Commit Graph

145 Commits

Author SHA1 Message Date
4bef5f3df7 Cleanup: move some undo related files to C++
For continued testing in D14139. Also see T103343.
2023-01-23 00:33:55 +01:00
66dee44088 CMake: quiet references to undeclared variable warnings
These warnings can reveal errors in logic, so quiet them by checking
if the features are enabled before using variables or by assigning
empty strings in some cases.

- Check CMAKE_THREAD_LIBS_INIT is set before use as CMake docs
  note that this may be left unset if it's not needed.
- Remove BOOST/OPENVDB/VULKAN references when disable.
- Define INC_SYS even when empty.
- Remove PNG_INC from freetype (not defined anywhere).
2023-01-19 17:10:42 +11:00
Jeroen Bakker
6dac345a64 GHOST: Vulkan Backend.
This adds a vulkan backend to GHOST. The code was extracted from the
tmp-vulkan branch. The main difference with the original code is that
GHOST isn't responsible for fallback. For Metal backend there is already
an idea that the GPU module is responsible for the fallback, not the system.

For Blender we target Vulkan 1.2 at the time of this patch.
MoltenVK (needed to convert Vulkan calls to Metal) has been added as
a separate package.

This patch isn't useful for end-users, currently when starting blender with
`--gpu-backend vulkan` it would crash as the `VBBackend` doesn't initialize
the expected global structs in the GPU module.

Validated to be working on Windows and Apple. Linux still needs to be tested.

Reviewed By: fclem

Differential Revision: https://developer.blender.org/D13155
2022-11-22 11:29:09 +01:00
ea2dda306c Asset system: New asset system code module (with files from BKE)
Adds a new `source/blender/asset_system` directory and moves asset
related files from BKE to it. More asset related code can follow
(e.g. asset indexing, ED_assetlist stuff) but needs further work to
untangle it. I also kept `BKE_asset.h` and `asset.cc` as is, since they
deal with asset DNA data mostly, thus make sense in BKE.

Motivation:
- Makes the asset system design more present (term wasn't even used in
  code before).
- An `asset_system` directory is quite descriptive (trivial to identify
  core asset system features) and makes it easy to find asset code.
- Asset system is mostly runtime data, with little relation to other
  `Main`/BKE/DNA types.
- There's a lot of stuff in BKE already. It shouldn't be just a dump for
  all stuff that seems core enough.
- Being its own directly helps us be more mindful about encapsulating
  the module well, and avoiding dependencies on other modules.
- We can be more free with splitting files here than in BKE.
- In future there might be an asset system BPY module, which would then
  map quite nicely to the `asset_system` directory.

Checked with some other core devs, consensus seems that this makes
sense.
2022-11-14 12:46:34 +01:00
a296b8f694 GPU: replace GLEW with libepoxy
With libepoxy we can choose between EGL and GLX at runtime, as well as
dynamically open EGL and GLX libraries without linking to them.

This will make it possible to build with Wayland, EGL, GLVND support while
still running on systems that only have X11, GLX and libGL. It also paves
the way for headless rendering through EGL.

libepoxy is a new library dependency, and is included in the precompiled
libraries. GLEW is no longer a dependency, and WITH_SYSTEM_GLEW was removed.

Includes contributions by Brecht Van Lommel, Ray Molenkamp, Campbell Barton
and Sergey Sharybin.

Ref T76428

Differential Revision: https://developer.blender.org/D15291
2022-08-15 16:10:29 +02:00
9990792e87 Compositor: Rename compositor build option
Currently, the compositor can be disabled using the WITH_COMPOSITOR
build option. Since, we intent to always build the realtime compositor,
we need to make the distinction between both compositors clear.

So this patch renames the option to WITH_COMPOSITOR_CPU. Additionally,
the check for the option was moved inside the compositor modules' own
CMake file in preparation for the realtime compositor code.

Differential Revision: https://developer.blender.org/D15622

Reviewed By: Jeroen Bakker, Ray Molenkamp
2022-08-09 15:59:56 +02:00
d7cfb6ac71 Sculpt: Opaque vertex type for sculpt
This is a port of sculpt-dev's `SculptVertRef` refactor
(note that `SculptVertRef was renamed to PBVHVertRef`)
to master. `PBVHVertRef` is a structure that abstracts
the concept of a vertex in the sculpt code; it's simply
an `intptr_t` wrapped in a struct.

For `PBVH_FACES` and `PBVH_GRIDS` this struct stores a
vertex index, but for `BMesh` it stores a direct pointer
to a BMVert.  The intptr_t is wrapped in a struct to prevent
the accidental usage of it as an index.

There are many reasons to do this:

* Right now `BMesh` verts are not logical sculpt verts;
  to use the sculpt API they must first be converted to indices.
  This requires a lot of indirect lookups into tables, leading to performance
  loss.  It has also led to greater code complexity and duplication.
* Having an abstract vertex type makes it feasible to have one unified
  temporary attribute API for all three PBVH modes, which in turn
  made it rather trivial to port sculpt brushes to DynTopo in
  sculpt-dev (e.g. the layer brush, draw sharp, the smooth brushes,
  the paint brushes, etc).  This attribute API will be in a future patch.
* We need to do this anyway for the eventual move to C++.

Differential Revision: https://developer.blender.org/D14272
Reviewed By: Brecht Van Lommel
Ref D14272
2022-07-29 19:03:51 -07:00
38e270ae30 Cleanup: Move wm_dragdrop.c to C++ 2022-07-26 23:15:33 -05:00
545d469879 Cleanup: Move wm_event_system.c to C++
This allows the use of C++ data structures to simplify code and
improve performance.
2022-06-05 16:47:42 +02:00
9b298cf3db RNA: Generate property declerations header, solving msg-bus C++ incompatibility
Lets `makesrna` generate a `RNA_prototypes.h` header with declarations for all
RNA properties. This can be included in regular source files when needing to
reference RNA properties statically.

This solves an issue on MSVC with adding such declarations in functions, like
we used to do. See 800fc17367. Removes any such declarations and the related
FIXME comments.

Reviewed By: campbellbarton, LazyDodo, brecht

Differential Revision: https://developer.blender.org/D13837
2022-03-14 16:50:49 +01:00
c434782e3a File headers: SPDX License migration
Use a shorter/simpler license convention, stops the header taking so
much space.

Follow the SPDX license specification: https://spdx.org/licenses

- C/C++/objc/objc++
- Python
- Shell Scripts
- CMake, GNUmakefile

While most of the source tree has been included

- `./extern/` was left out.
- `./intern/cycles` & `./intern/atomic` are also excluded because they
  use different header conventions.

doc/license/SPDX-license-identifiers.txt has been added to list SPDX all
used identifiers.

See P2788 for the script that automated these edits.

Reviewed By: brecht, mont29, sergey

Ref D14069
2022-02-11 09:14:36 +11:00
e951e81b0f Cleanup: Cmake: remove unnecessary definitions for internationalization
Previously, macros were ifdefed using the cmake option `WITH_INTERNATIONAL`
However, the is unnecessary as withen the functions themselves have checks for building without internationalization.
This also means that many `add_definitions(-DWITH_INTERNATIONAL)` are also unnecessary.

Reviewed By: mont29, LazyDodo

Differential Revision: https://developer.blender.org/D13929
2022-01-29 17:40:27 -05:00
3434a991ec XR Controller Support Step 5: Navigation
Adds navigation transforms (pose, scale) to the XR session state that
will be applied to the viewer/controller poses. By manipulating these
values, a viewer can move through the VR viewport without the need to
physically walk through it.

Add-ons can access these transforms via Python
(XrSessionState.navigation_location/rotation/scale) to use with custom
operators.

Also adds 3 new VR navigation operators that will be exposed to users
as default actions in the VR Scene Inspection add-on. While all three
of these operators have custom properties that can greatly influence
their behaviors, for now these properties will not be accessible by
users from the UI. However, other add-ons can still set these custom
properties if they desire.

1). Raycast-based teleport
Moves the user to a location pointed at on a mesh object. The result
can optionally be constrained to specific axes, for example to achieve
"elevation snapping" behavior by constraining to the Z-axis. In
addition, one can specify an interpolation factor and offset.

Credit to KISKA for the elevation snapping concept.

2). "Grab" navigation
Moves the user through the viewport by pressing inputs on one or two
held controllers and applying deltas to the navigation matrix based on
the displacement of these controllers. When inputs on both controllers
are pressed at the same time (bimanual interaction), the user can scale
themselves relative to the scene based on the distance between the
controllers.

Also supports locks for location, rotation, and scale.

3). Fly navigation
Navigates the viewport by pressing a button and moving/turning relative to
navigation space or the VR viewer or controller. Via the operator's
properties, one can select from a variety of these modes as well as
specify the min/max speed and whether to lock elevation.

Reviewed By: Severin

Differential Revision: https://developer.blender.org/D11501
2021-10-26 13:34:58 +09:00
2ea66af742 Add support for Zstandard compression for .blend files
Compressing blendfiles can help save a lot of disk space, but the slowdown
while loading and saving is a major annoyance.
Currently Blender uses Zlib (aka gzip aka Deflate) for compression, but there
are now several more modern algorithms that outperform it in every way.

In this patch, I decided for Zstandard aka Zstd for several reasons:
- It is widely supported, both in other programs and libraries as well as in
  general-purpose compression utilities on Unix
- It is extremely flexible - spanning several orders of magnitude of
  compression speeds depending on the level setting.
- It is pretty much on the Pareto frontier for all of its configurations
  (meaning that no other algorithm is both faster and more efficient).

One downside of course is that older versions of Blender will not be able to
read these files, but one can always just re-save them without compression or
decompress the file manually with an external tool.

The implementation here saves additional metadata into the compressed file in
order to allow for efficient seeking when loading. This is standard-compliant
and will be ignored by other tools that support Zstd.
If the metadata is not present (e.g. because you manually compressed a .blend
file with another tool), Blender will fall back to sequential reading.

Saving is multithreaded to improve performance. Loading is currently not
multithreaded since it's not easy to predict the access patterns of the
loading code when seeking is supported.
In the future, we might want to look into making this more predictable or
disabling seeking for the main .blend file, which would then allow for
multiple background threads that decompress data ahead of time.

The compression level was chosen to get sizes comparable to previous versions
at much higher speeds. In the future, this could be exposed as an option.

Reviewed By: campbellbarton, brecht, mont29

Differential Revision: https://developer.blender.org/D5799
2021-08-21 21:39:06 +02:00
e844e9e8f3 XR Controller Support Step 2: Action Maps
Addresses the remaining portions of T77137 (Python API for Controller
Interaction), which was partially completed by D10942.

Adds an XR "action maps" system for loading XR action data from a
Python script. Action maps are accessible via the Python API, and are used
to pass default actions to the VR session during the
xr_session_start_pre() callback.

Since action maps are stored only as runtime data, they will be
cleaned up with the rest of the VR runtime data on file read or exit.

Reviewed By: Julian Eisel, Hans Goudey

Differential Revision: https://developer.blender.org/D10943
2021-08-05 23:40:17 +09:00
d3d4be1db3 XR: Action Binding Improvements
Provides several important improvements to the runtime action
bindings operation and internal API.

Moves input-specific action data (input thresholds, input regions,
pose offsets/spaces) from actions to more granular action bindings.
This allows a single action to be mapped to a variety of inputs,
without having to share a single input threshold, region, or space.

Also removes the need for action space creation API, as spaces for
pose actions will be automatically created with the bindings.

The correct action data for the current inputs is set by calling
xrGetCurrentInteractionProfile() to get the current profile and then
retrieving the corresponding mapped data.

Does not bring about any changes for users since only internal
runtime functionality is currently affected.

Reviewed By: Julian Eisel

Differential Revision: http://developer.blender.org/D12077
2021-08-05 13:14:26 +09:00
Yuki Hashimoto
83e2f8c993 macOS: support Japanese input for text buttons
Blender did not support to input East Asian characters (Chinese, Japanese,
Korean) on macOS. This patch adds support for Japanese input, by implementing
the appropriate processing for the NSTextInputClient protocol.

Technical notes:
* The conversion candidate window is drawn by the input method program calling
  `firstRectForCharacterRange`.
* The string before confirmation (called `composite` in blender) is handled in
  the `setMarkedText` method called by the input method program.
* The string after confirmation (called `result` in the blender) is processed
  in the `insertText` method called by the input method program.

Ref T51283

Differential Revision: https://developer.blender.org/D11695
2021-07-05 17:24:27 +02:00
cb12fb78ca XR Controller Support Step 1: Internal Abstractions for OpenXR Actions
Adds internal API for creating and managing OpenXR actions at the
GHOST and WM layers. Does not bring about any changes for users since
XR action functionality is not yet exposed in the Python API (will be
added in a subsequent patch).

OpenXR actions are a means to communicate with XR input devices and
can be used to retrieve button/pose states or apply haptic feedback.
Actions are bound to device inputs via a semantic path binding
(https://www.khronos.org/registry/OpenXR/specs/1.0/html/xrspec.html#semantic-path-interaction-profiles),
which serves as an XR version of keymaps.

Main features:

- Abstraction of OpenXR action management functions to GHOST-XR,
  WM-XR APIs.
- New "xr_session_start_pre" callback for creating actions at
  appropriate point in the XR session.
- Creation of name-identifiable action sets/actions.
- Binding of actions to controller inputs.
- Acquisition of controller button states.
- Acquisition of controller poses.
- Application of controller haptic feedback.
- Carefully designed error handling and useful error reporting
  (e.g. action set/action name included in error message).

Reviewed By: Julian Eisel

Differential Revision: http://developer.blender.org/D10942
2021-05-16 03:36:31 +09:00
87d3f4aff3 Fix T82675: Crash on exit when Blender is built as a Python module 2021-01-28 14:38:08 +11:00
e15076b22f Cleanup: Render Module: move header files to main directory
Move headers files from `render/extern/` to `render/`

Part of T73586
2020-11-06 10:10:41 -05:00
187adc64b4 Fix compilation error when building from scratch
Make sure the DNA offset files is ready at a time bf_windowmanager
need it.
2020-11-06 13:49:56 +01:00
e810a16d75 Refactor: move wmWindowManager .blend I/O to IDTypeInfo callbacks 2020-11-06 13:04:56 +01:00
18d7aeacf2 Move sequencer sources from blenkernel
This is first step of refactoring task T77580.
Next step will be breaking up files into smaller ones.

Reviewed By: sergey, brecht

Differential Revision: https://developer.blender.org/D8492
2020-10-05 02:58:56 +02:00
0bf12cb025 Fix error in recent change "run UserDef versioning from readfile.c"
Missed moving the defines in CMake for e255040c77
causing cycles not to be enabled.
2020-10-03 21:55:25 +10:00
6432fa488a Cleanup: Remove GLEW dependencies outside of GL module 2020-09-12 15:51:21 +02:00
54665233eb OpenSubdiv: Cleanup, Remove from legacy SubsurfCCG code
The CPU side implementation is done on a new dedicate base ground.
The GPU side must be redone anyway.
2020-05-18 17:06:48 +02:00
7ded7610ce Cleanup: rename WITH_X11 to WITH_GHOST_X11
Matches WITH_GHOST_{SDL|WAYLAND}
2020-05-01 19:14:50 +10:00
505a19ed75 Cleanup: Split up Window-Manager VR file (and related changes)
Splits up wm_xr.c into multiple files in their own folder:
source/blender/windowmanager/xr. So this matches how the message bus and
gizmo code have their own folder and files.

This allows better structuring and should make the code scale better.
I rather do this early on than to wait until we end up with a single,
huge file.

Also improves a bit how data is prepared and updated for drawing.
2020-04-04 18:55:24 +02:00
dc2df8307f VR: Initial Virtual Reality support - Milestone 1, Scene Inspection
NOTE: While most of the milestone 1 goals are there, a few smaller features and
improvements are still to be done.

Big picture of this milestone: Initial, OpenXR-based virtual reality support
for users and foundation for advanced use cases.
Maniphest Task: https://developer.blender.org/T71347
The tasks contains more information about this milestone.

To be clear: This is not a feature rich VR implementation, it's focused on the
initial scene inspection use case. We intentionally focused on that, further
features like controller support are part of the next milestone.

- How to use?
Instructions on how to use this are here:
https://wiki.blender.org/wiki/User:Severin/GSoC-2019/How_to_Test
These will be updated and moved to a more official place (likely the manual) soon.

Currently Windows Mixed Reality and Oculus devices are usable. Valve/HTC
headsets don't support the OpenXR standard yet and hence, do not work with this
implementation.

---------------

This is the C-side implementation of the features added for initial VR
support as per milestone 1. A "VR Scene Inspection" Add-on will be
committed separately, to expose the VR functionality in the UI. It also
adds some further features for milestone 1, namely a landmarking system
(stored view locations in the VR space)

Main additions/features:
* Support for rendering viewports to an HMD, with good performance.
* Option to sync the VR view perspective with a fully interactive,
  regular 3D View (VR-Mirror).
* Option to disable positional tracking. Keeps the current position (calculated
  based on the VR eye center pose) when enabled while a VR session is running.
* Some regular viewport settings for the VR view
* RNA/Python-API to query and set VR session state information.
* WM-XR: Layer tying Ghost-XR to the Blender specific APIs/data
* wmSurface API: drawable, non-window container (manages Ghost-OpenGL and GPU
  context)
* DNA/RNA for management of VR session settings
* `--debug-xr` and `--debug-xr-time` commandline options
* Utility batch & config file for using the Oculus runtime on Windows.
* Most VR data is runtime only. The exception is user settings which are saved
  to files (`XrSessionSettings`).
* VR support can be disabled through the `WITH_XR_OPENXR` compiler flag.

For architecture and code documentation, see
https://wiki.blender.org/wiki/Source/Interface/XR.

---------------

A few thank you's:
* A huge shoutout to Ray Molenkamp for his help during the project - it would
  have not been that successful without him!
* Sebastian Koenig and Simeon Conzendorf for testing and feedback!
* The reviewers, especially Brecht Van Lommel!
* Dalai Felinto for pushing and managing me to get this done ;)
* The OpenXR working group for providing an open standard. I think we're the
  first bigger application to adopt OpenXR. Congratulations to them and
  ourselves :)

This project started as a Google Summer of Code 2019 project - "Core Support of
Virtual Reality Headsets through OpenXR" (see
https://wiki.blender.org/wiki/User:Severin/GSoC-2019/).
Some further information, including ideas for further improvements can be found
in the final GSoC report:
https://wiki.blender.org/wiki/User:Severin/GSoC-2019/Final_Report

Differential Revisions: D6193, D7098

Reviewed by: Brecht Van Lommel, Jeroen Bakker
2020-03-17 21:42:44 +01:00
6fff73e3f0 Merge branch 'blender-v2.82-release' 2020-01-23 16:59:50 +01:00
517870a4a1 CMake: Refactor external dependencies handling
This is a more correct fix to the issue Brecht was fixing in D6600.

While the fix in that patch worked fine for linking it broke ASAN
runtime under some circumstances.
For example, `make full debug developer` would compile, but trying
to start blender will cause assert failure in ASAN (related on check
that ASAN is not running already).

Top-level idea: leave it to CMake to keep track of dependency graph.

The root of the issue comes to the fact that target like "blender" is
configured to use a lot of static libraries coming from Blender sources
and to use external static libraries. There is nothing which ensures
order between blender's and external libraries. Only order of blender
libraries is guaranteed.

It was possible that due to a cycle or other circumstances some of
blender libraries would have been passed to linker after libraries
it uses, causing linker errors.

For example, this order will likely fail:

  libbf_blenfont.a libfreetype6.a libbf_blenfont.a

This change makes it so blender libraries are explicitly provided
their dependencies to an external libraries, which allows CMake to
ensure they are always linked against them.

General rule here: if bf_foo depends on an external library it is
to be provided to LIBS for bf_foo.
For example, if bf_blenkernel depends on opensubdiv then LIBS in
blenkernel's CMakeLists.txt is to include OPENSUBDIB_LIBRARIES.

The change is made based on searching for used include folders
such as OPENSUBDIV_INCLUDE_DIRS and adding corresponding libraries
to LIBS ion that CMakeLists.txt. Transitive dependencies are not
simplified by this approach, but I am not aware of any downside of
this: CMake should be smart enough to simplify them on its side.
And even if not, this shouldn't affect linking time.

Benefit of not relying on transitive dependencies is that build
system is more robust towards future changes. For example, if
bf_intern_opensubiv is no longer depends on OPENSUBDIV_LIBRARIES
and all such code is moved to bf_blenkernel this will not break
linking.

The not-so-trivial part is change to blender_add_lib (and its
version in Cycles). The complexity is caused by libraries being
provided as a single list argument which doesn't allow to use
different release and debug libraries on Windows. The idea is:

- Have every library prefixed as "optimized" or "debug" if
  separation is needed (non-prefixed libraries will be considered
  "generic").

- Loop through libraries passed to function and do simple parsing
  which will look for "optimized" and "debug" words and specify
  following library to corresponding category.

This isn't something particularly great. Alternative would be to
use target_link_libraries() directly, which sounds like more code
but which is more explicit and allows to have more flexibility
and control comparing to wrapper approach.

Tested the following configurations on Linux, macOS and Windows:

- make full debug developer
- make full release developer
- make lite debug developer
- make lite release developer

NOTE: Linux libraries needs to be compiled with D6641 applied,
otherwise, depending on configuration, it's possible to run into
duplicated zlib symbols error.

Differential Revision: https://developer.blender.org/D6642
2020-01-23 16:59:18 +01:00
1a66b330ac Cleanup: move public event queries into their own file
event_system.c has been collecting a lot of different functionality,
move generic query/access functions into their own file,
since these are used by operators and other parts of the windowing code
and aren't part of low level event handling.

Also move public last-property API to wm_operators.c.
2020-01-10 17:54:30 +11:00
f4a4ec8425 Tool System: make smooth & randomize modal operators
Previously these used a gizmo to redo the operator however this
complicated having on-screen gizmos to access tools (see T66304).

Replace this with a generic way to make an operator that only has an
execute function into a modal operator.

This is used for smooth and randomize tools.

Unlike operator gestures, this handles storing and resetting the data.

Currently this only handles edit-mode data, however it's can be
extended to other kinds of data.
2019-11-21 22:45:15 +11:00
312075e688 CMake: add missing headers, use space before comments 2019-10-29 01:33:44 +11:00
60f0a94ab2 Cleanup: clang-format 2019-10-07 15:22:22 +11:00
56dd7feb06 GPU: Platform Support Level
Adds a check when starting blender if your platform is supported. We use a blacklist
as drivers are updated more regular then blender (stable releases).

The mechanism detects if the support level changed or has been validated by the user previously.
Changes can happen due to users updating their drivers, but also when we change the support
level in our code base.

When the user has seen the limited support level message it is saved in the user config.
It would be better to have a system specific config section, but currently not clear
what could benefit from that.

When the platform is unsupported or has limited support a dialog box will appear including a link
to our user manual describing what to do.

**Windows**
Windows uses the MessageBox that is provided by the windows kernel.

**X11**
We use a very lowlevel messagebox for X11. It is very limited in use and can be fine tuned when needed.

**SDL/APPLE**
There is no implementation for SDL or APPLE at this moment as the platform support feature targets mostly Windows users.

Reviewed By: brecht

Differential Revision: https://developer.blender.org/D5955
2019-10-04 16:23:39 +02:00
c5c4012b10 Cleanup: split out splash screen into own file
`wm_operators.c` is mainly for generic operator logic
where as the splash screen is one of a kind.
2019-08-15 01:32:46 +10:00
f606f58845 Cleanup: add wm_utils.c for generic functions 2019-05-20 16:52:49 +10:00
2753959ed7 Cleanup: sort CMake include paths 2019-04-24 14:41:12 +10:00
e12c08e8d1 ClangFormat: apply to source, most of intern
Apply clang format as proposed in T53211.

For details on usage and instructions for migrating branches
without conflicts, see:

https://wiki.blender.org/wiki/Tools/ClangFormat
2019-04-17 06:21:24 +02:00
5498e7f193 CMake: add library deps to CMakeLists.txt
Tested to work on Linux and macOS.

This will be enabled once all platforms are verified.

See D4684
2019-04-16 06:20:52 +02:00
47adab4f99 CMake: prepare for BLENDER_SORTED_LIBS removal
No functional change, this adds LIB definition and args to cmake files.
Without this it's difficult to migrate away from 'BLENDER_SORTED_LIBS'
since there are many platforms/configurations that could break when
changing linking order.

Manually add and enable WITHOUT_SORTED_LIBS to try building
without sorted libs (currently fails since all variables are empty).
This check will eventually be removed.

See T46725.
2019-04-14 15:37:24 +02:00
ab5e69e660 Cleanup: remove contributors for CMake files
Following removal from C source code.

See: 8c68ed6df1
2019-02-05 09:10:32 +11:00
1450a37555 CMake: add missing headers 2018-09-06 21:23:25 +10:00
3cba77f16b Merge branch 'master' into blender2.8 2018-09-02 19:45:56 +10:00
4bb8dba340 Cleanup: move keymap helpers into own file 2018-09-02 19:37:09 +10:00
cd16004132 WM: rename files, manipulator -> gizmo
Edit doxy files and header guards only.
2018-07-14 23:16:34 +02:00
af0fc66049 WM: register global list of panel types
Allows simple lookups for popovers.
2018-07-13 19:15:13 +02:00
2ead3f0765 Merge branch 'master' into blender2.8 2018-07-13 12:38:46 +02:00
8ff3f7f601 Cleanup: move WM type registration into own files
Type registration is mostly boiler plate logic,
which can be separated from other API's.
2018-07-13 12:20:42 +02:00