Patch adds an "Handle" option to the `SEQUENCER_OT_box_select` operator,
that allows to select the handles instead of whole strips.
Feature is mapped to Alt key modifier
A difference from the proposed design in T70730 is that covering the entire strip with the box actually selects both handles.
Reviewed By: iss
Differential Revision: https://developer.blender.org/D6372
Mistake in 6a49161c8c, the tool-header region was not created when
creating a new VSE editor (as opposed to an existing one in some
workspace).
There was also no way to get the tool-header to show in such cases.
This is a more correct fix to the issue Brecht was fixing in D6600.
While the fix in that patch worked fine for linking it broke ASAN
runtime under some circumstances.
For example, `make full debug developer` would compile, but trying
to start blender will cause assert failure in ASAN (related on check
that ASAN is not running already).
Top-level idea: leave it to CMake to keep track of dependency graph.
The root of the issue comes to the fact that target like "blender" is
configured to use a lot of static libraries coming from Blender sources
and to use external static libraries. There is nothing which ensures
order between blender's and external libraries. Only order of blender
libraries is guaranteed.
It was possible that due to a cycle or other circumstances some of
blender libraries would have been passed to linker after libraries
it uses, causing linker errors.
For example, this order will likely fail:
libbf_blenfont.a libfreetype6.a libbf_blenfont.a
This change makes it so blender libraries are explicitly provided
their dependencies to an external libraries, which allows CMake to
ensure they are always linked against them.
General rule here: if bf_foo depends on an external library it is
to be provided to LIBS for bf_foo.
For example, if bf_blenkernel depends on opensubdiv then LIBS in
blenkernel's CMakeLists.txt is to include OPENSUBDIB_LIBRARIES.
The change is made based on searching for used include folders
such as OPENSUBDIV_INCLUDE_DIRS and adding corresponding libraries
to LIBS ion that CMakeLists.txt. Transitive dependencies are not
simplified by this approach, but I am not aware of any downside of
this: CMake should be smart enough to simplify them on its side.
And even if not, this shouldn't affect linking time.
Benefit of not relying on transitive dependencies is that build
system is more robust towards future changes. For example, if
bf_intern_opensubiv is no longer depends on OPENSUBDIV_LIBRARIES
and all such code is moved to bf_blenkernel this will not break
linking.
The not-so-trivial part is change to blender_add_lib (and its
version in Cycles). The complexity is caused by libraries being
provided as a single list argument which doesn't allow to use
different release and debug libraries on Windows. The idea is:
- Have every library prefixed as "optimized" or "debug" if
separation is needed (non-prefixed libraries will be considered
"generic").
- Loop through libraries passed to function and do simple parsing
which will look for "optimized" and "debug" words and specify
following library to corresponding category.
This isn't something particularly great. Alternative would be to
use target_link_libraries() directly, which sounds like more code
but which is more explicit and allows to have more flexibility
and control comparing to wrapper approach.
Tested the following configurations on Linux, macOS and Windows:
- make full debug developer
- make full release developer
- make lite debug developer
- make lite release developer
NOTE: Linux libraries needs to be compiled with D6641 applied,
otherwise, depending on configuration, it's possible to run into
duplicated zlib symbols error.
Differential Revision: https://developer.blender.org/D6642
Add toolbar to sequencer regions.
A bit of refactoring has to be done in RNA space.
Currently there is only cut tool implemented to serve as template for
anybody who would like to add more.
Add Adjust Last Operation panel to Sequencer.
`OPTYPE_REGISTER` was removed form some operators and few properties were hidden
So they don't show up on the panel
Author: a.monti
Reviewed By: ISS
Differential Revision: http://developer.blender.org/D6210
Refactor code to use `eSpaceSeq_Proxy_RenderSize` or corresponding `IMB_Proxy_Size`
enum items directly.
`SEQ_PROXY_RENDER_SIZE_100` has assigned value 99 to distinguish from `SEQ_PROXY_RENDER_SIZE_FULL`.
This caused error in image size calculation and because of that image had to be scaled.
Author: EitanSomething
Reviewed By: ISS
Differential Revision: http://developer.blender.org/D6368
selection
False positive when a sequences end would be the same as active
sequences start.
Also thx @sybren for the heads up to make this more readable.
Maniphest Tasks: T72546
Differential Revision: https://developer.blender.org/D6451
This should only be used to change and recalculate region sizes in a DPI
independent way. To get the size with DPI applied, ARegion.winx/y should
be used instead.
Added note on this in comment.
This is the unification of all overlays into one overlay engine as described in T65347.
I went over all the code making it more future proof with less hacks and removing old / not relevent parts.
Goals / Acheivements:
- Remove internal shader usage (only drw shaders)
- Remove viewportSize and viewportSizeInv and put them in gloabl ubo
- Fixed some drawing issues: Missing probe option and Missing Alt+B clipping of some shader
- Remove old (legacy) shaders dependancy (not using view UBO).
- Less shader variation (less compilation time at first load and less patching needed for vulkan)
- removed some geom shaders when I could
- Remove static e_data (except shaders storage where it is OK)
- Clear the way to fix some anoying limitations (dithered transparency, background image compositing etc...)
- Wireframe drawing now uses the same batching capabilities as workbench & eevee (indirect drawing).
- Reduced complexity, removed ~3000 Lines of code in draw (also removed a lot of unused shader in GPU).
- Post AA to avoid complexity and cost of MSAA.
Remaining issues:
- ~~Armature edits, overlay toggles, (... others?) are not refreshing viewport after AA is complete~~
- FXAA is not the best for wires, maybe investigate SMAA
- Maybe do something more temporally stable for AA.
- ~~Paint overlays are not working with AA.~~
- ~~infront objects are difficult to select.~~
- ~~the infront wires sometimes goes through they solid counterpart (missing clear maybe?) (toggle overlays on-off when using infront+wireframe overlay in solid shading)~~
Note: I made some decision to change slightly the appearance of some objects to simplify their drawing. Namely the empty arrows end (which is now hollow/wire) and distance points of the cameras/spots being done by lines.
Reviewed By: jbakker
Differential Revision: https://developer.blender.org/D6296
Instead of having the option to show marker lines,
make the marker region optional.
- Added a Show Markers entry in the View menu of the animation editors.
- If the markers region is not active then the Marker menu gets hidden.
- Removed marker menu from the driver editor
and don't allow to use marker operators.
Open the file browser sidebar by default when adding Movie/Sound/Image Sequence Strips, to show the operator options.
Differential Revision: https://developer.blender.org/D6212
Reviewed by: William Reynish, Julian Eisel
Add operator that sets the frame range, with an option to choose the regular or the preview one, around the selected strips.
Reviewed By: ISS
Differential Revision: https://developer.blender.org/D6078
Draw preview range overlay in the video sequencer in the same way as in the other animation editors
Add color control in the theme.
Prevent overlay to be drawn in the driver editor.
Reviewed By: ISS
Differential Revision: https://developer.blender.org/D6074
Skip building proxy if directory can not be created.
Crash happens, when setting custom dir to location of source file itself.
This results in attempt to create directory with the same name as source file.
Differential Revision: https://developer.blender.org/D6148
Reviewed By: sergey
Part of T57918. Selecting and dragging items were previously conflicting
actions when both were using the same mouse button. This avoids the
conflict.
See 056fcdfe7bbed3 for details on behavior.
When enabled prefetching(preview panel>view settings), a pernament running job
is created, that will render frames in the background until the cache is full.
If the cache is not filled fast enough, prefetch job suspends itself
at the last moment and will wait until it has chance to "catch up".
Effectively this will decouple rendering to separate thread, so rendering
itself is a bit faster.
Cache recycling behavior will be changed to "free furthest frame to the left
of playhead if possible, otherwise rightmost frame".
Reviewed By: brecht
Differential Revision: https://developer.blender.org/D5386
The old layout of `PointerRNA` was confusing for historic reasons:
```
typedef struct PointerRNA {
struct {
void *data;
} id;
struct StructRNA *type;
void *data;
} PointerRNA;
```
This patch updates it to:
```
typedef struct PointerRNA {
struct ID *owner_id;
struct StructRNA *type;
void *data;
} PointerRNA;
```
Throughout the code base `id.data` was replaced with `owner_id`.
Furthermore, many explicit pointer type casts were added which
were implicit before. Some type casts to `ID *` were removed.
Reviewers: brecht, campbellbarton
Differential Revision: https://developer.blender.org/D5558
Adds a toggle to the filter menu for outliner synced selection. Enabled
by default, this ensures selection is synced between objects, bones, and
sequences. An active outliner element theme color is added to indicate
which element is active.
Synced selection is controlled on the operator level. Each operator
that modifies selection for objects, bones, sequences, or outliner
elements needs to call the respective ED_outliner_select_sync_from..
function to tag outliners to be synced.
Syncing is done lazily on outliner draw.
- Expose the operator in the panel,
(wasn't available in the UI at all).
- Offset frame was hard coded to a color matching the background.
Use the current frame color with dashes instead.
- Overlay toggle had wrong name.
This change ensures that operators which needs access to evaluated data
first makes sure there is a dependency graph.
Other accesses to the dependency graph made it more explicit about
whether they just need a valid dependency graph pointer or whether they
expect the graph to be already evaluated.
This replaces OPTYPE_USE_EVAL_DATA which is now removed.
Some general rules about usage of accessors:
- Drawing is expected to happen from a fully evaluated dependency graph.
There is now a function to access it, which will in the future control
that dependency graph is actually evaluated.
This check is not yet done because there are some things to be taken
care about first: for example, post-update hooks might leave scene in
a state where something is still tagged for update.
- All operators which needs to access evaluated state must use
CTX_data_ensure_evaluated_depsgraph().
This function replaces OPTYPE_USE_EVAL_DATA.
The call is generally to be done in the very beginning of the
operator, prior other logic (unless this is some comprehensive
operator which might or might not need access to an evaluated state).
This call is never to be used from a loop.
If some utility function requires evaluated state of dependency graph
the graph is to be passed as an explicit argument. This way it is
clear that no evaluation happens in a loop or something like this.
- All cases which needs to know dependency graph pointer, but which
doesn't want to actually evaluate it can use old-style function
CTX_data_depsgraph_pointer(), assuming that underlying code will
ensure dependency graph is evaluated prior to accessing it.
- The new functions are replacing OPTYPE_USE_EVAL_DATA, so now it is
explicit and local about where dependency graph is being ensured.
This commit also contains some fixes of wrong usage of evaluation
functions on original objects. Ideally should be split out, but in
reality with all the APIs being renamed is quite tricky.
Fixes T67454: Blender crash on rapid undo and select
Speculation here is that sometimes undo and selection operators are
sometimes handled in the same event loop iteration, which leaves
non-evaluated dependency graph.
Fixes T67973: Crash on Fix Deforms operator
Fixes T67902: Crash when undo a loop cut
Reviewers: brecht
Reviewed By: brecht
Subscribers: lichtwerk
Maniphest Tasks: T67454
Differential Revision: https://developer.blender.org/D5343