Commit Graph

197 Commits

Author SHA1 Message Date
1e4aab36c2 Cleanup: remove redundant BKE/BLI/BIF headers 2019-01-26 21:20:25 +11:00
32dc085289 Add experimental batch-delete of hierarchy to Outliner.
This uses the same command as regular hierarchy delete, and is only
activated when debug value is set to 666 for now.

Here on file from T60419, it gives about 20% speed-up (from 5.5s to 4.4s).
2019-01-17 12:34:08 +01:00
c2dee803e3 Outilner: pass userdata void pointer to outliner_do_object_operation_ex().
Even though it is not used currently, an _ex() func should not ignore
that, it is kind of mandatory for many advanced/complex behaviors.
2019-01-16 17:35:51 +01:00
88a80fcec8 Cleanup: commas at the end of enums
Without this clang-format may wrap them onto a single line.
2019-01-16 00:03:03 +11:00
b8e8c0e325 Cleanup: comment line length (editors)
Prevents clang-format wrapping text before comments.
2019-01-15 23:30:31 +11:00
11f9938eed Clenaup: remove unused EM_WAITCURSOR 2019-01-10 13:02:07 +11:00
79312c1912 Depsgraph: Remove duplicated sets of recalc/update flags
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
2018-12-07 11:37:38 +01:00
d2c41293a0 Fix T57831: Crash with multi-select / delete of the same object in Collection outliner.
Tssst… that piece of code should have been removed when we got rid of
bases here, kind of obvious it would break if object pointer itself is
NULL! And since deleting an object clears its ID pointers in outliner
tree, this fixes for free the issue of deleting several time the same
object (being selected in several collections at once).
2018-11-15 12:26:55 +01:00
ae6e84471a Merge branch 'master' into blender2.8 2018-11-14 09:54:55 +11:00
c1d29ea783 WM: enforce descriptions being NULL or defined
Without this bugs slip through that don't null check the descriptions
since many were set to empty strings.
2018-11-14 09:47:23 +11:00
fbf4c11960 Make Static Override optional/hidden by default.
That feature will not be ready (or at least, not tested enough) to be
officially part of 2.80 beta. So we disable it by default, hidding it
behind a startup option (`--enable-static-override`), and a python
app var (`bpy.app.use_static_override`).

That way, people who really want to play with it can do it easily, while
not exposing/enabling non-production-ready feature by default.

Note that underlying override code remains active, i.e. files we do have
overridden data-blocks will be loaded correctly according to static override.
2018-10-19 18:38:19 +02:00
58adc58661 Merge branch 'master' into blender2.8 2018-09-27 15:49:59 +02:00
42f7767dab Cleanup: rename files from group to collection to match contents. 2018-08-29 16:25:50 +02:00
79dabc537e Merge branch 'master' into blender2.8 2018-07-06 14:41:52 +02:00
3527857cdc Cleanup: use outliner_flag_* name prefix 2018-07-06 14:40:13 +02:00
4e2228525f Workspaces: add main and child windows.
* Main windows show a topbar and statusbar, and select a workspace and
  scene. They are created with Window > New Main Window.

* Child windows do not show a topbar or statusbar. These follow the
  workspace and scene of their parent main window. Created with Window >
  New Window or View > Duplicate Area into New Window.

* The purpose of this change is to support multi monitor setups where you
  just want to put more editors on the other monitors. Without multiple
  topbars and statusbars, working within a single workspace and scene.
  Creating multiple main windows is intended to be a concious choice to
  do different tasks in different workspaces and scenes.

* Note these changes do not currently affect how the operating system
  treats the windows.

* When changing the workspace, the layout in all child windows changes.
  This makes sense if we consider child windows to be just a way to
  extend the main window across more monitors. In some case it may be
  useful to keep the same layout though, we can add an option for this
  depending on user feedback.
2018-07-04 18:40:33 +02:00
William Reynish
ac8b641b77 Outliner: remove view menu, move more into RMB context menu and filter popover. 2018-07-02 17:40:20 +02:00
34678388f3 Outliner: add outliner wide RMB context menu.
All right click menus in the outliner now include OUTLINER_MT_context.
2018-07-02 14:52:22 +02:00
0e304ca8f5 UI: some renaming for more clear/consistent cursor keymaps in status bar.
There's much more work to be done here, this is just fixing some obvious ones.
2018-06-27 19:04:04 +02:00
817bf582c2 Cleanup: rename object base flags to be more clear. 2018-06-25 14:09:17 +02:00
e1dff01e29 Depsgraph: add some missing depsgraph tags when relations change. 2018-06-20 18:12:48 +02:00
0619f960c2 Objects: restore H key per object 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?
2018-06-20 12:35:25 +02:00
df2d05b203 Outliner: add object mode switching to RMB menu 2018-06-20 10:14:04 +02:00
9c65227061 Tag object/scene for selection update from operators
Before that depsgraph tagging was done from inside notifier listener in
viewport. This had the following issues:

- If there are no viewports, selection tag was not done. Causing possible
  issues when object becomes visible.

- Required special trickery to detect which data to tag for update.

- Was causing crash when transforming/selecting markers in clip editor.
  This is because selecting marker needed to poke viewport to redraw, since
  selected bundles will be displayed differently in viewport.
2018-06-13 16:07:55 +02:00
95011f6d48 Merge branch 'master' into blender2.8 2018-06-04 09:39:04 +02:00
44505b38df Cleanup: strip trailing space in editors 2018-06-04 09:31:30 +02:00
bfe1d0e0dc Merge branch 'master' into blender2.8 2018-06-01 18:26:42 +02:00
75fc1c3507 Cleanup: trailing whitespace (comment blocks)
Strip unindented comment blocks - mainly headers to avoid conflicts.
2018-06-01 18:19:39 +02:00
9b4e56c091 Merge branch 'master' into blender2.8
Conflicts:
	source/blender/blenkernel/BKE_camera.h
	source/blender/blenkernel/BKE_dynamicpaint.h
	source/blender/blenkernel/BKE_object.h
	source/blender/blenkernel/intern/camera.c
	source/blender/blenkernel/intern/dynamicpaint.c
	source/blender/blenkernel/intern/object.c
	source/blender/blenkernel/intern/smoke.c
	source/blender/editors/object/object_transform.c
	source/blender/editors/physics/dynamicpaint_ops.c
	source/blender/editors/space_view3d/view3d_edit.c
	source/blender/editors/space_view3d/view3d_view.c
	source/blender/modifiers/intern/MOD_dynamicpaint.c
	source/blenderplayer/bad_level_call_stubs/stubs.c
2018-05-31 12:57:24 +02:00
28369f725c Cleanup: remove G.main from BKE object
Had to add some G.main to modifiers, but in 2.8 we do not need that
anymore, so it's not that bad! ;)
2018-05-31 12:27:47 +02:00
17bd5c9d4b Collections and groups unification
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/D3383

https://code.blender.org/2018/05/collections-and-groups/
2018-05-18 13:34:24 +02:00
3f20105622 Fix random crashes in the outliner, especially with bigger scenes.
The outliner can redraw quicker without rebuilding the tree, for example when
just moving the mouse and highlighting different items. The way this worked is
that the outliner would be tagged to avoid rebuilding, however if another
operation that does require rebuilding happens in the meantime we could go out
of sync and crash.
2018-05-15 13:02:44 +02:00
f1bc899146 Merge branch 'master' into blender2.8 2018-05-15 10:25:49 +02:00
9636cab009 Undo System: remove nested edit-mode undo calls
Regression in recent undo system changes,
This caused T55048.

When each mode had its own undo stack it was important
to initialize it when entering edit-mode.
2018-05-15 10:10:48 +02:00
a48186c5d7 Orientation for 3D cursor
Currently set when setting the cursor location,
optionally used as an orientation type.

Intended for use by tools too.

See: D3208
2018-05-08 15:35:04 +02:00
c56bbf60d8 Outliner: reorganize collection related display modes.
* "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.
2018-04-24 14:01:51 +02:00
51b796ff15 Remove Blender Internal and legacy viewport from Blender 2.8.
Brecht authored this commit, but he gave me the honours to actually
do it. Here it goes; Blender Internal. Bye bye, you did great!

* Point density, voxel data, ocean, environment map textures were removed,
  as these only worked within BI rendering. Note that the ocean modifier
  and the Cycles point density shader node continue to work.
* Dynamic paint using material shading was removed, as this only worked
  with BI. If we ever wanted to support this again probably it should go
  through the baking API.
* GPU shader export through the Python API was removed. This only worked
  for the old BI GLSL shaders, which no longer exists. Doing something
  similar for Eevee would be significantly more complicated because it
  uses a lot of multiplass rendering and logic outside the shader, it's
  probably impractical.
* Collada material import / export code is mostly gone, as it only worked
  for BI materials. We need to add Cycles / Eevee material support at some
  point.
* The mesh noise operator was removed since it only worked with BI
  material texture slots. A displacement modifier can be used instead.
* The delete texture paint slot operator was removed since it only worked
  for BI material texture slots. Could be added back with node support.

* Not all legacy viewport features are supported in the new viewport, but
  their code was removed. If we need to bring anything back we can look at
  older git revisions.
* There is some legacy viewport code that I could not remove yet, and some
  that I probably missed.
* Shader node execution code was left mostly intact, even though it is not
  used anywhere now. We may eventually use this to replace the texture
  nodes with Cycles / Eevee shader nodes.

* The Cycles Bake panel now includes settings for baking multires normal
  and displacement maps. The underlying code needs to be merged properly,
  and we plan to add back support for multires AO baking and add support
  to Cycles baking for features like vertex color, displacement, and other
  missing baking features.

* This commit removes DNA and the Python API for BI material, lamp, world
  and scene settings. This breaks a lot of addons.
* There is more DNA that can be removed or renamed, where Cycles or Eevee
  are reusing some old BI properties but the names are not really correct
  anymore.
* Texture slots for materials, lamps and world were removed. They remain
  for brushes, particles and freestyle linestyles.
* 'BLENDER_RENDER' remains in the COMPAT_ENGINES of UI panels. Cycles and
  other renderers use this to find all panels to show, minus a few panels
  that they have their own replacement for.
2018-04-19 17:35:25 +02:00
1b78f05b1c Merge branch 'master' into blender2.8 2018-04-10 20:17:56 +02:00
f55adabb3e Cleanup: remove unused flag 2018-04-10 20:13:31 +02:00
89fdd88906 Merge branch 'master' into blender2.8 2018-04-02 15:18:10 +02:00
4ffa05c30b Cleanup: move undo into it's own directory
Split out undo API from ED_util.h into ED_undo.h
2018-04-02 15:07:40 +02:00
Dalai Felinto
024395170c Fix typo in outliner Select Objects tooltip 2018-03-29 20:03:47 -03:00
f47a41a3d9 Cleanup: iterator macros
- 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.
2018-03-09 11:52:11 +11:00
f02af0407f Cleanup: use _BEGIN suffix for group iterators 2018-03-07 20:46:27 +11:00
d8992192e5 Object Mode: pass edit-object to outliner drawing
Also add 'OBEDIT_FROM_EVAL_CTX' macro.
2018-02-13 18:45:35 +11:00
Dalai Felinto
c7c070c2ec Collections: Operator to duplicate a collection
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().
2018-02-02 12:25:05 -02:00
Dalai Felinto
a4d2b102f3 Collections: Operator to select collection objects
This is only supported by layer collections (the ones accessible
in the outliner when you see "View Layer").
2018-02-02 12:25:05 -02:00
483b981d63 Outliner: Fix crash when invoking operators of a collection or group
The crash occurred when trying to see a tooltip or activate any of the operator's tools with the cursor outside the outliner area.
2018-01-31 11:07:25 -02:00
Dalai Felinto
0f35436bcf Outliner: Moving object context menu to Python, and adding hierarchy
As suggested by Pablo Vazquez, though I think we can refine it a bit with icons.
I will wait for his feedback on it.
2018-01-29 18:01:57 -02:00
Dalai Felinto
d174f3bd60 Outliner: Remove Toggle options from object RMB
Task suggested by Pablo Vazquez (venomgfx).
2018-01-29 12:05:04 -02:00