Can't see any reason to call AUD exit early in WM_exit, that's a
low-level module that has no dependency on anything else in Blender, but
is dependency of some other parts of Blender, so it should rather be
exited late in the process!
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
```
Better to have clear way to tell whether flag is parameter for
BKE_library_foreach_ID_link(), parameter for its callback function, or
return value from this callback function.
Use Main->relations in BKE_library_foreach_ID_link(), when possible
(i.e. IDWALK_READONLY is set), and if the data is available of course.
This is quite minor optimization, no sensible improvements are expected,
but does not hurt either to avoid potentially tens of looping over e.g.
objects constraints and modifiers, or heap of drivers...
This does not address stapling shader in 2.8, though the solution can be
similar (own shader, not polutting interlace shader).
part of T49043
Reviewers: merwin
Differential Revision: https://developer.blender.org/D2440
This is a regression introduced in rB5bd9e832
It looks more like a hack than a proper fix, but the shader logic
changed a lot for blender2.8, so I would rather do the elegant fix
there, while leaving master working.
If we ever do a 2.78b (or 2.79) this should get in.
This reverts commit 5aa19be912 and b4a721af69.
Due to postponement of particle system rewrite it was decided to put particle code
back into the 2.8 branch for the time being.
Basically all this does is drawing layout previews into the opened layout search menu.
https://youtu.be/RHYWtZP7pyA
The previews are drawn using offscreen rendering so they can't use multi-threading (yet!). But that shouldn't be an issue since only a handful of previews are drawn at the same time. Normally we only need to redraw the preview if a screen layout was changed. Would be nice if PreviewImage could store if it supports threaded rendering.
Previews are saved in files, might be useful if you later want to support appending layouts.
Adds a new file screen_draw.c.
This option makes an operator to not push a task to the undo stack if the previous stored elemen is the same operator or part of the same undo group.
The main usage is for animation, so you can change frames to inspect the
poses, and revert the previous pose without having to roll back tons of
"change frame" operator, or even see the undo stack full.
This complements rB13ee9b8e
Design with help by Sergey Sharybin.
Reviewers: sergey, mont29
Reviewed By: mont29, sergey
Subscribers: pyc0d3r, hjalti, Severin, lowercase, brecht, monio, aligorith, hadrien, jbakker
Differential Revision: https://developer.blender.org/D2330
Caused by 4811b2d356 which caused the event handler hack that is used to fire up the file browser from other operators to fail. Basically the context from before the file browser is opened gets stored and used later for executing the actual file read/write operation (in this case, saving image). This context storage is cleared when exiting an editor since 4811b2d356, which is technically correct, but causes usage of NULLed context data in this case, because the file browser is exited before the file read/write operation is executed.
For now I solved this by moving the fileselect handler to list of normal handlers, instead of modal ones. 4811b2d356 only touches list of modal handlers so we avoid the crash. Ideally we'd completely refactor how the file browser opening works to get rid of these event handler hacks.
Note that I wouldn't be suprised if this causes other regressions, but I couldn't find one so worth a try.
D2311 by @ianwill
This is the radial control that appears when we change the size of a brush in sculpt and vertex and texture painting modes, by pressing "f".
Also includes a new built-in shader that can be useful in other places.
Part of T49043
Issue here was that py API code was keeping references (pointers) to the
liniked data-blocks, which can actually be duplicated and then deleted
during the 'make local' process...
Would have like to find a better way than passing optional GHash to get
the oldid->newid mapping, but could not think of a better idea.
Removed some of my earlier glActiveTexture calls. After reviewing the
code I now trust that GL_TEXTURE0 is active by default. Fewer GL calls,
same results.
Fixed some misuse of glActiveTexture & glUniformi, mostly my fault.
Caught by --debug-gpu on Windows. Don't know why this appeared to be
working previously!
Plus some easy cleanup nearby.
Works great on Mac now. Will test on Windows & Linux (Mesa) tomorrow. Related to T49505
Main fix is glActiveTexture and immUniform1i.
TEXTURE_2D vs TEXTURE_RECTANGLE is now a compile-time option. Both are available starting in GL 3.1 so there's no need for a run-time check.
Removed glClears that I don't think are necessary.
Prevent TEXTURE_2D from creating extra mipmap levels. We only need level 0.
Some minor cleanup: booleans and variable declarations.
- rename image shaders to describe exactly what they do
- rename inputs to match other built-in shaders
- set & use active texture unit
- no need to enable/disable textures with GLSL
- pull vertex format setup out of loops
Turns out CTX_wm_region returns mostly NULL in wm_manipulatormaps_handled_modal_update. Now propertly unsetting area/region data of handlers when deleting area/region.
This commit lands the core backend of the Custom Manipulators project onto the blender2.8 branch. It is a generic backend for managinig interactive on-screen controls that can be integrated into any 2D or 3D edito. It's also already integrated into the window-manager and editor code where needed.
NOTE: The changes here should not be visible for users at all. It's really just a back-end patch. Neither does this include any RNA or Python integration.
Of course, there's still lots of work ahead for custom manipulators, but this is a big milestone. WIP code that actually uses this backend can be found in the 'custom-manipulators' branch (previously called 'wiggly-widgets').
The work here isn't completely my own, all the initial work was done by @Antony Riakiotakis (psy-fi) and - although it has changed a lot since them - it's still the same in essence. He definitely deserves a big credit! Some changes in this patch were also done by @Campbell Barton (campbellbarton). Thank you guys!
Merge accepted by @brecht and @merwin.
Patch: https://developer.blender.org/D2232
Code documentation: https://wiki.blender.org/index.php/Dev:2.8/Source/Custom_Manipulator
Main task: https://developer.blender.org/T47343
More info: https://code.blender.org/2015/09/the-custom-manipulator-project-widget-project/