from selected objects/bones only
In response to user feedback, this commit brings back the ability to
limit motionpath clearing to only happening for those on selected
objects/bones.

By default, the "Clear" operator will clear from all objects/bones,
unless the Shift key is held.
2016-02-26 19:12:43 +13:00
b5b156f089 Set line-width, point size when running callbacks
Since 2.76 Blender no longer resets these after use,
this may break add-ons, so reset before calling region callbacks.
2016-02-20 06:58:03 +11:00
e1f624ecef Cleanup: add missing struct qualifier 2016-02-18 19:35:48 +11:00
Julian Eisel
21c88df7c7 Fix items in mode pie changing position by supporting more than 8 items in operator-enum pies
Now a 'More' item is added to the pie when there are too many items. It opens a sub-pie that contains the remaining items.
Note that this only touches operator-enum pies (like the object mode pie is), it is not a complete support for pies with more than 8 items. For this further design and code work would be needed, but this is too urgent to wait for that.

This is a better fix for T46973, should definitely be applied for 2.77 release.

Patch D1800 by myself with some edits by @campbellbarton, thanks!
2016-02-16 15:04:33 +01:00
6081f6c387 Fix T47204: selection failing directly after disabling multisample in user prefs.
Now store the multisample setting each window was created with.
2016-02-06 12:21:41 +01:00
c4dc14b079 Fix T45915: Cannot select keyframes in summary channels in Dope Sheet in TweakMode
When in TweakMode on NLA strips that had an offset, it was not possible to select
those keyframes in the Summary Channel in the Dope Sheet.

The main gist of it is that the current code is from before the summary track was
introduced, and so could assume that ANIM_nla_mapping_get() would work for all channels
present. Thus, simply converting the clicked frame to nla-mapped time once would be
enough. However, for summary channels, nla-mapping_get() doesn't do anything, since
we can potentially include keyframes from several different objects!
2016-02-06 02:40:43 +13:00
3b92a9472c UI: update dynamic tips
Useful for progress ETA to continuously update.

This adds API option not to activate new regions GL state which isn't needed in many cases.
2016-02-02 14:16:53 +11:00
c6c223ade6 Fix T47164: [Scene.raycast] - True result when it should be False.
We cannot use FLT_MAX as initi distance for raycast...

Renamed TRANSFORM_DIST_MAX_RAY to BVH_RAYCAST_DIST_MAX, moved it into BLI_kdopbvh,
and use in RNA raycast callbacks (and all other places using that API).
2016-01-12 10:09:00 +01:00