- clips/masks were not showing an icon [both dont have a dedicated icon,
took the ones used elsewhere]
- masks hit an assert in outliner_add_element()
- missing outliner update when adding a mask
spotted while looking into T59939
Reviewers: mont29, brecht
Differential Revision: https://developer.blender.org/D4142
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.
To control per-viewlayer, per-object visiblity users should either use
the menu or the H shortcuts (H, Alt+H, Shift+H).
Following next will be to have proper per-viewlayer collection
visibility. This will replace the functionality currently at the
viewport collections visibility menu.
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.
In the outliner there are now icons for it, Ctrl+Click isolates a
single collections.
In the 3D view, Ctrl+H key opens a menu that is more or less the
equivalent of the old layer buttons in the header. Regular Click isolates
the collection, Shift+Click toggle the collection visibility. Pressing
number keys and letters works in this menu, which can help for quickly
selecting a specific collection.
Shortcuts for quick switching by just pressing 1/2/3/.. keys are available
again. The order can be confusing with nested collections, but that seems
unavoidable. The first numbers control the top level collections, and then
sub collections if numbers are left.
Remaining design issues:
* The 3D view menu needs to be improved: support for sub collections,
staying open on shift+click, access from the 3D view header somewhere,
shortcut key display.
* Currently collection hiding just controls per-object hiding, we plan
to separate this state still so alt+H doesn't affect collection hiding.
H hides selected objects, Shift+H hides unselected objects, and Alt+H
reveals hidden objects.
This hiding state is distinct from restrict viewport and render, and
meant for temporarily hiding objects without affecting more persistent
collection hiding.
Object hiding is per view-layer, same as selection. It affects the
viewport and any preview renders in there, but not final renders.
In the outliner, different icons are now used for temporary hiding, and
restrict viewport and render. Hidden objects are greyed out.
Remaining design issues:
* For lamps we probably still want to keep their effect on the scene,
currently they are fully disabled by hiding. Arguably mesh lights or
even objects being reflected or casting shadows are not that different
but perhaps the special lamp exception from local view should remain.
* We need a feature still to disabled this hiding for specific viewports,
for render or animation preview where you want to see the entire scene
while working in another view.
* We need a new icon for restrict viewport, for now it uses a grid similar
to the 2.4 icon.
* Hiding objects does not preserve selection state as it did in 2.7,
it's probably convenient to support this again?
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/
* "Scenes" now shows for each scene lists of all view layers, collections and
objects contained in it. This is the place to see all collections and objects
in the scene even if they are not used in any view layer. Objects are nested
according to parenting here.
* "Collections" now shows all collections in the view layer, and the objects
in those collections. Objects are not nested by parenting, only collections
since it would be too confusing if the children are in a different collection.
* "Groups" is unchanged.
* "View Layer" was removed, replaced by "Collections".
Part of T54790.
The depsgraph was always created within a fixed evaluation context. Passing
both risks the depsgraph and evaluation context not matching, and it
complicates the Python API where we'd have to expose both which is not so
easy to understand.
This also removes the global evaluation context in main, which assumed there
to be a single active scene and view layer.
Differential Revision: https://developer.blender.org/D3152
Suggested by Pablo Vazquez (venomgfx).
The idea here is that it should be easy to work in the outliner by picking a
bunch of objects and adding them to a new collection.
Where is the new collection? In the same level as the "outliner active" object.
Note, since the outliner has no pure concept of an active object, I'm using
the highlight tag for this. Hopefully it works fine.
It should work in "Collections", "View Layer", and "Groups".
Only when collections are not filtered out.
When duplicating a layer collection directly linked to the view layer we copy
the collection and link it.
For all the not directly linked layer collectionns, we try to sync the layer
collection flags, overrides, ...
Also we make sure the new collection is right after the original collection.
We also expose this in RNA, via collection.duplicate().
I really would prefer if we were to use the dropbox API for this.
That said, we now have some tooltips that work.
I'm using the new draw callback draw API for outliner tooltips.
Reviewers: mont29
Subscribers: venomgfx, mano-wii, Severin
Differential Revision: https://developer.blender.org/D3020
This was originally a good idea. However we will need to pay special attention
to this when doing the dynamic overrides anyways. The placeholders won't be
enough to spare us that job.
That said I left the ones on layer.c because we are actually calling these
BKE_override_*_add() functions from doversion, yet they don't do anything.
User notes:
The outliner so far was a great system to handle the object oriented workflow
we had in Blender prior to 2.8. However with the introduction of collections
the bloated ammount of data we were exposed at a given time was eventually
getting on the way of fully utilizing the outliner to manage collections and
their objects.
We hope that with this filtering system the user can put together the outliner
with whichever options he or she seem fit for a given task.
Features:
* Collection filter: In case users are only focused on objects.
* Object filter: Allow users to focus on collections only.
* (Object) content filter: Modifiers, mesh, contrainst, materials, ...
* (Object) children filter: Hide object children [1].
* Object State (visible, active, selected).
* Compact header: hide search options under a search toggle.
* Preserve scrolling position before/after filtering [2].
[1] - Note we still need to be able to tell if a children of an object is in a
collection, or if the parent object is the only one in the collection.
This in fact was one of the first motivations for this patch. But it is to
be addressed separately now that we can at least hide children away.
[2] - We look at the top-most collection in the outliner, and try to find it again
after the filtering and make sure it is in the same position as before.
This works nice now. But to work REALLY, REALLY nice we need to also store
the previous filter options to be sure the element we try to keep on top
was valid for both old and new filters. I would rather do this later though
since this smell a lot like feature creeping ;)
Remove no longer needed display options:
* Current Scene (replaced by View Layer/Collections)
* Visible (replaced by filter)
* Selected (same)
* Active (same)
* Same Type (same-ish)
How about All Scenes? I have a patch that will come next to replace the current
behaviour and focus only on compositing. So basically stop showing the objects
and show only view layers, their passes and collections, besides freestyle.
Also, while at this I'm also reorganizing the menu to keep View Layer and
Collections on top.
Developer notes:
* Unlike the per-object filtering, for collections we need to filter at tree
creation time, to prevent duplication of objects in the outliner.
Acknowledgements:
Thanks Pablo Vazquez for helping testing, thinking some design questions
together and pushing this to its final polished state as you see here.
Thanks Sergey Sharybin and Julian Eisel for code review. Julian couldn't do a
final review pass after I addressed his concerns. So blame is on me for any
issue I may be introducing here. Sergey was the author of the "preserve
scrolling position" idea. I'm happy with how it is working, thank you.
Reviewers: sergey, Severin, venomgfx
Subscribers: lichtwerk, duarteframos
Differential Revision: https://developer.blender.org/D2992
With factory settings, steps to reproduce were:
* Select "Collection 1" (in "RenderLayer")
* Delete
It might crash at this point, although maybe this crash is ASAN only.
However, this was also doing some weird things that I've corrected now. It
called outliner_build_tree in an operator callback. This should only be
called in the main redraw function or so, not in regular handlers.
Instead, we manually cleanup the tree to keep it valid.
We now can drag multiple objects at once in the outliner. You we restricted to
working within a single outliner. Be sure to drag from the objects name, not
from its icon (otherwise it will try to parent it).
We don't use the same drag'n'drop system as IDs here. Which although I dislike
allowed for this solution to be local, and not dependent on the entire
drag'n'drop system of Blender.
This is a feature Andy Goralczyk has requested a long time ago.
Kudos for him for his request.