Commit Graph

509 Commits

Author SHA1 Message Date
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
Dalai Felinto
7628961391 Collections/Layer cleanup: Remove all reference to filter objects
This was not implemented yet. So it's a bit pointless to have all this
placeholder code around without any functionality coming out of it.
2018-01-22 12:43:19 -02:00
55f97d1dd9 Static override: cleanup: name consistency. 2018-01-16 17:11:03 +01:00
3cd8264505 Static override: enhance 'make override' operator.
Now when you make an override of a linked armature, code will
automatically also override objects using that armature (deformed by, or
children of), trying to replicate make_proxy results.

Also some initial code to replicate 'make_proxy' in case of instantiated
linked groups, but that is not working yet (and will also require some
work in RNA part of group's objects collection anyway).
2018-01-16 17:11:03 +01:00
72ec6dbb0b Static overrides API: add functions to create overrides from several datablocks at once.
This simplifies remapping task, since you don't have to ensure your
overrides are created in the correct dependency order.

Uses famous LIB_TAG_DOIT to mark IDs to be overridden.
2018-01-16 17:11:03 +01:00
bbb86a85fc Cleanup: Proper silencing of unused vars( for now). 2017-12-01 17:58:15 +01:00
Dalai Felinto
be9e469ead Groups and collection: initial integration
Since we are ditching layers from Blender (2.8) we need a replacement to
control groups visibility. This commit introduces collections as the building
blocks for groups, allowing users to control visibility as well as overrides
for groups.

Features
========

* Groups now have collections
    This way you can change the visibility of a collection inside a group, and add
    overrides which are part of the group and are prioritized over other overrides.

* Outliner
    Groups can inspect their collections, change visibility, and add/remove members.

    To change an override of a group collection, you need to select an instance of
    the group, and then you can choose "group" in the collection properties editor
    to edit this group active collection instead of the view layer one.

* Dupli groups overrides
    We can now have multiple instances of the same group with an original "override"
    and different overrides depending on the collection the instanced object is part
    of.

Technical
=========

* Layers
    We use the same api for groups and scene as much as possible.

Reviewers: sergey (depsgraph), mont29 (read/write and user count)
Differential Revision: https://developer.blender.org/D2892
2017-12-01 14:15:54 -02:00
Dalai Felinto
a9101b332e Silence warning from object_relations.c 2017-12-01 12:39:55 -02:00
Dalai Felinto
79bbbf7e20 Fix memory leak when single_obdata_users() fails to copy datablock 2017-11-30 11:08:48 -02:00
Dalai Felinto
ba17d53e59 Fix lightprobe single user not working 2017-11-30 11:08:48 -02:00
20ae4f928c Make basic object & bones transformations overridable.
You can now override loc/rot/scale of objects and posebones.

Also added a basic operator to make an override of active linked object,
but this is very limited/wip/testing feature (you have to manually override
object and its armature, and relink to proper local overrides
yourself...). Final 'make proxy killer' will be much more automated of
course.
2017-11-29 17:23:25 +01:00
Dalai Felinto
b79b8478ee Cleanup: Rename ViewLayer *sl > ViewLayer *view_layer 2017-11-23 14:58:01 -02:00
Dalai Felinto
3abe8b3292 Rename any instance of scene layer or render layer in code with view layer
The RenderResult struct still has a listbase of RenderLayer, but that's ok
since this is strictly for rendering.

* Subversion bump (to 2.80.2)
* DNA low level doversion (renames) - only for .blend created since 2.80 started

Note: We can't use DNA_struct_elem_find or get file version in init_structDNA,
so we are manually iterating over the array of the SDNA elements instead.

Note 2: This doversion change with renames can be reverted in a few months. But
so far it's required for 2.8 files created between October 2016 and now.

Reviewers: campbellbarton, sergey

Differential Revision: https://developer.blender.org/D2927
2017-11-23 07:48:23 -02:00
Dalai Felinto
7defb27f08 Farewell BaseLegacy
Finally, bases are all using the latest, newest SceneLayer bases.
2017-11-09 15:45:19 -02:00
Dalai Felinto
cec7f1215a Rename Scene macros back to their original _NEW less names 2017-11-09 13:35:46 -02:00
Dalai Felinto
206c94fea9 Farewell Scene->base
While getting rid of Scene->base we got the following fixes:

* Fix "Convert To" operator
* Fix "NLA allowing to selected objects that are not selectable
* Fix scene.objects (readonly, no option to link/unlink)

Note: Collada needs to use the context SceneLayer for adding objects
however I added a placeholder, so Collada maintainers can fix this
properly.
2017-11-08 18:39:01 -02:00
91af8f2ae2 Merge branch 'master' into blender2.8
Conflicts:
	intern/cycles/device/device.cpp
	source/blender/blenkernel/intern/library.c
	source/blender/blenkernel/intern/material.c
	source/blender/editors/object/object_add.c
	source/blender/editors/object/object_relations.c
	source/blender/editors/space_outliner/outliner_draw.c
	source/blender/editors/space_outliner/outliner_edit.c
	source/blender/editors/space_view3d/drawobject.c
	source/blender/editors/util/ed_util.c
	source/blender/windowmanager/intern/wm_files_link.c
2017-11-06 18:02:46 +01:00
66a6d160fe Rename ID_IS_LINKED_DATABLOCK to ID_IS_LINKED.
This makes code closer to id_override/assent-engine ones, which
introduce a new type of linked data, and hence reserve
ID_IS_LINKED_DATABLOCK to real linked datablocks.
2017-11-06 17:17:10 +01:00
941484ff81 Merge branch 'master' into blender2.8 2017-11-01 01:27:03 +11:00
98052162e1 UI: replace UI_ITEM_O_RETURN_PROPS /w return arg
Means we can have a version of this function that returns the button
and avoids returning a struct that often isn't used.
2017-10-31 17:04:55 +11:00
cdd1e86499 Fix/workaround wrong dependency graph being constructed after creating a proxy 2017-10-20 16:15:30 +02:00
Dalai Felinto
fc10484f7c Fix/properly implement: "make group proxy"
This was never correctly implemented. It now works as expected (ala 2.79 behaviour).
The proxy object is added to all the collections of the original empty.

Before not only this wasn't the case, but it would crash Blender.
2017-10-19 18:04:14 -02:00
ec2bbc90e7 Merge branch 'master' into blender2.8 2017-10-18 17:09:41 +11:00
54f9a6e5da Merge branch 'master' into blender2.8 2017-10-18 16:40:31 +11:00
ab7ebf2b10 Cleanup: Use const for RNA EnumPropertyItem args
Practically all access to enum data is read-only.
2017-10-18 16:04:07 +11:00
1cb884be35 Make auto handle placement aware of cyclic extrapolation.
Cyclic extrapolation is implemented as an f-curve modifier, so this
technically violates abstraction separation and is something of a hack.
However without such behavior achieving smooth looping with cyclic
extrapolation is extremely cumbersome.

The new behavior is applied when the first modifier is Cyclic
extrapolation in Repeat or Repeat with Offset mode without
using influence, repeat count or range restrictions.

This change in behavior means that curve handles have to be updated
when the modifier is added, removed or its options change. Due to the
way code is structured, it seems it requires a helper link to the
containing curve from the modifier object.

Reviewers: aligorith

Differential Revision: https://developer.blender.org/D2783
2017-10-17 19:39:10 +03:00
64de8c8f0d Missed in last merge from master
Local changes built, but merge-commit needed amending.
2017-09-28 07:35:06 +10:00
77497175fa Cleanup/refactor: no new general arg-less macros enforcing var names please!
We do have an history of those pieces of evil in our code, would be nice
to get fully rid of it, but at the very least let's not add more of them
in new code. :)
2017-08-15 15:59:38 +02:00
6883f10f14 Merge branch 'master' into blender2.8 2017-08-09 15:08:06 +02:00
8c488cb97f Fix T52315: Crash on duplicating Scene without world.
Regression from rBa7b3047cefcbf, to be backported to 2.79.

Like... seriously... :|
2017-08-09 10:55:30 +02:00
41830cc432 Refactor ID copying (and to some extent, ID freeing).
This will allow much finer controll over how we copy data-blocks, from
full copy in Main database, to "lighter" ones (out of Main, inside an
already allocated datablock, etc.).

This commit also transfers a llot of what was previously handled by
per-ID-type custom code to generic ID handling code in BKE_library.
Hopefully will avoid in future inconsistencies and missing bits we had
all over the codebase in the past.

It also adds missing copying handling for a few types, most notably
Scene (which where using a fully customized handling previously).

Note that the type of allocation used during copying (regular in Main,
allocated but outside of Main, or not allocated by ID handling code at
all) is stored in ID's, which allows to handle them correctly when
freeing. This needs to be taken care of with caution when doing 'weird'
unusual things with ID copying and/or allocation!

As a final note, while rather noisy, this commit will hopefully not
break too much existing branches, old 'API' has been kept for the main
part, as a wrapper around new code. Cleaning it up will happen later.

Design task : T51804
Phab Diff: D2714
2017-08-07 20:34:36 +02:00