Commit Graph

596 Commits

Author SHA1 Message Date
Dalai Felinto
4de6a210c6 Per view-layer collection visibility
We still control this in the viewport collections visibility menu. But
now we are actually changing the visibility of the collections, not of
the objects.

If a collection is indirectly invisible (because one of its parents are
invisible) we gray it out.

Also if you click directly in the collection names, it "isolates" the
collection by hiding all collections, and showing the direct parents and
all the children of the selected collection.

Development Note:

Right now I'm excluding the hidden collections from the depsgraph.
Thus the need for tagging relations to update.

If this proves to be too slow, we can change.
2018-11-28 02:33:04 -02:00
Dalai Felinto
4c3ed98ca2 Local View
Bring back per-viewport localview. This is based on Blender 2.79.
We have a limit of 16 different local view viewports.

We are using both the numpad /, as well as the regular /.

Missing features:
* Hack to make sure lights are always visible.
* Make rendered mode with external engines to support this as well
  (probably just need to support this in the RNA iterators).
* Support over 16 viewports by taking existing viewports out of local view.

The code can use a cleanup pass in the future to unify the test to see
if an object is visible (or we can use TESTBASE in more places).
2018-11-25 09:50:34 -02:00
Dalai Felinto
9be5b2d23f Pass viewport to BASE_ related tests, for viewport view/select restrictions
Note: functions like select all are still not respecting that.
I will fix this as part of the local view commit though.
2018-11-23 15:13:14 -02:00
Dalai Felinto
f8964809b8 Viewport collections visibility: Viewport and Selection options
Right now we have a different behaviour whether users click on the name or on
the visibility eye.

When clicking on the eye, it is a toggle. When clicking in the name, you
are isolating this collection (unless you use shift).

As for the UI I tried using separator_spacer, but it was more work than
worth. A lot of sub panels, and LEFT/RIGHT alignment work just fine.
2018-11-15 16:59:42 -02:00
Dalai Felinto
570e37261d Hide collections menu: ignore excluded collections
Note: I didn't change the shortcuts, I think this is a separate decision
to be made. I just want at the moment to have the H operator to mimic
the upcoming popover.

Personally if we are to keep the 1-10 shortcuts (and they do work) I
think we should skip the excluded collections altogether.

In fact we could have an option to hide them from the outliner too.
2018-11-15 11:51:57 -02:00
Dalai Felinto
42fbb8af83 Util to get collection UI name
Note we still have hardcoded IFACE_("Scene Collection") in the outliner.
I'm ok with getting of them as well, though no strong feelings here.
2018-11-13 18:14:14 -02:00
64ec05b64d Cleanup: remove some useless BKE_library and BKE_main includes.
Makes it simpler to make some changes...

Also fix order of some includes (use alphabetical please).
2018-11-07 20:58:54 +01:00
77c126dd4c Fix T57553: Python operator popup size does not follow UI scale and DPI.
Make it the convention to multiply by scaling factor inside the function, so
Python scripts that didn't add DPI scale start working correctly.
2018-11-01 12:33:27 +01:00
2ac65f6153 UI: new icon set by Andrzej Ambroz.
This is a monochrome icon set, with a more modern look and icons for
various features that did not have a proper icon before.
2018-10-08 19:46:00 +02:00
58adc58661 Merge branch 'master' into blender2.8 2018-09-27 15:49:59 +02:00
5feb03c3ae Motion Paths: interactively update current frame location while dragging. 2018-09-14 17:42:58 +02:00
a415d521db Fix object motion paths not updating correct after filtering optimization. 2018-09-14 17:42:58 +02:00
42f7767dab Cleanup: rename files from group to collection to match contents. 2018-08-29 16:25:50 +02:00
Dalai Felinto
613523d5f5 Rename: *_batch_cache_dirty > *_batch_cache_dirty_tag 2018-08-23 10:20:16 -03:00
6f2735b2bf Motion Paths UI: "Update from Scene Range" operator
Make it easier to update the frame range for motion paths from
the Scene's current frame range (render or preview range)
2018-08-20 16:12:37 +12:00
4684375bd4 Fix: Motion Paths were still visible after clearing them
After clearing motion paths from objects, those objects needed to be
tagged for copy on write so that the copied data (i.e. viewport)
recieve the changes (i.e. removed paths)

Reported by Hjalti
2018-08-01 02:18:54 +12:00
66da2f537a New Grease Pencil object for 2D animation
This commit merge the full development done in greasepencil-object branch and include mainly the following features.

- New grease pencil object.
- New drawing engine.
- New grease pencil modes Draw/Sculpt/Edit and Weight Paint.
- New brushes for grease pencil.
- New modifiers for grease pencil.
- New shaders FX.
- New material system (replace old palettes and colors).
- Split of annotations (old grease pencil) and new grease pencil object.
- UI adapted to blender 2.8.

You can get more info here:

https://code.blender.org/2017/12/drawing-2d-animation-in-blender-2-8/
https://code.blender.org/2018/07/grease-pencil-status-update/

This is the result of nearly two years of development and I want thanks firstly the other members of the grease pencil team: Daniel M. Lara, Matias Mendiola and Joshua Leung for their support, ideas and to keep working in the project all the time, without them this project had been impossible.

Also, I want thanks other Blender developers for their help, advices and to be there always to help me, and specially to Clément Foucault, Dalai Felinto, Pablo Vázquez and Campbell Barton.
2018-07-31 10:50:43 +02:00
9e4d667c2c SoftBody: refactored sbFree()
This prevents having to wrap each call to sbFree() in an if(ob->soft)
condition and assign ob->soft = NULL after calling.

Furthermore, passing `Object *` allows us to change freeing behaviour
depending on whether the object is an evaluated copy or an original (not
done in this commit yet).
2018-07-04 11:22:57 +02:00
75b5ff6698 Softbody: unified copy functions
This unifies two almost-identical functions at the expense of having to
add one single 'flag' value at one call.

This makes copy_softbody() aware of the source/dest objects, allowing it
to make a distinction between doing depsgraph evaluation copies and real
object copies. This will be used in an upcoming commit to ensure that
the pointcache is shared between CoW copies, similar to the current
approach for rigidbody simulation.
2018-07-04 11:22:32 +02:00
51acd54760 Fix tool-system error running in background mode 2018-07-03 18:02:16 +02:00
b076b3853c Merge branch 'master' into blender2.8 2018-07-02 12:03:56 +02:00
b88e51dd55 Cleanup: use bool for poll functions 2018-07-02 11:51:31 +02:00
817bf582c2 Cleanup: rename object base flags to be more clear. 2018-06-25 14:09:17 +02:00
29c1069244 Cleanup: code style 2018-06-25 12:06:51 +02:00
e1dff01e29 Depsgraph: add some missing depsgraph tags when relations change. 2018-06-20 18:12:48 +02:00
73d0a3f142 Fix hide object operator to do nothing if no object is selected. 2018-06-20 18:12:48 +02:00
4234cddda9 Objects: support for hiding all objects in a collection.
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.
2018-06-20 13:04:51 +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
4943739b89 Merge branch 'master' into blender2.8
Conflicts:
	source/blender/blenloader/intern/readfile.c
	source/blender/editors/mesh/editmesh_utils.c
	source/blenderplayer/bad_level_call_stubs/stubs.c
2018-06-13 16:42:56 +02:00
f61c30f804 Cleanup: get rid of last G.main in BMesh code. 2018-06-13 16:29:12 +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
5ff1d845ea Cleanup: moar ugly G.main removal...
Note that due to RNA get/setters issue, that one may actually add some
G.main usages to the total... But at least it's not hidden anymore in a
very low-level, dark corner of BKE pointcache code!
2018-06-13 14:28:05 +02:00
2788202417 Cleanup: moar G.main removal from BKE area. 2018-06-12 17:57:24 +02:00
160cb9a284 Merge branch 'master' into blender2.8
Conflicts:
	intern/cycles/blender/blender_object.cpp
	source/blender/alembic/intern/abc_exporter.cc
	source/blender/alembic/intern/abc_mball.cc
	source/blender/alembic/intern/abc_mball.h
	source/blender/blenkernel/BKE_anim.h
	source/blender/blenkernel/BKE_displist.h
	source/blender/blenkernel/BKE_dynamicpaint.h
	source/blender/blenkernel/BKE_group.h
	source/blender/blenkernel/BKE_mball.h
	source/blender/blenkernel/BKE_mball_tessellate.h
	source/blender/blenkernel/BKE_object.h
	source/blender/blenkernel/BKE_scene.h
	source/blender/blenkernel/intern/anim.c
	source/blender/blenkernel/intern/depsgraph.c
	source/blender/blenkernel/intern/displist.c
	source/blender/blenkernel/intern/dynamicpaint.c
	source/blender/blenkernel/intern/group.c
	source/blender/blenkernel/intern/mball.c
	source/blender/blenkernel/intern/mball_tessellate.c
	source/blender/blenkernel/intern/mesh_convert.c
	source/blender/blenkernel/intern/object.c
	source/blender/blenkernel/intern/object_dupli.c
	source/blender/blenkernel/intern/object_update.c
	source/blender/blenkernel/intern/pointcache.c
	source/blender/blenkernel/intern/scene.c
	source/blender/blenkernel/intern/smoke.c
	source/blender/depsgraph/intern/builder/deg_builder_nodes.cc
	source/blender/depsgraph/intern/builder/deg_builder_relations.cc
	source/blender/editors/include/ED_object.h
	source/blender/editors/object/object_add.c
	source/blender/editors/object/object_edit.c
	source/blender/editors/object/object_modifier.c
	source/blender/editors/physics/dynamicpaint_ops.c
	source/blender/editors/sculpt_paint/paint_vertex.c
	source/blender/editors/sculpt_paint/sculpt_uv.c
	source/blender/editors/space_view3d/drawobject.c
	source/blender/editors/space_view3d/view3d_draw.c
	source/blender/editors/transform/transform_conversions.c
	source/blender/editors/transform/transform_snap_object.c
	source/blender/editors/util/ed_util.c
	source/blender/gpu/intern/gpu_material.c
	source/blender/makesrna/intern/rna_meta.c
	source/blender/makesrna/intern/rna_object_api.c
	source/blender/modifiers/intern/MOD_dynamicpaint.c
	source/blenderplayer/bad_level_call_stubs/stubs.c
2018-06-11 14:39:38 +02:00
8055ed2741 Cleanup: remove some G.main usages... 2018-06-11 12:15:14 +02:00
54f9cd5283 Cleanup: Nuke moar G.main usages... 2018-06-07 11:11:46 +02:00
bb7202495a Merge branch 'master' into blender2.8
Conflicts:
	source/blender/collada/ArmatureExporter.cpp
	source/blender/collada/ArmatureExporter.h
	source/blender/collada/DocumentExporter.cpp
	source/blender/collada/DocumentExporter.h
	source/blender/collada/SceneExporter.cpp
	source/blender/collada/SceneExporter.h
	source/blender/collada/collada.cpp
	source/blender/collada/collada.h
	source/blender/editors/armature/armature_edit.c
	source/blender/editors/armature/editarmature_retarget.c
	source/blender/editors/armature/pose_transform.c
	source/blender/editors/include/ED_armature.h
	source/blender/editors/include/ED_object.h
	source/blender/editors/include/ED_screen.h
	source/blender/editors/io/io_collada.c
	source/blender/editors/object/object_transform.c
	source/blender/editors/screen/screen_edit.c
	source/blender/editors/screen/screen_ops.c
	source/blender/windowmanager/intern/wm.c
	source/blender/windowmanager/intern/wm_files.c
	source/blender/windowmanager/intern/wm_window.c
	source/blenderplayer/bad_level_call_stubs/stubs.c
2018-06-06 16:25:28 +02:00
48e871ab1d Cleanup: Nuke moar G.main usages... 2018-06-06 15:50:24 +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
e44743736f Merge branch 'master' into blender2.8
Conflicts:
	source/blender/editors/io/io_collada.c
	source/blender/editors/object/object_bake.c
	source/blender/editors/object/object_edit.c
	source/blender/editors/render/render_internal.c
	source/blender/makesrna/intern/rna_object_api.c
	source/blenderplayer/bad_level_call_stubs/stubs.c
2018-06-01 17:26:36 +02:00
051e186d5c Cleanup: some more G.main removal from editor code. 2018-06-01 17:08:38 +02:00
72a360827b T54991: Restore support for Motion Path drawing in 2.8
This commit restores support for Motion Path drawing in 2.8 (as it wasn't ported over
to the new draw engines earlier, and the existing space_view3d/drawanimviz.c code was
removed during the Blender Internal removal).

Notes:
* Motion Paths are now implemented as an overlay (enabled by default).
  Therefore, you can turn all of them on/off from the "Overlays" popover

* By and large, we have kept the same draw style as was used in 2.7
  Further changes can happen later following further design work.

* One change from 2.7 is that thicker lines are used by default (2px vs 1px)


Todo's:
* There are some bad-level calls introduced here (i.e. the actgroup_to_keylist() stuff).
  These were introduced to optimise drawing performance (by avoiding full keyframes -> keylist
  conversion step on each drawcall). Instead, this has been moved to the calculation step
  (in blenkernel).  Soon, there will be some cleanups/improvements with those functions,
  so until then, we'll keep the bad level calls.


Credits:
* Clément Foucault (fclem) - Draw Engine magic + Shader Conversion/Optimisation
* Joshua Leung (Aligorith) - COW fixes, UI integration, etc.


Revision History:
See "tmp-b28-motionpath_drawing" branch (rBa12ab5b2ef49ccacae091ccb54d72de0d63f990d)
2018-06-01 16:38:21 +02:00
Dalai Felinto
25e5ec245c Support Move / Link to collection in the outliner as well 2018-05-31 14:52:05 +02:00
eb24c9a1e1 Keymap: Pose/Weight-Paint modes now co-exist
Use the same key for pose & weight paint mode (instead of texture paint)

This makes more sense since pose/weight paint modes
are often used in combination.
2018-05-30 12:56:38 +02:00
cb22caa8c7 Merge branch 'master' into blender2.8 2018-05-30 08:49:34 +02:00
18c12803bd Edit Mode: add success return value
Also remove fix for T6614, since BKE_object_obdata_is_libdata
no longer checks proxy.
2018-05-30 08:41:06 +02:00
e9cd2fb23b Keymap: partially implement changes from T55162
- Use Tab key for search.
- Number keys switch modes.
- The number of the current mode can open a submode menu
  (currently only works for edit-mode)
- Ctrl-Tab, Ctrl-Shift-Tab - cycle workspaces.
2018-05-29 17:52:27 +02:00