NOTE: This is really a backend-only implementation, nothing is changed in the UI
Adds a tab button-type and the basic drawing and handling code for it.
More work needs to be done on it, but idea is to get in ready for usage in the
topbar.
Differential Revision: https://developer.blender.org/D1371
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
```
blenderplayer uses BLF but not Editor UI, so we got a link error for the missing UI_GetThemeColor function.
Moved the new function from BLF to UI.
@Blendify reported problem in IRC
Had to add a few utility functions to replace existing functions. Let me know if these are duplicates.
Reviewers: merwin
Reviewed By: merwin
Tags: #bf_blender_2.8
Maniphest Tasks: T49043
Differential Revision: https://developer.blender.org/D2434
This should make it easier to sculpt in high resolutions, downside is that the new way to calculate maximum edge length is a bit less intuitive. Maximum edge length used to be calculated as blender_unit * percentage_value, now it's blender_unit / value.
Reused old DNA struct member, but had to bump subversion to ensure correct compatibility conversion. Also changed default value slightly (would have had to set to 3.333... otherwise).
Was Requested by @monio (see https://rightclickselect.com/p/sculpting/zpbbbc/dyntopo-better-scale-input-in-constant-detail-mode) and I think it's worth testing.
Couple of issues here:
* Missing initialization for 3D view keyframe options for "Reset to Default Theme"
* Alpha values not reset correctly on "Reset to Default Theme"
* Alpha values of timeline keyframe options not reset correctly for old files
Also corrected old version patches even though they're overridden later, to avoid more issues in case people copy this code.
Corrections to d7af7a1e04 and 8d573aa0ec
Couple of issues here:
* Missing initialization for 3D view keyframe options for "Reset to Default Theme"
* Alpha values not reset correctly on "Reset to Default Theme"
* Alpha values of timeline keyframe options not reset correctly for old files
Also corrected old version patches even though they're overridden later, to avoid more issues in case people copy this code.
Corrections to d7af7a1e04 and 8d573aa0ec
I change UI_draw_roundbox_gl_mode to use immediate API.
The rest of the change is the call to the function.
I also make some change in UI_ThemeColor4(int colorid) for eg to make convenience to use.
I would really like to know if it's the good way to do, if yes I will make all the change in the node_daw.c after, else say me what's wrong and how to deal with color else.
Reviewers: merwin, dfelinto, Severin
Reviewed By: merwin
Subscribers: fablefox, Severin
Tags: #bf_blender_2.8, #opengl_gfx
Maniphest Tasks: T49043
Differential Revision: https://developer.blender.org/D2274
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/
If I didn't miss anything these are indeed not used. Old themes should still work (will only print info on redundant theme defines into console), but updated non-contrib themes already.
Drawing used colors for select (TH_EDGE_SELECT/TH_VERTEX_SELECT) which was inconsistent with crease, seam, sharp, .. (which all had their own them color -- also was a bit hard to read).
NOTE: UI team usually doesn't allow adding more theme options, this is an exception.
Differential Revision: https://developer.blender.org/D2234
Currently "long keyframes" are only useful for indicating where stationary
holds occur. If however you try to create a "moving hold" (where the values
are slightly different, but in terms of overall effect, it's still a hold)
then it could get tricky to keep track of where these occur.
Now it's possible to tag such keyframes (using the keyframe types - RKEY)
as being part of a moving hold. These will not only be drawn differently
from normal keyframes, but they will also result in a "long keyframe"
being drawn between each pair of them, just like if they had been completely
stationary instead.
Currently the theming/styling of these is a bit rough. They reuse the existing
theme colours for long keyframes.
This commit introduces a scale factor setting for scaling all keyframe indicators
in the Dopesheet Editor up/down, in order to make them easier to select. It is perhaps
most useful for keyframe types which are usually indicated using smaller keyframes
(e.g. breakdown), which may get tricky to quickly select.
Caused by wrong alpha value in rB34b30f847429ac (used 0.01, should've been 0.1). Also made sure all editors initialize same default theme values for panels and cleaned up code a bit.
Works fine with old userpref.blend files.
Historically blender had an audio sample rate of 44.1 kHz as default which is mostly popular because it's the sample rate of audio CDs. Audaspace kept using this default from the pre 2.5 era. It was about time to change to 48 kHz, which is a more widespread standard nowadays, especially in video. It is the recommended sampling rate of the Audio Engineering Society.
Further reading: https://en.wikipedia.org/wiki/44,100_Hz#Status
Normally we don't allow adding new theme options if we can avoid it, but this is a legit exception since all other strips are themeable.
Default color for text strip is now yellow-ish. Not nice but there are also not many other colors left.
GPUBuffer rendering is now done using vertex buffers.
Vertex arrays are completely removed from GL 3.2 core profile, so we'll
have to do this change at some point anyway.
This commit, though big, is not modifying blender in any way. Use should
be exactly as if the vetex buffer option is constantly on.
- RegionView3D.view RV3D_VIEW_PERSPORTHO
only ever set on initialization, never checked for.
- Lamp.type LA_YF_PHOTON
from old 2.4x yafray files.
Also iniitalize movie-clip + grease-pencil theme colors.
Implements "Auto-offset" (called "insert offset" in code) feature for Node Editor, developed during and after LSOC :)
Idea and sponsoring by Sebastian König, blendFX, Mathias Eimann, Mikavaa, Knick Design
When you drop a node with at least one input and one output socket onto a an existing connection between two nodes, Auto-offset will, depending on the direction setting, automatically and animated move the left or right and all of its following nodes away to make room for the new node.
The direction for offsetting can be toggled while you are moving the node by pressing „T“.
The auto-offset is enabled by default but can be disabled in the header of the node-editor. The offset margin can be changed in the editing section of the User Preferences.
Thanks a lot to the sponsors, and especially to Sebastian who helped *a lot* with this. That's how users can help developing Blender!
Our current keymap doesn't give us enough room to make such changes in
the event system. To fix small issues caused by this, we would need to do
drastic changes in Blender's keymaps and internal handling. It was worth
a try, but it didn't work.
I can write down a more descriptive statement in a few days, but for now
I need a break of this stuff.
Design task: T42339
Differential Revision: D840
Initial implementation proposal: T41867
Short description:
With this we can distinguish between holding and tabbing a key. Useful
is this if we want to assign to operators to a single shortcut. If two
operators are assigned to one shortcut, we call this a sticky key.
More info is accessible through the design task and the diff.
A few people that were involved with this:
* Sean Olson for stressing me with this burden ;) - It is his enthusiasm
that pushed me forward to get this done
* Campbell and Antony for the code and design review
* Ton for the design review
* All the other people that gave feedback on the patch and helped to
make this possible
A big "Thank You" for you all!