Also some minor improvements:
- Only run once per object data instance.
- Correction for mesh smooth flag being used on curves.
- Move curve operation into utility function.
Note this only changes cases where the variable was declared inside
the for loop. To handle it outside as well is a different challenge.
Differential Revision: https://developer.blender.org/D7320
The files are now split up into the following sections:
- `BKE_anim_path.h` and `anim_path.c` for path/curve functions.
- `BKE_anim_visualization.h` and `anim_visualizationanim_path.c` for
animation visualization (mostly motion paths).
- `BKE_duplilist.h` for DupliList function declarations. These were
already implemented in `object_dupli.c`, so they were rather out of
place being declared in `BKE_anim.h` in the first place.
No functional changes.
This commit is a full refactor of the grease pencil modules including Draw Engine, Modifiers, VFX, depsgraph update, improvements in operators and conversion of Sculpt and Weight paint tools to real brushes.
Also, a huge code cleanup has been done at all levels.
Thanks to @fclem for his work and yo @pepeland and @mendio for the testing and help in the development.
Differential Revision: https://developer.blender.org/D6293
`invoke_props_dialog` and `invoke_popup` had a width and a height field. The height field was ignored as the height is determined based on the content. This change removes the field from the BPY + WM_api
Reviewed By: Campbell Barton, Jacques Lucke
Differential Revision: https://developer.blender.org/D6694
This is an oversight of a fix for T69834, where I didn't realize the
ED_object_editmode_exit_ex() function is called for all objects as an
opposite of only the ones which were in edit mode.
Seems a simple fix: just move tag into a check that object was in the
edit mode prior to tag.
Differential Revision: https://developer.blender.org/D6808
In Blender 2.80 Shift + H (`object_hide_view_set(unselected=True)`) used to
(temporarily) hide objects only if their collection was visible in the current
view layer.
This behavior was changed in rB0812949bbc3d7acfd1f20a47087ff973110aa177 (D5992)
by using `BASE_VISIBLE_DEPSGRAPH` for the decision which object's (temporary)
visibility should remain unchanged. Since the view layer visibility and depsgraph
visibility has been decoupled in said commit, the correct condition
to check is `BASE_VISIBLE_VIEWLAYER`.
This patch is a fix for T72302
Differential Revision: https://developer.blender.org/D6583
This was an old bug which could be caused by saving after separating.
Changes from 79b703bb63 made this fail reliably.
Update shape key indices when they may be used again later.
This introduces object mode tagging for data which hasn't yet been
written back to the ID data.
Now when selecting other sculpt objects, the original objects data is
flushed back to the ID before writing a memfile undo step.
Users now can turn on in a viewport collections that are temporarily
hidden (eye) in the view layer.
Design task: T61327
As for the implementation, I had to decouple the visibility in the
depsgraph from the visibility in the view layer.
Also there is a "bug" that in a way was there before which is some
operators (e.g., writing a text inside of a text object, tab into edit
mode) run regardless of the visibility of the active object. The bug was
present already (with object type visibility restriction) in 2.80 so if
we decide to tackle it, can be done separately (I have a patch for it
though P1132).
Reviewed by: brecht (thank you)
Differential Revision: D5992
This change makes it so motion paths are using minimal possible
dependency graph which is sufficient to evaluate required motion
path targets.
Disclaimer: granularity is done on ID level, but it is possible
to go more granular if really needed.
Brings time down to 0.5 sec when updating motion path for the
Rain animation file used for benchmarks in the previous commits.
Reviewers: brecht
Differential Revision: https://developer.blender.org/D5874
Support per-viewport collection visibility options.
Note 1: There is no way to show a collection that was not visible before
due to depsgraph. Otherwise we would risk having all the collections in
the depsgraph and I believe this is not the idea.
An alternative would be to have a new depsgraph for viewports that are
not local. Something to keep in mind if we do per-viewport current frame
in the future.
So for now what we do is to only allow collections visibility to be
disabled/hidden in this mode.
Note 2: hide_viewport (the eye icon) doesn't really matter for
depsgraph. So after the merge we can still ignore it to show the
collections locally in a viewport with no problems for the depsgraph.
Reviewers: brecht, sergey
Subscribers: billreynish
Related task: T61327
Differential Revision: https://developer.blender.org/D5611
Remove unused OBJECT_OT_mode_set_or_submode, add
OBJECT_OT_mode_set_with_submode which can switch to edit mode as well
as a sub-mode - currently only mesh select mode is supported
(others may be added later).
object
This showed e.g. when deleting active object, then selecting using box
select.
This commit also lifts the restriction that linked objects could not be
moved to a collection.
Reviewers: campbellbarton, dfelinto
Maniphest Tasks: T68647
Differential Revision: https://developer.blender.org/D5485
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
How to reproduce: use 1-10 to change the visible collection. If the
collection was globally invisible, it would be set to globally visible.
This was a left over from the previous collection visibility design.
Now that we have a more clear separation between temporary visibility
(i.e., layer collection visibiilty) and a global visibility setting
(i.e., collection visibility) we should keep them separated.
No major API change here, only in the outliner restriction column
variables (e.g., show_restrict_column_selectable > show_restrict_column_select).
* Get rid of _INSTANCE (introduced on b1af682001).
* Differentiate (everywhere but the API) between HIDE (temporary) and VIEWPORT (global).
* Use the expected icon for restrict viewport (same as objects and modifiers).
* selectable > select
See T61578 for discussions and mockups.
Visibility Options
==================
We are adding more granular control over restriction columns in the outliner,
exposing "indirect only" and "holdout" as options, and change the way
users enable/disable collections in a viewlayer.
We also rename the object viewport restriction to hide instance.
So the options we have are:
Collection
----------
* Render Visibility
* Instance Visibility
* Selectable
(View) Layer Collection
-----------------------
* Enable
* Holdout
* Indirect Only
* Viewport
Shortcuts
=========
Isolate Collection
------------------
* Ctr + click isolates the collection.
It turns all its parents and children "visible", and all the other
collections "invisible".
If ALL the collections were already properly set, we re-set the
collections to their default value.
Set Collection Inside Collections and Objects
---------------------------------------------
* Shift + click: Set/unset inside collections and objects.
We only set objects values as well when we are in View Layer mode and
(obviously) when the objects have a matching property.
Icons
=====
Little reminder that we will need better icons for holdout, indirect only, and
probably instanced (nothing wrong with the current, but it differs from
the proposal when it is turned off).
Also, we need to decide where do we want the modifier/bones/... icons to
be (in which column) and ideally make sure their icons match the ones we
use for collections/objects.
At the moment those are using the screen icon, which is not being used
by collections.
Reviewers: brecht, billrey
Subscribers: pablovazquez
Differential Revision: https://developer.blender.org/D4823
In 2.7x UV sculpt was a kind of sub-mode
(a toggle with it's own key-map & drawing code).
Move this to an operator that uses the tool-system,
this simplifies internal logic, especially brush selection
which now matches sculpt and other paint modes.
- Remove toggle used to enable uv sculpt.
- Expose the brush, which was already used but there was no way to
select different brushes.
- Make UV sculpt use paint paint tool slots
(using brushes how all other paint mode currently do).
- Move UV Sculpt keymap to the tools keymap.
- Remove Q to toggle UV sculpt mode,
S/P/G keys to switch tools.
Having this in blenkernel caused bad level calls to bf_editors_anim,
causing tests that use 'blenkernel' to require almost all libraries.
(complicating gtest linking & causing large binaries).
The select option in the operator was never working because we were
trying to select an object considered unselectable (since it was hidden).
Reviewers: brecht
Differential Revision: https://developer.blender.org/D4527
The poll function accepts hidden objects, so they are not stuck in pose
mode, but the operator itself expects a valid base, which we don't have.
When called from OBJECT_OT_mode_set() it will fallback to object mode.
It is the same that happens when in Edit Mesh mode with a hidden active
object and trying to change to Vertex Painting mode.
Convention was not to but after discussion on 918941483f we agree its
best to change the convention.
Names now mostly follow RNA.
Some exceptions:
- Use 'nodetrees' instead of 'nodegroups'
since the struct is called NodeTree.
- Use 'gpencils' instead of 'grease_pencil'
since 'gpencil' is a common abbreviation in the C code.
Other exceptions:
- Leave 'wm' as it's a list of one.
- Leave 'ipo' as is for versioning.