This allows to update base flags to a proper state then object's restriction
flags are changed, without requiring to re-evaluate an entire tree of flags.
Some old unused flags are were removed by this change, and also disabling
menu items might not work the same as before. This is something we can bring
back if it's really needed (the way how flags are handled did change since
that interface code was done anyway, so code was looking weird anyway).
Reviewers: brecht
Differential Revision: https://developer.blender.org/D4420
Now collection and objects can be either:
* Disabled for all the view layers.
* Hidden for a view layer but not necessarily for all others.
* Visible for a view layer but not necessarily for all others.
Regarding icons: Whatever we decide to use for the "Hidden for all view
layers" needs to be a toggle-like icon. Because when viewing "Scenes"
instead of "View Layer" in the outliner we should be able to edit the
collection "Hidden for all the view layers" as an on/off option.
The operators are accessible via a Visibility context menu or shortcuts:
* Ctrl + Click: Isolate collection (use shift to extend).
* Alt + Click: Disable collection.
* Shift + Click: Hide/Show collection and its children (objects and collections)
Things yet to be tackled:
* Object outliner context menu can also get a Visibility sub-menu.
* Get better icons for viewport enable/disable.
Note:
* When using emulate 3 button mouse alt+click is used for 2d panning.
In this case users have to use the operator from the menu.
See T57857 for discussion.
Patch: https://developer.blender.org/D4011
Reviewers: brecht and sergey
Thanks to the reviewers and William Reynish and Julien Kasper in
particular for the feedback.
[re-committing]
We still control this in the viewport collections visibility menu. But
now we are actually changing the visibility of the collections, not of
the objects.
If a collection is indirectly invisible (because one of its parents are
invisible) we gray it out.
Also if you click directly in the collection names, it "isolates" the
collection by hiding all collections, and showing the direct parents and
all the children of the selected collection.
Development Note:
Right now I'm excluding the hidden collections from the depsgraph.
Thus the need for tagging relations to update.
If this proves to be too slow, we can change.
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.
There were at least three copies of those:
- OB_RECALC* family of flags, which are rudiment of an old
dependency graph system.
- PSYS_RECALC* which were used by old dependency graph system
as a separate set since the graph itself did not handle
particle systems.
- DEG_TAG_* which was used to tag IDs.
Now there is a single set, which defines what can be tagged
and queried for an update. It also has some aggregate flags
to make queries simpler.
Lets once and for all solve the madness of those flags, stick
to a single set, which will not overlap with anything or require
any extra conversion.
Technically, shouldn't be measurable user difference, but some
of the agregate flags for few dependency graph components did
change.
Fixes T58632: Particle don't update rotation settings
See T57857 for discussion. This reverts:
"Outliner: Do not gray out empty collections"
4521d3e707.
"Remove eye column from the outliner"
fd16b35997.
Fix/workaround issues in pose and edit mode"
6d2e2e30d5.
"Per view-layer collection visibility"
4de6a210c6.
We still control this in the viewport collections visibility menu. But
now we are actually changing the visibility of the collections, not of
the objects.
If a collection is indirectly invisible (because one of its parents are
invisible) we gray it out.
Also if you click directly in the collection names, it "isolates" the
collection by hiding all collections, and showing the direct parents and
all the children of the selected collection.
Development Note:
Right now I'm excluding the hidden collections from the depsgraph.
Thus the need for tagging relations to update.
If this proves to be too slow, we can change.
Just use Collection name (same as for material slots e.g.).
That way, one can access those by their names as well, in
LayerCollection.children ... collection property (yeah, collection,
collection, and moar collection).
RNA's ViewLayer would present 'first level' of layer collection as a
list (collection property), when it is actually now only a single item,
same as the scene's master collection.
Note: did not try to update view_layer python tests, those are already
fully broken for quiet some time I guess (they still assume
view_layer.collections to be mutable e.g.)...
In the outliner, right click > view layer > set indirect only. This is
like clearing camera ray visibility on objects in the collection, and is
temporary until we have more general dynamic overrides.
In the outliner, right click > view layer > set holdout. This is
temporary until we have more general dynamic overrides, but helps
Spring production for now.
When calling the bpy.ops.poselib.apply_pose() operator from Python, Blender
would deadlock when the rig has drivers.
Similar BPy_{BEGIN,END}_ALLOW_THREADS calls were already in place in the
rna_Scene_update_tagged() function.
This was no longer working, now this works the same way as
scene.update(), only it applied to the current view layer.
Caused crash running alembic export from Python.
OVERVIEW
* In 2.7 terminology, all layers and groups are now collection datablocks.
* These collections are nestable, linkable, instanceable, overrideable, ..
which opens up new ways to set up scenes and link + override data.
* Viewport/render visibility and selectability are now a part of the collection
and shared across all view layers and linkable.
* View layers define which subset of the scene collection hierarchy is excluded
for each. For many workflows one view layer can be used, these are more of an
advanced feature now.
OUTLINER
* The outliner now has a "View Layer" display mode instead of "Collections",
which can display the collections and/or objects in the view layer.
* In this display mode, collections can be excluded with the right click menu.
These will then be greyed out and their objects will be excluded.
* To view collections not linked to any scene, the "Blender File" display mode
can be used, with the new filtering option to just see Colleciton datablocks.
* The outliner right click menus for collections and objects were reorganized.
* Drag and drop still needs to be improved. Like before, dragging the icon or
text gives different results, we'll unify this later.
LINKING AND OVERRIDES
* Collections can now be linked into the scene without creating an instance,
with the link/append operator or from the collections view in the outliner.
* Collections can get static overrides with the right click menu in the outliner,
but this is rather unreliable and not clearly communicated at the moment.
* We still need to improve the make override operator to turn collection instances
into collections with overrides directly in the scene.
PERFORMANCE
* We tried to make performance not worse than before and improve it in some
cases. The main thing that's still a bit slower is multiple scenes, we have to
change the layer syncing to only updated affected scenes.
* Collections keep a list of their parent collections for faster incremental
updates in syncing and caching.
* View layer bases are now in a object -> base hash to avoid quadratic time
lookups internally and in API functions like visible_get().
VERSIONING
* Compatibility with 2.7 files should be improved due to the new visibility
controls. Of course users may not want to set up their scenes differently
now to avoid having separate layers and groups.
* Compatibility with 2.8 is mostly there, and was tested on Eevee demo and Hero
files. There's a few things which are know to be not quite compatible, like
nested layer collections inside groups.
* The versioning code for 2.8 files is quite complicated, and isolated behind
#ifdef so it can be removed at the end of the release cycle.
KNOWN ISSUES
* The G-key group operators in the 3D viewport were left mostly as is, they
need to be modified still to fit better.
* Same for the groups panel in the object properties. This needs to be updated
still, or perhaps replaced by something better.
* Collections must all have a unique name. Less restrictive namespacing is to
be done later, we'll have to see how important this is as all objects within
the collections must also have a unique name anyway.
* Full scene copy and delete scene are exactly doing the right thing yet.
Differential Revision: https://developer.blender.org/D3383https://code.blender.org/2018/05/collections-and-groups/
We handle doversion for the scene properties, but not for the
view layer overrides.
Overrides will be implemented in a different way via dynamic overrides.
For now this data is completely lost.
in Scene DNA is available in scene.display New DNA Struct DisplayData
Added RNA (scene.display).
We already have scene.display_settings which contains non viewpoert
specific color management settings. I did not merge those two.
Patch should be in line with the ideas that @brecht wrote in T55008.
As I am not in detail aware of the decisions that have been made for the override feature I want a short review if it is in line with the plans.
Reviewers: brecht, dfelinto
Reviewed By: brecht
Subscribers: brecht
Tags: #code_quest, #bf_blender_2.8
Differential Revision: https://developer.blender.org/D3290
For some we may add per object overrides, but for most we plan to keep them
strictly per viewport settings. Display settings from the mesh still need to
be moved here, only collections were done to remove that code.
As much as I want to give freedom to the user, 1.5G of vram for a
single shadow is a big of a stability issue.
So limiting to 4096 for now, we may remove this limit in the future.
This mean we can now have different shadow resolutions for both.
However each shadow type keep the same size accross all lamps because of
future "real" Cube Shadowmaps limitation and to save texture sampler slots.
That said the cascade shadow resolution could (in the future) still be
changed to be adjustable per sun lamp.
Initial review of the shard shadows in the workbench engine.
Speed optimizations like transform feedback are not implemented yet. I first want this part to be reviewed and merged.
@fclem please check the note in drw_stencil_set it was holding back nequal == 0 as by default DST.stencil_mask was set to 0. questioin is should we remove the whole check or not.
Also I am still looking for a better name (or split the enum) for DRW_STATE_STENCIL_DEPTH_FAIL_INCR_DECR_WRAP
Reviewers: fclem
Reviewed By: fclem
Tags: #code_quest
Differential Revision: https://developer.blender.org/D3198
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.
Added Object Overlap Overlay
- Added R32UI support to GPU_framebuffer
- Added R32U support to draw manager
- The overlay mode has a object data pass that will render 'needed' data to specific buffers so we can mix them together via a deferred rendering. In future will also add UV's and other data
- Overlap is implemented as an overlay so it could be used on top of the Scene lighted Solid mode (that will be rendered by Eevee.
Reviewers: fclem, brecht
Reviewed By: fclem
Subscribers: sergey
Tags: #code_quest
Maniphest Tasks: T54726
Differential Revision: https://developer.blender.org/D3174
Will be part of the collection manager where per collection the
ob->col can be set. This currently depends on DepsGraph +
CollectionManager.
I removed it for now so the code won't influence development
- added `object_color_type` where the user can set if the collection
determines the color, or the object will be used for the color.
Implemented it as an enum as later this can have a random color option.
- moved OB_LIGHTING_* to DNA_view3d_types and renamed it.
- Fixed some DRY in workbench_materials.c. Can remove more DRY's but
will need to discuss the responsibility of the workbench engine as it
might become part of the eevee renderer.
ViewRender was removed, which means we can't get the render engine for files
saved in 2.8. We assume that any files saved in 2.8 were intended to use Eevee
and set the engine to that.
A fix included with this is that .blend thumbails now draw with Clay mode,
and never Eevee or Cycles. These were drawn with solid mode in 2.7, and should
be very fast and not e.g. load heavy image textures.
Differential Revision: https://developer.blender.org/D3156
Folders removed entirely:
* //extern/recastnavigation
* //intern/decklink
* //intern/moto
* //source/blender/editors/space_logic
* //source/blenderplayer
* //source/gameengine
This includes DNA data and any reference to the BGE code in Blender itself.
We are bumping the subversion.
Pending tasks:
* Tile/clamp code in image editor draw code.
* Viewport drawing code (so much of this will go away because of BI removal
that we can wait until then to remove this.
- put render iterator in own scope
(would shadow it's own variable if used multiple times).
- enforce semicolon at end of iterator macros.
- no need to typedef one-off macro structs.