Commit Graph

752 Commits

Author SHA1 Message Date
03e14bfeb6 Versioning: default scene to mean center pivot 2018-05-13 07:29:46 +02:00
1422c0650c UI: move pivot to the topbar
Pivot variables are now stored in scene toolsettings.
2018-05-12 22:04:45 +02:00
20b6eabd42 Fix (unreported) broken freeing code for Sequencer.
Freeing sequencer would always do usercount, which is now forbidden when
called from main ID freeing code.

Annoying in 2.7x, much more critical issue in 2.8!

Also, moved RNA sequencer API functions to proper rna_scene_api.c file.
2018-05-11 11:36:48 +02:00
c0667c2f35 T55008: Migrating RE-Collection data to Scene data
in Scene DNA is available in scene.display New DNA Struct DisplayData
Added RNA (scene.display).

We already have scene.display_settings which contains non viewpoert
specific color management settings. I did not merge those two.

Patch should be in line with the ideas that @brecht wrote in T55008.

As I am not in detail aware of the decisions that have been made for the override feature I want a short review if it is in line with the plans.

Reviewers: brecht, dfelinto

Reviewed By: brecht

Subscribers: brecht

Tags: #code_quest, #bf_blender_2.8

Differential Revision: https://developer.blender.org/D3290
2018-05-09 13:38:06 +02:00
b365cc017a 3D Viewport: move overlay settings from collections to 3D viewport.
For some we may add per object overrides, but for most we plan to keep them
strictly per viewport settings. Display settings from the mesh still need to
be moved here, only collections were done to remove that code.
2018-05-05 15:54:43 +02:00
20185a8681 Cleanup "Sync Mode" (i.e. Av Sync/Framedropping) stuff
* Remove the "sync_mode" dropdown from timeline header, and move it into
  the Playback menu instead.
* Remove the confusing "Frame Dropping" and "AV Sync" entries from the
  Playback menu. These were supposed to be mutually exclusive (or else,
  the "sync_mode" menu would break).
* Turn AV Sync on by default
* Commented out the Frame Dropping and Av Sync RNA Properties too.
  THere doesn't seem to be any valid reason for these to exist?
2018-05-03 18:50:53 +02:00
b6aa8a71fd Depsgraph: Add per-depsgraph debug name which is shown in the logs
This way we can see for which depsgraph datablock is being evaluated for.
2018-05-02 17:09:44 +02:00
67b014af48 Workspaces: active view layer now always comes from workspace, not scene.
Both the scene and workspace had an active view layer, and it was confusing
which settings were being used or displayed where. Now we always have one,
so there is no mismatch.

The "View Layers" tab in the properties editor is now "View Layer", no longer
showing a list of layers. Instead view layers can be added and removed with
the workspace view layer selector. They are also listed and selectable in the
outliner.

Single layer rendering uses the active view layer from the workspace.

This fixes bugs where the wrong active view layer was used, but more places
remain that are wrong and are now using the first view layer in the scene.
These are all marked with BKE_view_layer_context_active_PLACEHOLDER.
2018-04-26 17:06:14 +02:00
36773e35f6 Remove Armature Sketching & Retarget
While the feature is interesting, it's not much from what we can tell.

Retargeting is an important feature but needs
to fit in better with typical animation work-flows.

See: T52809
2018-04-20 10:34:48 +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
f9cf2e2f6c Workspaces: remove workspace engine, use 3D viewport draw mode instead.
ViewRender was removed, which means we can't get the render engine for files
saved in 2.8. We assume that any files saved in 2.8 were intended to use Eevee
and set the engine to that.

A fix included with this is that .blend thumbails now draw with Clay mode,
and never Eevee or Cycles. These were drawn with solid mode in 2.7, and should
be very fast and not e.g. load heavy image textures.

Differential Revision: https://developer.blender.org/D3156
2018-04-18 16:35:38 +02:00
7d055da327 Move transform orientation to scene
This was stored in the workspace, selected from the view.
Move both to scene since custom orientations are closely related to your
scene data.
2018-04-18 09:16:15 +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
c7d6aa4338 Merge branch 'blender2.8' into blender2.8-workbench 2018-04-16 20:35:59 +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
410810d42f Workbench: Added Object Color to collection_properties 2018-04-16 15:01:31 +02:00
a1e2415ed5 Depsgraph: don't pass evaluation context to update functions.
The depsgraph now contains all the state needed to evaluate it.

Differential Revision: https://developer.blender.org/D3147
2018-04-13 14:17:37 +02:00
340bfdef2e Depsgraph: store mode and time in depsgraph, add view layer / scene accessors.
Scene, view layer and mode are now set in the constructor and never changed.
Time is updated on frame changes to indicate which frame is being or has been
evaluated last.

This is a step towards making EvaluationContext obsolete.

Differential Revision: https://developer.blender.org/D3144
2018-04-13 14:17:22 +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
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
4e8bd537c3 Merge branch 'master' into blender2.8 2018-02-28 14:54:51 +01:00
8b8e16dc2c De-duplicate tool settings copy and make tool settings freeing reusable 2018-02-28 14:52:17 +01:00
Dalai Felinto
06420c5fe8 Refactor depsgraph/render logic to serve evaluated depsgraph to engines
User notes
----------
Compositing, rendering of multi-layers in Eevee should be fully working now.

Development notes
-----------------
Up until now we were still using the same depsgraph for rendering and viewport
evaluation. And we had to go out of our ways to be sure the depsgraphs were
updated.

Now we iterate over the (to be rendered) view layers and create a depsgraph to
each one, fully evaluated and call the render engines (Cycles, Eevee, ...) with
this viewlayer/depsgraph/evaluation context.

At this time we are not handling data persistency, Depsgraph is created from
scratch prior to rendering each frame.  So I got rid of most of the partial
update calls we had during the render pipeline.

Cycles: Brecht Van Lommel did a patch to tackle some of the required Cycles
changes but this commit mark these changes as TODOs. Basically Cycles needs to
render one layer at a time.

Reviewers: sergey, brecht

Differential Revision: https://developer.blender.org/D3073
2018-02-27 18:25:54 -03:00
026ac65831 WorkSpace: Restore saved object-modes again
Was temporarily removed when moving object mode to workspace.

Note: there is an issue where eval_ctx->view_layer is NULL on load,
for now pass a view layer argument, we might wan't to set the value
instead.
2018-02-22 15:52:30 +11:00
fe1a508e55 Depsgraph: Split debug flags
Now it's possible to have debug messages for following things:

- Graph construction
- Graph evaluation
- Graph tagging
2018-02-21 10:44:36 +01:00
2e73efa9b8 Depsgraph: Fix crash using --debug-depsgraph and --debug-depsgraph-no-threads
Was accessing past the array boundaries.

Should be safe for 2.79a.
2018-02-21 10:42:22 +01:00
264691e563 Merge branch 'master' into blender2.8 2018-02-19 17:46:42 +11:00
05f3e245a8 Fix T54098: Crash existing /w dyntopo sculpt
Optionally don't remap indices for objects.

Checking all objects parent's would reference a freed pointer
while freeing all objects.

In the case of dynamic topology there is no use in keeping track
of hook/vertex-parent indices.

Also disable this when creating meshes for undo storage
since adding an undo step shouldn't be modifying other objects.
2018-02-19 17:34:30 +11:00
769c9a2363 Object Mode: remove Scene.obedit
This means we can support having the same scene in different windows
with different edit-objects.
2018-02-14 08:49:20 +11:00
c8597a465f Object Mode: remove Scene.obedit
Add ED_screen_window_find, BKE_workspace_edit_object
2018-02-13 20:55:12 +11:00
Dalai Felinto
5216eaec1d Eevee: Film filter default to 1.5 instead of 1.0
Cycles already uses 1.5 as default. BI original 1.0 filter doesn't look good for
Eevee. The ideal scenario would be for both Cycles AND Eevee to use the same DNA
setting.

But for now it is nice to at least have Eevee renders to look better by default.

Note: This handles doversion for 2.7x files only. Files previously created in
2.8 need to be manually corrected.
2018-02-09 17:16:36 -02:00
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
c850320b35 Merge branch 'master' into blender2.8 2018-01-19 17:21:15 +11:00
001789d733 Fix T53808: VSE doesn't show scene strip markers 2018-01-18 14:49:09 +11:00
e8452cf0bc Merge branch 'master' into blender2.8 2018-01-18 14:11:38 +11:00
6880a549ba Fix weight particle brush versioning 2018-01-18 14:02:26 +11:00
b55111f8f6 Cleanup: Naming of depsgraph 2018-01-16 16:38:39 +01:00
1e0283828f Depsgraph: pass depsgraph to editors update context struct
This way callbacks will know which depsgraph is being changed, and where
evaluated data is coming from.
2018-01-16 15:37:52 +01:00
Dalai Felinto
bd80ace2da Depsgraph: Fix copy-on-write assert when freeing Freestyle config
We were bumping user count when duplicating viewlayer and its freestyleconfig
depending on the flag, however when freeing we were always decreasing user
count.

This fixes this and get rid of the assert when running:
`--factory-startup --enable-copy-on-write`

And closing Blender.
2017-12-26 13:31:48 -02:00
f4140f2c81 Merge branch 'master' into blender2.8 2017-12-15 10:45:20 +01:00
c4046e9082 Move ID recalc flags into dedicated field in ID
Currently this is a no-visible-changes change, but the idea is to use this
dedicated flag to tell which exact components of ID changed, make it more
granular than just OBJECT and OBJECT_DATA. Allow setting this field based
on what components new dependency graph flushed on evaluation.
2017-12-15 09:43:18 +01:00
9dfbd98339 Cleanup: whitespace 2017-12-04 17:20:26 +11:00
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
33d2535189 Layer: Copy layer collection properties when doing a full copy of scene 2017-11-30 10:08:26 -02:00
9d6bd665e3 Depsgraph: Wrap context used for editors update callback into a structure
This way we can extend it much easier.
2017-11-28 14:24:56 +01:00
db2a603f6e Depsgraph: Remove workaround for Blender Internal in viewport
This commit effectively reverts fix T45702 done in 067fe2719a.

Reasoning:

- Blender Internal is being replaced with Eevee, and will be removed entirely
  rather soon.

- All render engines are planned to have own depsgraph, so such threading
  conflicts should no longer be an issue.

- We don't want to spend time on porting workarounds for EOL things to a new
  design. Less code -- faster the work :)

- If such notifications will end up needed for some other cases, we would
  need to re-implement this a more proper depsgraph tagging/flushing and make
  it to work with all copy-on-write datablocks and everything.
2017-11-28 14:24:56 +01:00
Dalai Felinto
b79b8478ee Cleanup: Rename ViewLayer *sl > ViewLayer *view_layer 2017-11-23 14:58:01 -02:00
Dalai Felinto
99f5180435 New view layers should be named "View Layer" (not Render Layer) 2017-11-23 08:31:15 -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