Commit Graph

75513 Commits

Author SHA1 Message Date
Dalai Felinto
964a2dd73f UI: Bring Embossing for the top-bar and quad-view
Note: Quad-View region overlay drawing is not working because of e01cadd657.
However I tested this patch after reverting that commit locally and this
patch's code seems fine.

Partial revert of 3d62230ed6.
2018-04-27 17:47:19 +02:00
ca66112b29 Fix missing icons in non-portable local builds.
The problem is that some local path is always returned by
bpy_resource_path. The function does not enforce a check for existence
of the path in the low level code.

Since client code may indeed not care about existence of the directory,
I leave bpy_resource_path alone and patch the python code to check for
existence. An  extra argument that enforces the check might be a better
solution, but I will be leaving this to the UI team.
2018-04-27 17:10:39 +03:00
c6d68916ed Fix multi-editmode memory leak 2018-04-27 15:38:35 +02:00
84a706a366 Minor fix, report missing instead of corrupt icon if file does not exist 2018-04-27 15:34:54 +03:00
85ea14df2f UI: support for tool settings in the top-bar
This uses the operators last used properties
to store settings to use on the next execution.
2018-04-27 14:17:12 +02:00
9504652687 UI: move tool definitions to classes
Originally it was nice to have a small list of definitions
with tools inline.

However we need to be able to define drawing functions for tools
which Python can't easily inline.

Use function for keymap definition,
support creating a function from a tuple as well
(handy for simple key-maps).
2018-04-27 13:55:04 +02:00
e01cadd657 WM: new offscreen window draw method to replace all existing methods.
For Blender 2.8 we had to be compatible with very old OpenGL versions, and
triple buffer was designed to work without offscreen rendering, by copying
the the backbuffer to a texture right before swapping. This way we could
avoid redrawing unchanged regions by copying them from this texture on the
next redraws. Triple buffer used to suffer from poor performance and driver
bugs on specific cards, so alternative draw methods remained available.

Now that we require newer OpenGL, we can have just a single draw method
that draw each region into an offscreen buffer, and then draws those to
the screen. This has some advantages:

* Poor 3D view performance when using Region Overlap should be solved now,
  since we can also cache overlapping regions in offscreen buffers.
* Page flip, anaglyph and interlace stereo drawing can be a little faster
  by avoiding a copy to an intermediate texture.
* The new 3D view drawing already writes to an offscreen buffer, which we
  can draw from directly instead of duplicating it to another buffer.
* Eventually we will be able to remove depth and stencil buffers from the
  window and save memory, though at the moment there are still some tools
  using it so it's not possible yet.
* This also fixes a bug with Eevee sampling not progressing with stereo
  drawing in the 3D viewport.

Differential Revision: https://developer.blender.org/D3061
2018-04-27 12:14:14 +02:00
868c9ac408 UI: show active tool in the topbar 2018-04-27 10:50:11 +02:00
3556838983 Fix build error after recent changes (missing FILE). 2018-04-27 10:21:56 +02:00
b756e869ee WM: Add function to access last operator props
Needed for tool-settings to control options for a tool
which has not yet been executed.
2018-04-27 10:05:03 +02:00
0908fc1190 Tool System: publish/subscribe to tool changes 2018-04-27 08:24:20 +02:00
5752e4f06f WM: message bus rna utilkity macros 2018-04-27 08:23:16 +02:00
226c757b44 UI: add darker theme color for toolbar items 2018-04-26 21:18:27 +02:00
9183592698 Animation: Make it possible to keyframe to with copy-on-write
The issue was that every object tweak was doing a full copy
of original datablock onto evaluated version, and was updating
animation. This made it impossible to tweak properties which
has keyframes.

Proposed solution is to:

- Always apply animation on frame change, and when object
  is explicitly tagged for animation update.

  This will store original DNA value of animated property
  in the f-curve.

- When applying animation in other cases, we check original
  DNA value stored in f-curve with the actual original DNA
  property. If they differ, it means user started to tweak
  animated property, and we should skip animation.

  If the value is the same, we apply animation.

This is just a first step towards proper final implementation,
but seems to be the direction we want to take.
2018-04-26 18:11:58 +02:00
c86be7345b Tool System: expose tool space-type 2018-04-26 17:58:37 +02:00
3ca20148c4 Animation: Split f-curve reading and writing functions
This way we can re-use reading part.
2018-04-26 17:24:00 +02:00
46a256b5d1 Depsgraph: Make it possible to check for ID directly tagged for animation recalc 2018-04-26 17:22:17 +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
c490428bd4 UI: desaturate toolbar icons that the mouse is not over.
This does not look great with light toolbar buttons as in the default,
so consider this a work in progress.
2018-04-26 16:37:59 +02:00
5876856f7b Properties: remove redundant settings from workspaces tab.
Use render settings and active view layer will be handled elsewhere.
Also change icon to not be confusing with render layers.

Probably we should get rid of the workspace tab entirely and do it in
the user preferences, but that's for later.
2018-04-26 16:37:59 +02:00
11995c5a6e Fix reversed diff output order in view layer tests. 2018-04-26 16:37:59 +02:00
d60be68100 Fix crash with depsgraph iterator and empty scene.
This causes crashes in the view layer tests.
2018-04-26 16:37:59 +02:00
Julian Eisel
a31807ed7c Reduce size of scrollbars that don't contain scale markings
More changes will follow, this is just an initial tweak.
2018-04-26 15:34:39 +02:00
2fc5f3f378 UI: support icon reloading (F8 key) 2018-04-26 15:19:56 +02:00
29e96158b9 Icons: correct arg parsing
Use _PyArg_ParseTupleAndKeywordsFast
2018-04-26 15:18:00 +02:00
05c9ddb2d6 UI: correct icon 2018-04-26 15:02:50 +02:00
b98311f847 Cleanup: avoid direct access to private class 2018-04-26 14:55:46 +02:00
26644cd424 Merge branch 'master' into blender2.8 2018-04-26 14:36:00 +02:00
3f1df6f6fc Fix T54836: Select sharp edges doesn't flush to faces 2018-04-26 14:35:55 +02:00
57405054b2 Fix T54836: Select sharp edges doesn't flush to faces 2018-04-26 14:32:35 +02:00
Julian Eisel
35742e882f Merge branch 'master' into blender2.8 2018-04-26 14:24:41 +02:00
2ebcde701a BLF: Fix problem with drawing with fonts with multiple size.
Fix T54838 : Text display glitch w/ fonts at different sizes.

This was cause by the cache not being flushed when changing font texture.
2018-04-26 14:21:16 +02:00
df3ea82b84 Workbench: GLSL layout locations
Added layout locations
2018-04-26 14:12:39 +02:00
Julian Eisel
3c7500ca71 Cleanup: Use enums for View2D value defines
Makes the file much less cluttered and more structured.
Also made some whitespace tweaks.
2018-04-26 14:07:03 +02:00
6a0264896b UI: toolbar single column size snapping
Once a region is set to it's snapped size, zooming keeps the size.
2018-04-26 12:08:58 +02:00
e0c088f8fb GHOST: WGL: Make background rendering works on windows.
When creating an offscreen context we need wglCreatePbufferARB to create
a drawable. In non-background mode wglCreatePbufferARB would have been set
by the main window creation code. But in background mode this is not the
case so we need to create a dummy context using the screen window to init
wglew properly.
2018-04-26 11:49:47 +02:00
d37dcc4880 Fix discontinuity in default UVs for a torus
Reported in T47489 by Simon Windmill (coolpowers) who also provided the
fix, thanx.

Reviewed by Sebastian Witt (witt)
2018-04-26 11:18:59 +02:00
7fcdccbb6c Fix vertex slide regression from multi-edit
- Invalid casts.
- Leaked memory on mode switching.
2018-04-26 10:18:03 +02:00
ba9b01d3c0 Merge branch 'blender2.8-workbench' into blender2.8 2018-04-26 08:47:28 +02:00
badab5cb7d Workbench: Hair rendering 2018-04-26 08:46:58 +02:00
6c608b2f8a Workbench: Environment Light
- Changed defaults
 - Updated render panel
2018-04-26 08:31:14 +02:00
4afbbb8cf9 UI: correct toolbar w/ text display
Missed in tuple to dict refactor.
2018-04-26 08:18:41 +02:00
f7d9db5e68 Missed last commit 2018-04-26 08:10:52 +02:00
52454f1290 UI: fix toolbar naming collision bug
Active tool name needed to be unique from all other tools.
This caused problems since different modes have different tools with the
same name (Armature/Mesh click to extrude for eg).

Tool names now only need to be unique per mode.
2018-04-26 08:09:03 +02:00
27d837a6ac Workbench: Shader compilation 2018-04-26 08:06:22 +02:00
e4ee23f780 Merge branch 'blender2.8' into blender2.8-workbench 2018-04-26 07:52:09 +02:00
3e2edb160f UI: update tool docstring
Also assert on invalid tool definitions.
2018-04-26 07:39:15 +02:00
37ca6ef7d8 UI: use dict for tool definitions
Using tuple was becoming too cryptic - new settings needed to be added
last and the purpose of each wasn't very clear.
2018-04-26 07:31:39 +02:00
db68166ed8 UI: update icons from @billreynish 2018-04-25 22:03:47 +02:00
c509922605 UI: use a wider minimum menu width
Icon only buttons with menus would be too narrow,
especially buttons for selecting tools.
2018-04-25 21:54:29 +02:00