Previously there was already "draw_shape" property,
but it was doing nothing. This commit renames the
property to "display_shape". Furthermore, different
shapes like SQUARE and DIAMOND are supported now.
Currently, the shapes are drawn using the shader that also
draws keyframes. In the future we might want to separate
this.
The new shapes are not used anywhere yet, but they can
be used by addon developers and will probably be useful
when we want to support different kinds node systems later.
For example, different shapes can be used to distinguish
between data and control flow.
Differential Revision: https://developer.blender.org/D2829
BF-admins agree to remove header information that isn't useful,
to reduce noise.
- BEGIN/END license blocks
Developers should add non license comments as separate comment blocks.
No need for separator text.
- Contributors
This is often invalid, outdated or misleading
especially when splitting files.
It's more useful to git-blame to find out who has developed the code.
See P901 for script to perform these edits.
With the new automatic handle algorithm, it is possible to do a lot
of the animation via keyframes without touching the curves. It is
however necessary to change the keyframe interpolation and handle
types in certain cases. Currently the dopesheet/action editor
allows changing the types, but does not show them in any way.
To fix, add a new menu option to display this information. For handle
type, it is represented using the shape of the key icons: diamond for
Free, clipped diamond for Aligned, square for Vector, circle for Auto
Clamp, and cirle with dot for Automatic.
Non-bezier interpolation is a property of intervals between keys,
so it is marked by drawing lines, similar to holds. In this initial
version, only the fact of non-bezier interpolation is displayed,
without distinguishing types. For summaries, the line is drawn at
half alpha if not all curves in the group are non-bezier.
In addition, it is sometimes helpful to know the general direction
of change of the curve, and which keys are extremes. This commit
also adds an option to highlight extremes, based on comparing the
keyed values with adjacent keys. Half-intensity display is used
for overshot bezier extremes, or non-uniform summaries.
Reviewers: brecht, aligorith, billreynish
Differential Revision: https://developer.blender.org/D3788
Add the necessary colors and/or alpha components to the theme instead.
Also switch the background for ordinary channels to use the likely
intended theme option, instead of the window background color.
The general rule is that the channel color is drawn full strength in the
channel list on the left, and with alpha in the actual key frame area on
the right. This alpha is also reused with bone group colors.
Reviewers: brecht, billreynish
Differential Revision: https://developer.blender.org/D3813
Computation of hold blocks was done by storing ranges (with start and
an end, and likely overlapping) in a tree keyed only by the block start.
This cannot work well, and there even were comments that it is not
reliable in complex cases.
A much better way to deal with it is to split all ranges so they don't
overlap. The most thorough way of doing this is to split at all and every
known keyframe, and in this case the data can actually be stored in the
key column data structures, avoiding the need for a second tree.
In practice, splitting requires a pass to copy this data to newly added
keys, and the necessity to loop over all keyframes in the range being
added. Both are linear and don't add excess algorithmic complexity.
The new implementation also calls BLI_dlrbTree_linkedlist_sync for
its own needs, so the users of the *_to_keylist functions don't have
to do it themselves anymore.
Differential Revision: https://developer.blender.org/D3790
The automatic highlighting of constant curve areas was checking that
the bezier handles are horizontal even if a non-bezier interpolation
mode was active. Conversely, it was highlighting based on just handles
with Elastic interpolation, which always generates movement.
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.
This translates the gl calls to the new GPU_ wrappers from D3501.
Given it's tedious and repetitive work, this patch does as much as it can with search + replace, the remainder of the gl calls will need to be manually dealt with on a case by case basis.
This fixes 13 of the 28 failing editors when building without opengl.
For the list of substitutions see D3502
Reviewers: brecht
Differential Revision: https://developer.blender.org/D3502
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.
* Outlines of keyframes were too thick and ugly
* Size differences between keyframe types was being swallowed
by the pixel-fudge factor, leaving colour as the only distinguishing
factor (bad!)
See intern/gawain for the API change. Other files are updated to use the new name. Also updated every call site to the recommended style:
unsigned int foo = VertexFormat_add_attrib(format, "foo", COMP_ ... )
- Size parameter is total size of the shape, not its radius (half size). Updated hard-coded sizes to match this.
- Shader expands size to include outline.
- Fixed fringe between outline color and transparent background.
Also some conversion to new imm mode (T49043).
Multiple editors affected.
We could push this even further & draw all keyframes in an editor with a single draw call.
Something is strange with keyframe markers in blender2.8 -- they're not showing up before or after this commit. They do appear in master. This commit probably needs some follow-up work after keyframes are showing again. Better to share this code now instead of sitting on it.
Design Documents
----------------
* https://wiki.blender.org/index.php/Dev:2.8/Source/Layers
* https://wiki.blender.org/index.php/Dev:2.8/Source/DataDesignRevised
User Commit Log
---------------
* New Layer and Collection system to replace render layers and viewport layers.
* A layer is a set of collections of objects (and their drawing options) required for specific tasks.
* A collection is a set of objects, equivalent of the old layers in Blender. A collection can be shared across multiple layers.
* All Scenes have a master collection that all other collections are children of.
* New collection "context" tab (in Properties Editor)
* New temporary viewport "collections" panel to control per-collection
visibility
Missing User Features
---------------------
* Collection "Filter"
Option to add objects based on their names
* Collection Manager operators
The existing buttons are placeholders
* Collection Manager drawing
The editor main region is empty
* Collection Override
* Per-Collection engine settings
This will come as a separate commit, as part of the clay-engine branch
Dev Commit Log
--------------
* New DNA file (DNA_layer_types.h) with the new structs
We are replacing Base by a new extended Base while keeping it backward
compatible with some legacy settings (i.e., lay, flag_legacy).
Renamed all Base to BaseLegacy to make it clear the areas of code that
still need to be converted
Note: manual changes were required on - deg_builder_nodes.h, rna_object.c, KX_Light.cpp
* Unittesting for main syncronization requirements
- read, write, add/copy/remove objects, copy scene, collection
link/unlinking, context)
* New Editor: Collection Manager
Based on patch by Julian Eisel
This is extracted from the layer-manager branch. With the following changes:
- Renamed references of layer manager to collections manager
- I doesn't include the editors/space_collections/ draw and util files
- The drawing code itself will be implemented separately by Julian
* Base / Object:
A little note about them. Original Blender code would try to keep them
in sync through the code, juggling flags back and forth. This will now
be handled by Depsgraph, keeping Object and Bases more separated
throughout the non-rendering code.
Scene.base is being cleared in doversion, and the old viewport drawing
code was poorly converted to use the new bases while the new viewport
code doesn't get merged and replace the old one.
Python API Changes
------------------
```
- scene.layers
+ # no longer exists
- scene.objects
+ scene.scene_layers.active.objects
- scene.objects.active
+ scene.render_layers.active.objects.active
- bpy.context.scene.objects.link()
+ bpy.context.scene_collection.objects.link()
- bpy_extras.object_utils.object_data_add(context, obdata, operator=None, use_active_layer=True, name=None)
+ bpy_extras.object_utils.object_data_add(context, obdata, operator=None, name=None)
- bpy.context.object.select
+ bpy.context.object.select = True
+ bpy.context.object.select = False
+ bpy.context.object.select_get()
+ bpy.context.object.select_set(action='SELECT')
+ bpy.context.object.select_set(action='DESELECT')
-AddObjectHelper.layers
+ # no longer exists
```