Commit Graph

539 Commits

Author SHA1 Message Date
5d4b981bc2 Add missing single user management for grease pencil materials 2018-08-03 13:41:56 +02:00
1fd27c2332 Respect ID user count when creating pose on object copy
This solves wrong user counter of custom shape when duplicating bone
few times and then undoing all the duplications.
2018-07-31 11:39:22 +02:00
66da2f537a New Grease Pencil object for 2D animation
This commit merge the full development done in greasepencil-object branch and include mainly the following features.

- New grease pencil object.
- New drawing engine.
- New grease pencil modes Draw/Sculpt/Edit and Weight Paint.
- New brushes for grease pencil.
- New modifiers for grease pencil.
- New shaders FX.
- New material system (replace old palettes and colors).
- Split of annotations (old grease pencil) and new grease pencil object.
- UI adapted to blender 2.8.

You can get more info here:

https://code.blender.org/2017/12/drawing-2d-animation-in-blender-2-8/
https://code.blender.org/2018/07/grease-pencil-status-update/

This is the result of nearly two years of development and I want thanks firstly the other members of the grease pencil team: Daniel M. Lara, Matias Mendiola and Joshua Leung for their support, ideas and to keep working in the project all the time, without them this project had been impossible.

Also, I want thanks other Blender developers for their help, advices and to be there always to help me, and specially to Clément Foucault, Dalai Felinto, Pablo Vázquez and Campbell Barton.
2018-07-31 10:50:43 +02:00
a3b6ae9fb9 Cleanup/Refactor: Move CurveCache runtime data into Object.runtime struct.
Also, fix missing cleanup of Object.runtime when copying Object
datablocks!
2018-07-30 16:58:44 +02:00
1f809f34c1 Merge branch 'master' into blender2.8 2018-07-26 18:39:57 +10:00
ab67c6e46b WM: replace UI draw callbacks w/ property poll
Custom drawing functions were used just to control property display.
Move to poll function.
2018-07-26 17:35:33 +10:00
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
293c15ec0c Fix T56081: crash with make static override and linked collection. 2018-07-24 12:02:24 +02:00
c205de0203 Fix T55973: [2.8] Crash when 'apply pose as rest pose' when bone scale is 0,0,0.
`BKE_pose_rebuild()` should (ideally) always trigger a rebuild of the
depsgraph, since it can add or remove posechannels.

This function now takes a Main parameter to ensure that related
depsgraphes are tagged as dirty (kept it optional, for some corner cases).

We should also probably double-check calls to that function, think in
theory it should only be called from depsgraph itself? But for now...
2018-07-20 10:22:06 +02:00
b076b3853c Merge branch 'master' into blender2.8 2018-07-02 12:03:56 +02:00
b88e51dd55 Cleanup: use bool for poll functions 2018-07-02 11:51:31 +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
2223d63c58 Refactor static override code to pass Main around.
Access to main database is actually rarely needed, but some custom
'apply' functions do need it (like Collections' overriding of objects or
children collections).
2018-06-29 12:48:12 +02:00
c2fa82e7a4 Multires: Move away from using scene from modifier data 2018-06-22 15:12:03 +02:00
4943739b89 Merge branch 'master' into blender2.8
Conflicts:
	source/blender/blenloader/intern/readfile.c
	source/blender/editors/mesh/editmesh_utils.c
	source/blenderplayer/bad_level_call_stubs/stubs.c
2018-06-13 16:42:56 +02:00
f61c30f804 Cleanup: get rid of last G.main in BMesh code. 2018-06-13 16:29:12 +02:00
a6585fa4b1 Cleanup: moar removal of G.main in BKE area... 2018-06-12 15:16:45 +02:00
c98b2e74df Merge branch 'master' into blender2.8
Conflicts:
	source/blender/editors/object/object_add.c
	source/blender/editors/object/object_relations.c
2018-06-12 12:38:54 +02:00
5508b572ea Cleanup: remove some G.main from ED's animsys.
The easy ones - there some much, much trickier to tackle there...
2018-06-12 12:28:14 +02:00
508e34d0bf Merge branch 'master' into blender2.8
Conflicts:
	source/blender/editors/animation/anim_deps.c
	source/blender/editors/animation/keyframing.c
	source/blender/editors/animation/keyingsets.c
	source/blender/editors/armature/pose_edit.c
	source/blender/editors/armature/pose_transform.c
	source/blender/editors/gpencil/gpencil_convert.c
	source/blender/editors/include/ED_anim_api.h
	source/blender/editors/include/ED_keyframing.h
	source/blender/editors/interface/interface_anim.c
	source/blender/editors/space_action/action_edit.c
	source/blender/editors/space_graph/graph_edit.c
	source/blender/editors/space_outliner/outliner_draw.c
	source/blender/editors/transform/transform_conversions.c
	source/blender/makesrna/intern/rna_armature.c
	source/blender/makesrna/intern/rna_pose.c
	source/blender/python/intern/bpy_rna_anim.c
	source/blenderplayer/bad_level_call_stubs/stubs.c
	source/gameengine/Converter/KX_BlenderSceneConverter.cpp
2018-06-07 13:04:16 +02:00
b3a7a75a26 Cleanup: remove moar G.main usages.
Notes:
* Really need to address RNA setters case, end up adding way too much
G.main here these days... :/
* Added Main pointer into bAnimContext, helps a lot in anim code ;)
2018-06-07 12:48:29 +02:00
3b05034935 Fix broken logic in make static override operators for Collections.
Was pretty sure I already fixed that some weeks ago... but look like it
was not committed or somehow lost...
2018-06-01 14:31:29 +02:00
eb1feb9f4a Merge branch 'master' into blender2.8
Conflicts:
	source/blender/editors/object/object_add.c
	source/blender/editors/object/object_select.c
	source/blender/editors/space_outliner/outliner_edit.c
2018-05-31 16:21:47 +02:00
16100f8261 Cleanup: get rid of last G.main usages in BKE library code. 2018-05-31 16:04:04 +02:00
8f670dd855 Merge branch 'master' into blender2.8
Conflicts:
	source/blender/blenkernel/BKE_material.h
	source/blender/blenkernel/BKE_mesh.h
	source/blender/blenkernel/intern/library_remap.c
	source/blender/blenkernel/intern/material.c
	source/blender/editors/object/object_relations.c
	source/blender/editors/render/render_preview.c
	source/blender/makesrna/intern/rna_object.c
2018-05-29 16:02:53 +02:00
f7af08b5fe Cleanup: Get rid of G.main in BKE_material.
Note that in some cases, this only moves the G.main case to somne other
places - in particular, RNA getters/setters are becoming annoying here...
2018-05-29 15:49:21 +02:00
b6725d3cbf Fix wrong object user count on duplicate. 2018-05-23 18:53:37 +02:00
17bd5c9d4b Collections and groups unification
OVERVIEW

* In 2.7 terminology, all layers and groups are now collection datablocks.
* These collections are nestable, linkable, instanceable, overrideable, ..
  which opens up new ways to set up scenes and link + override data.
* Viewport/render visibility and selectability are now a part of the collection
  and shared across all view layers and linkable.
* View layers define which subset of the scene collection hierarchy is excluded
  for each. For many workflows one view layer can be used, these are more of an
  advanced feature now.

OUTLINER

* The outliner now has a "View Layer" display mode instead of "Collections",
  which can display the collections and/or objects in the view layer.
* In this display mode, collections can be excluded with the right click menu.
  These will then be greyed out and their objects will be excluded.
* To view collections not linked to any scene, the "Blender File" display mode
  can be used, with the new filtering option to just see Colleciton datablocks.
* The outliner right click menus for collections and objects were reorganized.
* Drag and drop still needs to be improved. Like before, dragging the icon or
  text gives different results, we'll unify this later.

LINKING AND OVERRIDES

* Collections can now be linked into the scene without creating an instance,
  with the link/append operator or from the collections view in the outliner.
* Collections can get static overrides with the right click menu in the outliner,
  but this is rather unreliable and not clearly communicated at the moment.
* We still need to improve the make override operator to turn collection instances
  into collections with overrides directly in the scene.

PERFORMANCE

* We tried to make performance not worse than before and improve it in some
  cases. The main thing that's still a bit slower is multiple scenes, we have to
  change the layer syncing to only updated affected scenes.
* Collections keep a list of their parent collections for faster incremental
  updates in syncing and caching.
* View layer bases are now in a object -> base hash to avoid quadratic time
  lookups internally and in API functions like visible_get().

VERSIONING

* Compatibility with 2.7 files should be improved due to the new visibility
  controls. Of course users may not want to set up their scenes differently
  now to avoid having separate layers and groups.
* Compatibility with 2.8 is mostly there, and was tested on Eevee demo and Hero
  files. There's a few things which are know to be not quite compatible, like
  nested layer collections inside groups.
* The versioning code for 2.8 files is quite complicated, and isolated behind
  #ifdef so it can be removed at the end of the release cycle.

KNOWN ISSUES

* The G-key group operators in the 3D viewport were left mostly as is, they
  need to be modified still to fit better.
* Same for the groups panel in the object properties. This needs to be updated
  still, or perhaps replaced by something better.
* Collections must all have a unique name. Less restrictive namespacing is to
  be done later, we'll have to see how important this is as all objects within
  the collections must also have a unique name anyway.
* Full scene copy and delete scene are exactly doing the right thing yet.

Differential Revision: https://developer.blender.org/D3383

https://code.blender.org/2018/05/collections-and-groups/
2018-05-18 13:34:24 +02:00
527c9af48f Static overrides: reduce the amount of instantiated objects when overriding a group.
For now, do not override/instantiate objects used as boneshapes.

Note that this is a rather poor/dirty hack, it seems Spring char groups
still have a lot of other (unused???) shape objects.

Ideally lib groups should be designed more cleanly for the new Static
Override system, putting only really usable objects into 'main' group,
and placing the others in sub-groups, helpers groups, or so...
2018-05-16 19:01:04 +02:00
ce7575c823 Static Override: Move 'auto' flag into override struct, expose it to RNA. 2018-05-02 16:15:52 +02:00
e52dce6408 Animation: Don't user-copunter copy-on-written action block 2018-05-01 09:17:17 +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
51b796ff15 Remove Blender Internal and legacy viewport from Blender 2.8.
Brecht authored this commit, but he gave me the honours to actually
do it. Here it goes; Blender Internal. Bye bye, you did great!

* Point density, voxel data, ocean, environment map textures were removed,
  as these only worked within BI rendering. Note that the ocean modifier
  and the Cycles point density shader node continue to work.
* Dynamic paint using material shading was removed, as this only worked
  with BI. If we ever wanted to support this again probably it should go
  through the baking API.
* GPU shader export through the Python API was removed. This only worked
  for the old BI GLSL shaders, which no longer exists. Doing something
  similar for Eevee would be significantly more complicated because it
  uses a lot of multiplass rendering and logic outside the shader, it's
  probably impractical.
* Collada material import / export code is mostly gone, as it only worked
  for BI materials. We need to add Cycles / Eevee material support at some
  point.
* The mesh noise operator was removed since it only worked with BI
  material texture slots. A displacement modifier can be used instead.
* The delete texture paint slot operator was removed since it only worked
  for BI material texture slots. Could be added back with node support.

* Not all legacy viewport features are supported in the new viewport, but
  their code was removed. If we need to bring anything back we can look at
  older git revisions.
* There is some legacy viewport code that I could not remove yet, and some
  that I probably missed.
* Shader node execution code was left mostly intact, even though it is not
  used anywhere now. We may eventually use this to replace the texture
  nodes with Cycles / Eevee shader nodes.

* The Cycles Bake panel now includes settings for baking multires normal
  and displacement maps. The underlying code needs to be merged properly,
  and we plan to add back support for multires AO baking and add support
  to Cycles baking for features like vertex color, displacement, and other
  missing baking features.

* This commit removes DNA and the Python API for BI material, lamp, world
  and scene settings. This breaks a lot of addons.
* There is more DNA that can be removed or renamed, where Cycles or Eevee
  are reusing some old BI properties but the names are not really correct
  anymore.
* Texture slots for materials, lamps and world were removed. They remain
  for brushes, particles and freestyle linestyles.
* 'BLENDER_RENDER' remains in the COMPAT_ENGINES of UI panels. Cycles and
  other renderers use this to find all panels to show, minus a few panels
  that they have their own replacement for.
2018-04-19 17:35:25 +02:00
2117e46e5b Disable auto-override for all but active object in group case.
I.E. only enable auto-override for 'active' selected object when making
an override of a linked group. This will ease on auto-override creation,
and you typically do not want to auto-override most objects in the group
anyway (in proxy system, you could only proxyfy one object of the group
anyaway!).
2018-04-18 11:41:07 +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
34ab90f546 Depsgraph: remove EvaluationContext, pass Depsgraph instead.
The depsgraph was always created within a fixed evaluation context. Passing
both risks the depsgraph and evaluation context not matching, and it
complicates the Python API where we'd have to expose both which is not so
easy to understand.

This also removes the global evaluation context in main, which assumed there
to be a single active scene and view layer.

Differential Revision: https://developer.blender.org/D3152
2018-04-16 19:55:33 +02:00
295ced9baa Switch 'make static override' of group to making all objects local overrides.
Note: tried with a complex production file characters, this is currently
totally non-functionnal (crashing even in a infinite recursion loop),
IDProps and override need some love :(
2018-04-16 16:01:17 +02:00
9e2ea6c500 Merge branch 'master' into blender2.8 2018-04-15 12:03:09 +02:00
c12d976020 Cleanup: ED_armature naming
- Wasn't clear which functions handle edit-bones.
- Mixed both ebone and edit_bone in names.
- Didn't use ED_armature_* prefix for public API.

See P655 to apply to branches.
2018-04-15 11:50:53 +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
Dalai Felinto
e7c3c46e89 Fix make single user crash
How to reproduce the crash:
* Factory startup
* 'u'key (make single user)

It comes with a simple unittest to reproduce the original issue.
2018-03-14 08:13:27 -03:00
585208e0e9 Merge branch 'master' into blender2.8 2018-03-14 02:15:37 +11:00
be25a0faa7 Cleanup: pass selectmode directly
Pass instead of editmesh or toolsettings.
Needed for multi edit-mode
2018-03-14 02:08:29 +11:00
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
f02af0407f Cleanup: use _BEGIN suffix for group iterators 2018-03-07 20:46:27 +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
5db950e860 Cleanup: use workspace for object_mode when possible 2018-02-09 22:14:39 +11:00
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
b8bb15f744 Finalize/enable new static override for linked groups.
Behavior is expected to be simillar to 'make proxy' on linked groups, it
basically allows you to select which object in the group will be to
'root' override (usually, the armature), checks which other objects
needs to be overridden as well, overrides the group itself too, and
instantiates the group and the root overridden object.

It seems to be working, though handling of armature deformation is kind
of totally broken in blender2.8 currently (modifiers...). ;)
2018-02-01 14:08:18 +01:00