Commit Graph

2964 Commits

Author SHA1 Message Date
78ceb4b51e Merge branch 'master' into blender2.8 2018-02-21 10:30:50 +01:00
Dalai Felinto
30d0194585 Fix collection object mode panels
They were broken since we moved object mode into workspace.
2018-02-19 09:53:39 -03:00
0e4829eb05 Cleanup: rename SequenceEditor instance to 'ed'
Name 'sequencer' & 'sequence' are too similar.
2018-02-19 22:32:41 +11:00
2589f55a55 Merge branch 'master' into blender2.8 2018-02-15 12:33:44 +01:00
6d4022f619 Simple hair children: Make twist affected by texture
This completes twist feature, which is now possible to also control by
texture. Since textures can not easily contain negative values as well,
same trick with 0.5 neutral as vertex groups is used.

All in all, this twist features allows to do following things.

Original hair:

{F2287535}

Hair with scientifically calculated twist value of 0.5:

{F2287540}

And we can also twist braids in opposite directions dependent on left/right
side:

{F2287548}
2018-02-15 12:24:48 +01:00
67cec97387 Simple hair children: Make twist affected by vertex group
The idea is to give a control over direction of twist, and maybe amount of
twist as well. More concrete example: make braids on left and right side of
character head to be twisting opposite directions.

Now, tricky part: we need some negative values to flip direction, but weights
can not be negative. So we use same trick as displacement map and tangent normal
maps, where 0.5 is neutral, values below 0.5 are considered negative and values
above 0.5 are considered positive.
2018-02-15 11:53:58 +01:00
ffde74a878 Simple hair children: Initial implementation of twist control
It allows to have children hair to be twisted around parent curve, which is
quite an essential feature when creating hair braids.

There are currently two controls:

- Number of turns around parent children.
- Influence curve, which allows to modify "twistness" along the strand.
2018-02-15 11:53:58 +01:00
9278614115 Merge branch 'master' into blender2.8 2018-02-08 16:27:28 +01:00
e0597baed5 Remove Carve boolean
We've got quite comprehensive BMesh based implementation, which is way easier
for maintenance than abandoned Carve library.

After all the time BMesh implementation was working on the same level of
limitations about manifold meshes and touching edges than Carve. Is better
to focus on maintaining one boolean implementation now.

Reviewers: campbellbarton

Reviewed By: campbellbarton

Differential Revision: https://developer.blender.org/D3050
2018-02-08 15:37:44 +01:00
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
e99094035c Merge branch 'master' into blender2.8 2018-02-07 15:59:16 +11:00
6981861fcf Cleanup: Python context access
Avoid access from bpy when it's already declared.
2018-02-07 15:47:54 +11:00
Dalai Felinto
77b61b554c Outliner: Add object(s) to new collection
Suggested by Pablo Vazquez (venomgfx).

The idea here is that it should be easy to work in the outliner by picking a
bunch of objects and adding them to a new collection.
Where is the new collection? In the same level as the "outliner active" object.

Note, since the outliner has no pure concept of an active object, I'm using
the highlight tag for this. Hopefully it works fine.

It should work in "Collections", "View Layer", and "Groups".
Only when collections are not filtered out.
2018-02-06 18:39:14 -02:00
Dalai Felinto
fcb430afba Rename OUTLINER_OT_collection_object_remove > _object_remove_from_collection
Better make it clear it is different than OUTLINER_OT_collection_objects_remove.
2018-02-06 13:28:37 -02:00
Dalai Felinto
9631c1ac1a Outliner: Operator to delete outliner selected elements from collection
Suggested by Pablo Vazquez (venomgfx).
2018-02-06 13:19:58 -02:00
5376c739f5 Merge branch 'master' into blender2.8 2018-02-06 23:06:23 +11:00
a3409d3f53 Fix T54003: Particles - Size and random size not present in "physics" tab in Advanced mode
The check to see if `use_advanced_hair` was enabled was actually in two places
(render panel `draw` function and physics panel `poll` function). As these
properties are only in one place now the check in `draw` isn't needed anymore.

Related: T53513, a6c69ca57f
2018-02-05 20:25:08 -05:00
23d2f708f3 Eevee: Pixel Filter: Add parameter & rescale final LUT. 2018-02-05 01:59:14 +01:00
36b259fa88 Eevee: Render: Add ambient occlusion pass support. 2018-02-03 02:19:10 +01:00
Dalai Felinto
c7c070c2ec Collections: Operator to duplicate a collection
When duplicating a layer collection directly linked to the view layer we copy
the collection and link it.

For all the not directly linked layer collectionns, we try to sync the layer
collection flags, overrides, ...

Also we make sure the new collection is right after the original collection.

We also expose this in RNA, via collection.duplicate().
2018-02-02 12:25:05 -02:00
ab5f86a04e Eevee: Render: Add Transparent Background option.
... under a new "Film" tab in the render properties panel.
2018-02-01 20:48:30 +01:00
e52c5bcdb5 Eevee: Add mist pass support.
Eevee: Render: Fix crash when not enabling mist pass.
2018-02-01 20:47:56 +01:00
253b412ace Eevee: Render: Add Subsurface Pass support. 2018-02-01 18:09:17 +01:00
70841e58c4 Merge branch 'master' into blender2.8 2018-02-01 15:18:58 +11:00
4174524cb0 Error in last commit 2018-02-01 15:15:57 +11:00
6ffc6b30aa Merge branch 'master' into blender2.8 2018-02-01 14:59:14 +11:00
4d96202c9e Cleanup: Python code-style 2018-02-01 14:58:05 +11:00
e4c9cf7088 Merge branch 'master' into blender2.8 2018-02-01 14:02:33 +11:00
10fec1f153 Cleanup: Python code-style (addons, wm) 2018-02-01 13:58:44 +11:00
55a238edd6 Eevee: Render: Add Normal pass output. 2018-01-31 02:53:02 +01:00
4801e3fd92 Eevee: Display compositing tab. 2018-01-31 02:53:02 +01:00
376d42304b Eevee: Add Z pass render result. 2018-01-29 22:00:15 +01:00
0f93d67617 Eevee: Display render button in render panel 2018-01-29 22:00:15 +01:00
8cce339131 Eevee: Add new "render samples" properties. 2018-01-29 22:00:15 +01:00
Dalai Felinto
0f35436bcf Outliner: Moving object context menu to Python, and adding hierarchy
As suggested by Pablo Vazquez, though I think we can refine it a bit with icons.
I will wait for his feedback on it.
2018-01-29 18:01:57 -02:00
Dalai Felinto
e6064b412a Fix object mode/edit mode panels not visible in collections
This was broken since e8c15e0ed1. When object_mode moved from
workspace to window.
2018-01-23 16:05:30 -02:00
777e1d358a Eevee: Probes: Add support for intensity tweak.
This works for grid and cubemaps.

The intensity is baked into the map itself. Thus you need to refresh/rebake the probe to see the changes.
2018-01-21 23:16:59 +01:00
Dalai Felinto
efe1af3d11 Outliner: Remove User Preferences
This was introduced to the outliner when we had no User Preference
window back in 2.5x. Right now it makes no sense to keep this around.

But how about addon user preferences:
* They belong in the user preference window under the addon.

How about the user preferences themselves:
* You find them in the user preference window.

And templates?
* Why are they here in the first place?

After talking to Pablo Vazquez (who in turn poked Sergey Sharybin) we found
it reasonable to get rid of this. If it turns out that we were wrong we
revert this.

As for leaving this exposed as a debug option (as suggested on IRC) I would say
no, please. This end up polluting the code and never cleaned up in the end.
(this was specific talking about templates).

Technical note: I left the functions in outliner still hanging around.
While I used UNUSED_FUNCTION for one of them, for the other one I had to use:
`#if 0` because the function was calling itself, which would fail to build if
I used UNUSED_FUNCTION.
2018-01-19 16:06:14 -02:00
Dalai Felinto
d9858d5897 Merge remote-tracking branch 'origin/master' into blender2.8 2018-01-19 12:46:23 -02:00
Dalai Felinto
edf053ff63 Outliner Python UI cleanup: remove KEYMAPS
This was removed since 2013 (ef765b3606). It should have been removed back
then from the UI file too.
2018-01-19 12:45:57 -02:00
Dalai Felinto
37913cf532 Outliner Filtering System + Cleanup
User notes:

The outliner so far was a great system to handle the object oriented workflow
we had in Blender prior to 2.8. However with the introduction of collections
the bloated ammount of data we were exposed at a given time was eventually
getting on the way of fully utilizing the outliner to manage collections and
their objects.

We hope that with this filtering system the user can put together the outliner
with whichever options he or she seem fit for a given task.

Features:
* Collection filter: In case users are only focused on objects.
* Object filter: Allow users to focus on collections only.
* (Object) content filter: Modifiers, mesh, contrainst, materials, ...
* (Object) children filter: Hide object children [1].
* Object State (visible, active, selected).
* Compact header: hide search options under a search toggle.
* Preserve scrolling position before/after filtering [2].

[1] - Note we still need to be able to tell if a children of an object is in a
      collection, or if the parent object is the only one in the collection.
      This in fact was one of the first motivations for this patch. But it is to
      be addressed separately now that we can at least hide children away.

[2] - We look at the top-most collection in the outliner, and try to find it again
      after the filtering and make sure it is in the same position as before.
      This works nice now. But to work REALLY, REALLY nice we need to also store
      the previous filter options to be sure the element we try to keep on top
      was valid for both old and new filters. I would rather do this later though
      since this smell a lot like feature creeping ;)

Remove no longer needed display options:
 * Current Scene (replaced by View Layer/Collections)
 * Visible (replaced by filter)
 * Selected (same)
 * Active (same)
 * Same Type (same-ish)

How about All Scenes? I have a patch that will come next to replace the current
behaviour and focus only on compositing. So basically stop showing the objects
and show only view layers, their passes and collections, besides freestyle.

Also, while at this I'm also reorganizing the menu to keep View Layer and
Collections on top.

Developer notes:

* Unlike the per-object filtering, for collections we need to filter at tree
creation time, to prevent duplication of objects in the outliner.

Acknowledgements:

Thanks Pablo Vazquez for helping testing, thinking some design questions
together and pushing this to its final polished state as you see here.

Thanks Sergey Sharybin and Julian Eisel for code review. Julian couldn't do a
final review pass after I addressed his concerns. So blame is on me for any
issue I may be introducing here. Sergey was the author of the "preserve
scrolling position" idea. I'm happy with how it is working, thank you.

Reviewers: sergey, Severin, venomgfx
Subscribers: lichtwerk, duarteframos

Differential Revision: https://developer.blender.org/D2992
2018-01-19 12:13:10 -02:00
Dalai Felinto
97e2b0c594 Outliner: Follow up on "Alphabetical sorting"
Technicall this works for collections modes too (View Layer and Collections) even
if only for objects. So it should be in the menu as well.
2018-01-18 18:23:19 -02:00
Dalai Felinto
60eb897fa5 Outliner: Alphabetical sorting - Fixup on "Get rid of Search Menu"
Issue introduced on 51bcf7bd5f.

Alphabetical sorting is not related to search, so it shouldn't have been
touched by the Search Menu changes.
2018-01-18 18:15:00 -02:00
Dalai Felinto
74f872df3a Outliner: Rename "Active View Layer" > "View Layer"
The original name came from a cheap conversion of the "active layer" option
to "active render layer" and then "active view layer".
2018-01-18 14:17:07 -02:00
Dalai Felinto
33ddd926b7 Outliner: View Layer: add option to add a new collection to the current view layer
This operator not only links a collection, but it creates a new one and then it
links it. Although the preferrable method for users to handle their collections
is when viewing the "Collections", let's explore this workflow for now.

Suggested by Pablo Vazquez, thank you.
2018-01-18 13:56:55 -02:00
Dalai Felinto
51bcf7bd5f Outliner: Get rid of Search Menu
Use inline options instead. This will be collapsable once we merge the upcoming
filter sytem.
2018-01-18 13:20:10 -02:00
Dalai Felinto
9398db07cc Outliner: Keep header operator-free and edit menu cleanup
Headers should not have operators as much as possible. The exception here is
for datablocks mode when you want to see the active keyset.

Edit menus on the other hand should be clearly distinct from the RMB context
menus. Edit menu options should be only the ones that apply to the entire
outliner, regardless of the selected element.

Context (rmb) menus should be related to the element you RMB on to invoke the
menu. I'm also taking this opportunity to start bringing the context menus
to Python. There is little reason not to, and it helps editing them (In this
case I'm doing it only for the Scene Collection one).
2018-01-18 13:05:45 -02:00
971a44fe08 Merge branch 'master' into blender2.8 2018-01-17 12:21:05 +01:00
c38ebf93e3 Added "Delete Invalid Drivers" operator
This operator is available in the graph editor in the Drivers mode, and
allows quick cleanup of drivers marked as 'invalid'.
2018-01-17 12:12:37 +01:00
9fd28c7769 Eevee: AO: Removes samples and denoise options.
This comes with a lot of code simplification that leads to a small performance improvement.
2018-01-16 18:22:25 +01:00