Commit Graph

987 Commits

Author SHA1 Message Date
2e12114f3b Merge branch 'master' into blender2.8 2018-07-26 14:45:14 +10:00
dbd79c097c WM: Add operator property poll callback
This allows operators to filter out properties from the
auto-generated draw functions.

Some custom draw functions can move to using this.
2018-07-26 11:53:53 +10:00
3d67819a17 Merge branch 'master' into blender2.8 2018-07-18 14:13:16 +02:00
Stefan Werner
bdda0964e0 Compositor: Cryptomatte compositing node.
This patch adds a new matte node that implements the Cryptomatte specification.
It also incluces a custom eye dropper that works outside of a color picker.
Cryptomatte export for the Cycles render engine will be in a separate patch.

Reviewers: brecht

Reviewed By: brecht

Subscribers: brecht

Tags: #compositing

Differential Revision: https://developer.blender.org/D3531
2018-07-18 13:03:34 +02:00
ab14da272d Reverted T55880 fix by accident 2018-07-10 08:34:19 +02:00
3a07b2124b Fix T55877: Crash snapping non-edit-mesh to grid 2018-07-10 08:24:05 +02:00
2386436520 Fix T55880: Crash dragging file into image editor
Caused by b4ccec6742
2018-07-10 08:17:20 +02:00
74fd17e9d7 UI/Python: rename Lamps to Lights, to follow more standard terminology.
Internally it's still mostly named lamps, though some modules like Cycles
were already calling them lights.
2018-07-06 20:06:09 +02:00
397d088611 UI: show modal operator keymaps in the status bar
This is work in progress, transform keymap especially
needs some filtering on it's keymap.
2018-07-05 12:27:15 +02:00
b4ccec6742 Fix ID buttons not working in popover menus. 2018-07-03 12:16:30 +02:00
a9211e808c UI: hide empty status mouse button when dragging 2018-07-03 10:30:13 +02:00
20046defd7 UI: update mouse icons in status bar. 2018-07-02 13:46:09 +02:00
37994e0af2 Merge branch 'master' into blender2.8 2018-07-01 20:15:21 +02:00
26c5a1c301 Cleanup: right shift in interface code 2018-07-01 20:12:07 +02:00
36a9436d80 Merge branch 'master' into blender2.8 2018-07-01 16:22:06 +02:00
ddee0931b8 RNA: use bool for boolean RNA types
We were using int's for bool arguments in BKE,
just to avoid having wrapper functions.
2018-07-01 15:57:59 +02:00
eb63b32dee Merge branch 'master' into blender2.8 2018-06-30 13:52:04 +02:00
bdc1108e8c Cleanup: remove unused context arg to menu 2018-06-30 12:31:53 +02:00
4d39da1060 Merge branch 'master' into blender2.8 2018-06-28 23:57:00 +02:00
46dceefc35 WM: Remove Screen Cast
This feature is better handled by specialized tools.
2018-06-28 23:40:51 +02:00
a009f2659f UI: keep statusbar keymap icons in same position, if there is enough space. 2018-06-28 00:13:58 +02:00
d3b814e9ec UI: tweak status bar layout to make it less jumpy.
Keymap on the left, messages and jobs in the middle, stats on the right.
2018-06-27 19:48:54 +02:00
df02675e21 UI: move modal operator text from headers to status bar.
Python API is context.workspace.status_text_set()
2018-06-26 19:45:55 +02:00
cdd915e9e9 UI: status bar cursor keymap display
Show mouse button actions in status bar, based on context,
modifiers and active tool.

See: T54861
2018-06-26 12:18:54 +02:00
9e88892f8f UI: Use background color for reports
At the moment it's using a hardcoded gray color that conflicts with
themes using gray for the header text. Instead use a slightly brighter
background color to make it stand, yet still use a theme setting.
2018-06-25 18:57:51 +02:00
6427141f7b Modifiers: Stop using md->scene in isDisabled() callback
This is first commit in series of changes to get rid of md->scene.
2018-06-21 18:04:05 +02:00
0619f960c2 Objects: restore H key per object hiding.
H hides selected objects, Shift+H hides unselected objects, and Alt+H
reveals hidden objects.

This hiding state is distinct from restrict viewport and render, and
meant for temporarily hiding objects without affecting more persistent
collection hiding.

Object hiding is per view-layer, same as selection. It affects the
viewport and any preview renders in there, but not final renders.

In the outliner, different icons are now used for temporary hiding, and
restrict viewport and render. Hidden objects are greyed out.

Remaining design issues:

* For lamps we probably still want to keep their effect on the scene,
  currently they are fully disabled by hiding. Arguably mesh lights or
  even objects being reflected or casting shadows are not that different
  but perhaps the special lamp exception from local view should remain.
* We need a feature still to disabled this hiding for specific viewports,
  for render or animation preview where you want to see the entire scene
  while working in another view.
* We need a new icon for restrict viewport, for now it uses a grid similar
  to the 2.4 icon.
* Hiding objects does not preserve selection state as it did in 2.7,
  it's probably convenient to support this again?
2018-06-20 12:35:25 +02:00
17b029d80e T55406: Flip Matcap
- Icon represent the flipped matcap in the shading menu
- Added template_icon to display any icon in scale.
2018-06-14 11:44:36 +02:00
9c65227061 Tag object/scene for selection update from operators
Before that depsgraph tagging was done from inside notifier listener in
viewport. This had the following issues:

- If there are no viewports, selection tag was not done. Causing possible
  issues when object becomes visible.

- Required special trickery to detect which data to tag for update.

- Was causing crash when transforming/selecting markers in clip editor.
  This is because selecting marker needed to poke viewport to redraw, since
  selected bundles will be displayed differently in viewport.
2018-06-13 16:07:55 +02:00
a03eadaec8 UI: redo panel layout tweaks
- Don't use compact layout (enum titles were hidden).
- Split-properties to use less vertical space.
- Make panel wider, half width when collapsed.
2018-06-13 08:26:16 +02:00
e8dd4cd9ca Cleanup: warning, spaces 2018-06-12 17:20:12 +02:00
3937e8fbc3 UI: non editable template_icon_views are rendered as label
This is also a way to render an large preview icon without the selection
control. This is used by the studiolights in the userprefs that only
displays the preview of the light.
2018-06-12 08:45:38 +02:00
2d2f23de10 Fix T55348: Renaming a marker can't cancel
Regression in a14005c070
2018-06-07 08:54:47 +02:00
e92baab348 Merge branch 'master' into blender2.8 2018-05-23 10:51:11 +02:00
d886e32270 Cleanup: strip trailing space from interface files 2018-05-23 10:48:50 +02:00
e6d11c6ce6 Collections: remove per collection and view layer engine overrides.
This will be handled by the new view layer override system which will
store data elsewhere, removing the code already for easier refactoring.
2018-05-08 17:46:20 +02:00
b49184b608 Merge branch 'master' into blender2.8 2018-05-07 18:02:48 +02:00
f74d85ffc8 Cleanup: rename char/float conversion functions
- FTOCHAR       -> unit_float_to_uchar_clamp
- F3TOCHAR3     -> unit_float_to_uchar_clamp_v3 (swap args)
- F4TOCHAR4     -> unit_float_to_uchar_clamp_v4 (swap args)
- FTOUSHORT     -> unit_float_to_ushort_clamp
- USHORTTOUCHAR -> unit_ushort_to_uchar
2018-05-07 17:51:40 +02:00
85dcdb87d2 UI: fix operator redo showing empty popovers
Many operators have no options,
showing a popover button with no content isn't good.
2018-05-02 11:03:03 +02:00
f210c93945 UI: disable advanced option for redo popover 2018-04-25 10:08:04 +02:00
b00d971efe UI: Apply remove redo region
This was a disabled part of the top-bar merge (code by @Severin)

The only change made is to move to redo UI into a popover.
2018-04-25 07:55:50 +02:00
e89fefdc69 Topbar: visual tweaks
* Make bottom half of topbar a bit higher
* Make tabs higher and put them closer together
* Remove screen layouts dropdown, we'll have one layout per window
* Hide action zones from topbar
* Don't change topbar background color when activating
2018-04-21 12:41:20 +02:00
Julian Eisel
5f6c45498c UI: New Global Top-Bar (WIP)
== Main Features/Changes for Users

* Add horizontal bar at top of all non-temp windows, consisting out of two horizontal sub-bars.
* Upper sub-bar contains global menus (File, Render, etc.), tabs for workspaces and scene selector.
* Lower sub-bar contains object mode selector, screen-layout and render-layer selector. Later operator and/or tool settings will be placed here.
* Individual sections of the topbar are individually scrollable.
* Workspace tabs can be double- or ctrl-clicked for renaming and contain 'x' icon for deleting.
* Top-bar should scale nicely with DPI.
* The lower half of the top-bar can be hided by dragging the lower top-bar edge up. Better hiding options are planned (e.g. hide in fullscreen modes).
* Info editors at the top of the window and using the full window width with be replaced by the top-bar.
* In fullscreen modes, no more info editor is added on top, the top-bar replaces it.

== Technical Features/Changes

* Adds initial support for global areas

  A global area is part of the window, not part of the regular screen-layout.
  I've added a macro iterator to iterate over both, global and screen-layout level areas. When iterating over areas, from now on developers should always consider if they have to include global areas.
* Adds a TOPBAR editor type

  The editor type is hidden in the UI editor type menu.
* Adds a variation of the ID template to display IDs as tab buttons (template_ID_tabs in BPY)
* Does various changes to RNA button creation code to improve their appearance in the horizontal top-bar.
* Adds support for dynamically sized regions. That is, regions that scale automatically to the layout bounds.

  The code for this is currently a big hack (it's based on drawing the UI multiple times). This should definitely be improved.
* Adds a template for displaying operator properties optimized for the top-bar. This will probably change a lot still and is in fact disabled in code.

Since the final top-bar design depends a lot on other 2.8 designs (mainly tool-system and workspaces), we decided to not show the operator or tool settings in the top-bar for now. That means most of the lower sub-bar is empty for the time being.

NOTE: Top-bar or global area data is not written to files or SDNA. They are simply added to the window when opening Blender or reading a file. This allows us doing changes to the top-bar without having to care for compatibility.

== ToDo's

It's a bit hard to predict all the ToDo's here are the known main ones:
* Add options for the new active-tool system and for operator redo to the topbar.
* Automatically hide the top-bar in fullscreen modes.
* General visual polish.
* Top-bar drag & drop support (WIP in temp-tab_drag_drop).
* Improve dynamic regions (should also fix some layout glitches).
* Make internal terminology consistent.
* Enable topbar file writing once design is more advanced.
* Address TODO's and XXX's in code :)

Thanks @brecht for the review! And @sergey for the complaining ;)

Differential Revision: D2758
2018-04-20 17:14:52 +02:00
Dalai Felinto
159806140f Removing Blender Game Engine from Blender 2.8
Folders removed entirely:
* //extern/recastnavigation
* //intern/decklink
* //intern/moto
* //source/blender/editors/space_logic
* //source/blenderplayer
* //source/gameengine

This includes DNA data and any reference to the BGE code in Blender itself.
We are bumping the subversion.

Pending tasks:
* Tile/clamp code in image editor draw code.
* Viewport drawing code (so much of this will go away because of BI removal
  that we can wait until then to remove this.
2018-04-17 17:51:28 +02:00
1c24c04e60 Remove workspace object mode, reverts changes w/ 2.8
This caused too many problems syncing object modes
with multiple objects/windows/workspaces, see: D3130 for details.
2018-04-05 18:21:14 +02:00
89fdd88906 Merge branch 'master' into blender2.8 2018-04-02 15:18:10 +02:00
4ffa05c30b Cleanup: move undo into it's own directory
Split out undo API from ED_util.h into ED_undo.h
2018-04-02 15:07:40 +02:00
f47a41a3d9 Cleanup: iterator macros
- put render iterator in own scope
  (would shadow it's own variable if used multiple times).
- enforce semicolon at end of iterator macros.
- no need to typedef one-off macro structs.
2018-03-09 11:52:11 +11:00
7aed2de798 Cleanup: macro's w/ an _END need a matching _BEGIN
Convention from 2.7x, since some looping macros don't need an '_END',
it avoids confusion to keep this.
2018-03-01 19:01:53 +11:00
17577c53c6 Merge branch 'master' into blender2.8 2018-02-07 11:19:01 +11:00