Commit Graph

3120 Commits

Author SHA1 Message Date
Sebastian Parborg
fe52a05e95 Modifiers: use Mesh instead of DerivedMesh for dynamic paint.
Differential Revision: https://developer.blender.org/D3720
2018-09-24 17:14:01 +02:00
920173072e Fix: insert missing break in switch statement (second try) 2018-09-24 15:44:12 +02:00
6fff22b017 Revert "Fix: insert missing break in switch statement"
This reverts commit e904bb64df.
2018-09-24 15:40:01 +02:00
e904bb64df Fix: insert missing break in switch statement
Reviewers: brecht

Differential Revision: https://developer.blender.org/D3724
2018-09-24 12:43:26 +02:00
cfb7565cd5 Cleanup: convert smoke modifier from DerivedMesh to Mesh. 2018-09-21 13:56:22 +02:00
84f21c170d Application Templates: make templates more prominent in the UI.
The goal here is to make app templates usable for default templates
that we can ship with Blender. These only have a custom startup.blend
currently and so are quite limited compared to app templates that fully
customize Blender.

But still it seems like the same kind of concept where we should be
sharing the code and UI. It is useful to be able to save a startup.blend
per template, and I can imagine some scripting being useful in the future
as well.

Changes made:

* File > New and Ctrl+N now list the templates, replacing a separate
  Application Templates menu that was not as easy to discover.
* File menu now shows name of active template above Save Startup File
  and Load Factory Settings to indicate these are saved/loaded per
  template.
* The "Default" template was renamed to "General".
* Workspaces can now be added from any of the template startup.blend
  files when clicking the (+) button in the topbar.

* User preferences are now fully shared between app templates, unless
  the template includes a custom userpref.blend. I think this will be
  useful in general, not all app templates need their own keymaps for
  example.
* Previously Save User Preferences would save the current app template
  and then Blender would start using that template by default. I've
  disabled this, to me it seems it was unintentional, or at least not
  clear at all that saving user preferences also makes the current

Differential Revision: https://developer.blender.org/D3690
2018-09-18 19:38:20 +02:00
bf2a54b058 Support evaluating simple driver expressions without Python interpreter.
Recently @sergey found that hard-coding evaluation of certain very
common driver expressions without calling the Python interpreter
produces a 30-40% performance improvement. Since hard-coding is
obviously not suitable for production, I implemented a proper
parser and interpreter for simple arithmetic expressions in C.

The evaluator supports +, -, *, /, (), ==, !=, <, <=, >, >=,
and, or, not, ternary if; driver variables, frame, pi, True, False,
and a subset of standard math functions that seem most useful.

Booleans are represented as numbers, since within the supported
operation set it seems to be impossible to distinguish True/False
from 1.0/0.0. Boolean operations properly implement lazy evaluation
with jumps, and comparisons support chaining like 'a < b < c...'.

Expressions are parsed into a very simple stack machine program
that can then be safely evaluated in multiple threads.

Reviewers: sergey, campbellbarton

Differential Revision: https://developer.blender.org/D3698
2018-09-18 13:25:28 +03:00
e082fc7c77 Workspaces: reference count screens, otherwise they are never freed.
They are not directly accessible in the UI anymore, it's the workspaces
that we always keep until they are manually deleted now.
2018-09-13 14:44:36 +02:00
c6037b39a1 Fix slow .blend file load due to recent accidentally committed debug code. 2018-09-03 14:20:34 +02:00
cd693955ad Set active base to NULL if its object is gone 2018-09-03 13:42:47 +02:00
296a1afc0c Cleanup: Remove unused lay_updated
Is no longer used, having it around was more of a confusion than
anything else.
2018-09-03 12:17:55 +02:00
0845b1c8c8 GP: Improve Subdivide and Simplify
Now the weights are managed in the operators.

The subdivide operator and modifier code have been replaced with a shared function.

Some cleanup also.
2018-08-30 11:11:47 +02:00
0efecba957 Merge branch 'master' into blender2.8 2018-08-30 01:38:16 +10:00
39eb051616 Cleanup: indentation 2018-08-30 01:31:20 +10:00
42f7767dab Cleanup: rename files from group to collection to match contents. 2018-08-29 16:25:50 +02:00
7170ff429f Cleanup: trailing space 2018-08-21 17:18:42 +10:00
c9abb0fe26 Workspaces: replace bundled workspace.blend with embedded startup.blend.
We want these to have the same workspaces in both, so there is no reason
to have two files that are identical.
2018-08-20 16:23:22 +02:00
c2c4420f89 Fix T56450: Crash with bevel modifier.
POinters shall always be explicitely handled in modifier copying code,
as well as reading code! Runtime ones shall just be NULL-ed.
2018-08-19 16:57:53 +02:00
74f4eb419c Cleanup: remove leftover game player code. 2018-08-08 20:18:54 +02:00
3d083f376b Fix T56255: Crash w/ collection access from Python 2018-08-07 12:45:01 +10:00
66da2f537a New Grease Pencil object for 2D animation
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.
2018-07-31 10:50:43 +02:00
a3b6ae9fb9 Cleanup/Refactor: Move CurveCache runtime data into Object.runtime struct.
Also, fix missing cleanup of Object.runtime when copying Object
datablocks!
2018-07-30 16:58:44 +02:00
4875958083 Cleanup: Remove occurances of GPULamp 2018-07-27 18:12:02 +02:00
ecfb74833d Merge branch 'master' into blender2.8 2018-07-20 12:13:58 +02:00
710a059549 Cleanup: Move 'WAVEFORM_LOADING' of sounds from flags to tags.
This is purely runtime data, so move it to new tags. ;)
2018-07-20 12:11:34 +02:00
f48e81e720 Fix T55414: waveforms are reprocessed when undoing
Add new tag to bSound (runtime flags), and make read code to set a 'no
reload waveform' new tag, since it uses a mapping to get existing
waveform in undo case...
2018-07-20 12:01:38 +02:00
3d67819a17 Merge branch 'master' into blender2.8 2018-07-18 14:13:16 +02:00
Stefan Werner
bdda0964e0 Compositor: Cryptomatte compositing node.
This patch adds a new matte node that implements the Cryptomatte specification.
It also incluces a custom eye dropper that works outside of a color picker.
Cryptomatte export for the Cycles render engine will be in a separate patch.

Reviewers: brecht

Reviewed By: brecht

Subscribers: brecht

Tags: #compositing

Differential Revision: https://developer.blender.org/D3531
2018-07-18 13:03:34 +02:00
8cd7828792 GWN: Port to GPU module: Replace GWN prefix by GPU 2018-07-18 11:49:15 +02:00
7b3a18f0aa Cleanup: moving shading type into View3DShading.
So all shading settings are in this struct and can be reused in the OpenGL
render engine.
2018-07-17 14:59:07 +02:00
7a693626d6 Smoke: Port display to Workbench + object mode
This does not fix the smokesim. It only port the drawing method.

The Object mode engine is in charge of rendering the velocity debugging.

Things left to do:
- Flame rendering.
- Color Ramp coloring of volume data.
- View facing slicing (for now it's only doing sampling starting from the
  volume bounds which gives a squarish look)
- Add option to enable dithering (currently on by default.
2018-07-16 20:08:09 +02:00
5ebebcfbff WM: rename manipulator to gizmo internally 2018-07-14 23:49:00 +02:00
3eab8156d3 UI: don't change scrollbar size on mouse move, only fade.
It's not necessary to do both, and trying to hit a target that changes
size is annoying.
2018-07-11 12:35:44 +02:00
1a43e08187 Eevee: LightCache: Initial Implementation
This separate probe rendering from viewport rendering, making possible to
run the baking in another thread (non blocking and faster).

The baked lighting is saved in the blend file. Nothing needs to be
recomputed on load.

There is a few missing bits / bugs:
- Cache cannot be saved to disk as a separate file, it is saved in the DNA
  for now making file larger and memory usage higher.
- Auto update only cubemaps does update the grids (bug).
- Probes cannot be updated individually (considered as dynamic).
- Light Cache cannot be (re)generated during render.
2018-07-10 15:31:34 +02:00
de55ae56ae Ocean Modifier: refactored the delayed-refresh approach
The approach of setting 'refresh' flags on the modifier, and performing
the associated actions when the modifier is being evaluated, is a bad
one. Instead, we use the separation of the original and the evaluated
copy to 'refresh' certain things (because they simply aren't set at all
on the original). Other actions are now done directly with BKE_ocean_xxx
functions on the original data, intead of during evaluation.
2018-07-10 12:00:58 +02:00
843d5d707d Merge remote-tracking branch 'origin/master' into blender2.8 2018-07-06 13:53:35 +02:00
12ce0cfb21 Ocean Modifier: removed unused refresh flags
The flags were set and cleared correctly, but nothing was actually reading
them.
2018-07-06 12:50:04 +02:00
7691040166 Ocean Modifier: removed the MOD_OCEAN_REFRESH_ADD flag
The flag was only used in readfile.c, and resulted in a delayed call to
BKE_ocean_add(); this call is now immediately made instead as it's not
very expensive.
2018-07-06 12:46:58 +02:00
c43443d530 Workspaces: store view layer per main window, instead of per workspace.
It was a bit odd that the scene was stored per window but not the view
layer. The reasoning was that you would use different view layers for
different tasks. This is still possible, but it's more predictable to
switch them both explicitly, and with child window support manually
syncing the view layers between multiple windows is no longer needed
as often.
2018-07-04 18:40:33 +02:00
4e2228525f Workspaces: add main and child windows.
* Main windows show a topbar and statusbar, and select a workspace and
  scene. They are created with Window > New Main Window.

* Child windows do not show a topbar or statusbar. These follow the
  workspace and scene of their parent main window. Created with Window >
  New Window or View > Duplicate Area into New Window.

* The purpose of this change is to support multi monitor setups where you
  just want to put more editors on the other monitors. Without multiple
  topbars and statusbars, working within a single workspace and scene.
  Creating multiple main windows is intended to be a concious choice to
  do different tasks in different workspaces and scenes.

* Note these changes do not currently affect how the operating system
  treats the windows.

* When changing the workspace, the layout in all child windows changes.
  This makes sense if we consider child windows to be just a way to
  extend the main window across more monitors. In some case it may be
  useful to keep the same layout though, we can add an option for this
  depending on user feedback.
2018-07-04 18:40:33 +02:00
769c57b38a SoftBody: share point cache between CoW copies
This is the same approach as 98a0bcd425
applied to soft body simulation. In short, CoW copies share the point cache,
and treat it as read-only except when the depsgraph is active.
2018-07-04 11:33:27 +02:00
a59df21ad8 Fix T55645: broken particle Use Count option for instancing objects.
There is now a manual refresh button on the panel to update the list
of objects in case it changes, and it also gets refreshed when changing
the collection or toggling the use count option.

This is a bit more manual but the previous code of refreshing the
list while evaluating the depsgraph was unreliable.

This also fixes it to take properly take into account visibility, and
to work with linked collections for which index writing was missing.
2018-06-29 14:53:02 +02:00
98a0bcd425 Prevent copying too much in the Rigid Body simulation
To prevent the pointcache from being copied-on-write too (and requiring
copying back), the cache is now shared between the original and
evaluated scenes. Reading from the cache is always allowed; running the
sim and writing to the cache is only allowed when the depsgraph is
active.

Some pointers have moved from RigidBodyWorld (RBO) to
RigidBodyWorldShared (RBOS). writefile.c copies some pointers back from
RBOS to RBO so that the file can still be opened on older Blenders
without crashing on a segfault.

The RigidBodyWorldShared struct is written to the blend file, because it
refers to the PointCache ID block.

The RigidObjectShared struct is runtime-only, and thus not saved to the
blend file.

An RNA getter-function is used to hide the new 'shared' pointer. As a
result the Python API hasn't changed.

Reviewed by: campbellbarton

Differential Revision: https://developer.blender.org/D3508
2018-06-28 14:20:11 +02:00
89e0d9848a UI: keep some operator text in headers.
Key shortcuts and explanation about how to use the tool should go to the
status bar, but other info can in the header so it's near where the user
is working. This distinction has not been made yet for all operators.
2018-06-28 13:04:28 +02:00
df02675e21 UI: move modal operator text from headers to status bar.
Python API is context.workspace.status_text_set()
2018-06-26 19:45:55 +02:00
0954085e1e Fix missing object/collection hiding icons on undo. 2018-06-26 17:17:05 +02:00
cdd915e9e9 UI: status bar cursor keymap display
Show mouse button actions in status bar, based on context,
modifiers and active tool.

See: T54861
2018-06-26 12:18:54 +02:00
817bf582c2 Cleanup: rename object base flags to be more clear. 2018-06-25 14:09:17 +02:00
a5b7f1ef53 UI: internal changes to user-menu storage
- Use per context menu lists to support menu editing.
- Support for different kinds of menu items since this may be needed
  in the future. Only use operator types for now.
2018-06-24 20:06:30 +02:00
85c1e61375 UI: Add user defined context menu
- Add/Remove from RMB context menu.
- Stored in user preferences.
- Access from Q key.

See T55027.
2018-06-23 20:52:47 +02:00