Commit Graph

3032 Commits

Author SHA1 Message Date
dd4e0cd3e3 DNA/RNA: add 'py_instance' for ID types
Avoid creating new Python instances
every time a scene, object, mesh .. etc are accessed.

Also resolves crashes T28724, T53530
although it's only valid for ID types, not modifiers vertices etc.

Back-ported from blender2.8 branch.
2017-12-11 18:37:54 +11:00
47fa3e7b27 Merge branch 'master' into blender2.8
Conflicts:
	source/blender/blenloader/BLO_readfile.h
	source/blender/blenloader/intern/readfile.c
	source/blender/windowmanager/intern/wm_files_link.c
2017-12-04 14:07:39 +01:00
0868a2b610 Cleanup: link/append: get rid of booleans in func parameters.
One or two are OK, but more make it rather unreadable, and future work
is likely to require more toggle specific behavior here. So switched to
bitflags, switching from short to int and using 16 upper bits for
'internal' ones defined in BLO_readfile.h, combined with 'public' ones
from user interaction, defined in DNA_space_types.h
2017-12-04 13:09:13 +01:00
7a8ac1b09b WM: message bus replacement for property notifiers
Use dynamically generated message publish/subscribe
so buttons and manipulators update properly.

This resolves common glitches where manipulators weren't updating
as well as the UI when add-ons exposed properties which
hard coded listeners weren't checking for.

Python can also publish/scribe changes via `bpy.msgbus`.

See D2917
2017-12-04 20:42:34 +11:00
Julian Eisel
108c4bd502 Fix crash reading 2.8 files with workspace.view_layer set
Stupid error from e8c15e0ed1.

Also removed WorkSpace.view_layer usage and marked as deprecated.
2017-12-01 18:14:24 +01:00
Dalai Felinto
be9e469ead Groups and collection: initial integration
Since we are ditching layers from Blender (2.8) we need a replacement to
control groups visibility. This commit introduces collections as the building
blocks for groups, allowing users to control visibility as well as overrides
for groups.

Features
========

* Groups now have collections
    This way you can change the visibility of a collection inside a group, and add
    overrides which are part of the group and are prioritized over other overrides.

* Outliner
    Groups can inspect their collections, change visibility, and add/remove members.

    To change an override of a group collection, you need to select an instance of
    the group, and then you can choose "group" in the collection properties editor
    to edit this group active collection instead of the view layer one.

* Dupli groups overrides
    We can now have multiple instances of the same group with an original "override"
    and different overrides depending on the collection the instanced object is part
    of.

Technical
=========

* Layers
    We use the same api for groups and scene as much as possible.

Reviewers: sergey (depsgraph), mont29 (read/write and user count)
Differential Revision: https://developer.blender.org/D2892
2017-12-01 14:15:54 -02:00
Julian Eisel
e8c15e0ed1 Workspaces: Store an active view-layer per scene
Instead of storing a single active view-layer in the workspace, one is
stored for each scene the workspace showed before.
With this, some things become possible:
* Multiple windows in the same workspace but showing different scenes.
* Toggling back and forth scene keeps same active view-layer for each scene.
* Activating workspace which didn't show current scene before, the current view-layer is kept.

A necessary evil for this is that accessing view-layer and object mode
from .py can't be done via workspace directly anymore. It has to be done
through the window, so RNA can use the correct scene.
So instead of `workspace.view_layer`, it's `window.view_layer` now (same
with mode) even though it's still workspace data.

Fixes T53432.
2017-12-01 16:15:30 +01:00
3b706723ac Depsgraph: Remove clear of legacy unused flag 2017-12-01 12:18:19 +01:00
39b8a33068 Merge ID static override, part I: core changes in DNA, BKE and .blend read/write.
See https://developer.blender.org/D2417 for details.

Note that since static overrides rely heavily on RNA, this commit is
essentially invisible from user PoV, more in next commits.
2017-11-29 17:23:25 +01:00
408515810e Merge branch 'master' into blender2.8 2017-11-27 14:08:35 +01:00
9b42b3e114 Sequencer: Add option to render OpenGL preview with DoF
The title says it all actually, controlled with DoF check box next to textured
solid check box.

Thanks Campbell for review!
2017-11-27 12:21:21 +01:00
Dalai Felinto
3abe8b3292 Rename any instance of scene layer or render layer in code with view layer
The RenderResult struct still has a listbase of RenderLayer, but that's ok
since this is strictly for rendering.

* Subversion bump (to 2.80.2)
* DNA low level doversion (renames) - only for .blend created since 2.80 started

Note: We can't use DNA_struct_elem_find or get file version in init_structDNA,
so we are manually iterating over the array of the SDNA elements instead.

Note 2: This doversion change with renames can be reverted in a few months. But
so far it's required for 2.8 files created between October 2016 and now.

Reviewers: campbellbarton, sergey

Differential Revision: https://developer.blender.org/D2927
2017-11-23 07:48:23 -02:00
Dalai Felinto
3a95bdfc65 SceneRenderLayer Removal/Refactor
This patch moves all the functionality previously in SceneRenderLayer to SceneLayer.
If we want to rename some of these structs now would be a good time to do it, before they are in SceneLayer.

Everything should be working, though I will test things further tomorrow. Once this is committed depsgraph can get
rid of the workaround added in rna_Main_meshes_new_from_object and finish whatever this patch was preventing from being finished.

This patch also adds a few placeholders for the overrides (samples, ...). These are obviously not working, so some unittests that rely on 'lay', and 'zmask' will fail.

This patch does not addressed the change of moving samples to ViewRender (I have this as a separate patch and needs some separate discussion).

Following next is the individual note of the individual parts that were committed.

Note 1: It is up to Cycles to still get rid of exclude_layer internally.
Note 2: Cycles still need to handle its own doversion for the use_layer_samples cases and

(1) Remove the override as it is
(2) Add a new override (scene.cycles.samples) if scene.cycles.use_layer_samples != IGNORE

Respecting the expected behaviour when scene.cycles.use_layer_samples == BOUNDED.

Note 3: Cycles still need to implement the per-object holdout
(similar to how we do shadow catcher).

Note 4: There are parts of the old (Blender Internal) rendering pipeline that is still
using lay, e.g., in shi->lay.

Honestly it will be easier to purge the entire Blender Internal code away instead of taking things from it bit by bit.

Reviewers: sergey, campbellbarton, brecht

Differential Revision: https://developer.blender.org/D2919
2017-11-22 07:13:33 -02:00
Dalai Felinto
f15c63b0c2 SceneRenderLayer > SceneLayer: Remove light_override 2017-11-22 07:13:33 -02:00
88c88c4610 Fix T51210: Draw Manager: Support for Metaball Drawing
Differential Revision: D2914
2017-11-16 15:12:32 -02:00
Dalai Felinto
c35f1d05ea Farewell Scene->basact 2017-11-09 13:23:41 -02:00
a956e7399a Cleanup: Use full name for scene_layer in blenloader 2017-11-09 15:45:21 +01:00
Dalai Felinto
206c94fea9 Farewell Scene->base
While getting rid of Scene->base we got the following fixes:

* Fix "Convert To" operator
* Fix "NLA allowing to selected objects that are not selectable
* Fix scene.objects (readonly, no option to link/unlink)

Note: Collada needs to use the context SceneLayer for adding objects
however I added a placeholder, so Collada maintainers can fix this
properly.
2017-11-08 18:39:01 -02:00
5c66bbc56f Depsgraph: Remove traces of old single-per-scene dependency graph 2017-11-08 15:02:19 +01:00
91af8f2ae2 Merge branch 'master' into blender2.8
Conflicts:
	intern/cycles/device/device.cpp
	source/blender/blenkernel/intern/library.c
	source/blender/blenkernel/intern/material.c
	source/blender/editors/object/object_add.c
	source/blender/editors/object/object_relations.c
	source/blender/editors/space_outliner/outliner_draw.c
	source/blender/editors/space_outliner/outliner_edit.c
	source/blender/editors/space_view3d/drawobject.c
	source/blender/editors/util/ed_util.c
	source/blender/windowmanager/intern/wm_files_link.c
2017-11-06 18:02:46 +01:00
58dc114615 Merge branch 'master' into blender2.8 2017-11-06 00:12:28 +11:00
43f3cfd584 Cleanup: spelling 2017-11-05 14:33:18 +11:00
ef96f36ee9 Move background images into the camera
This moves background images out of the 3D viewport,
to be used only as camera reference images.

For 3D viewport references,
background images can be used, see: D2827

Some work is still needed
(background option isn't working at the moment).
2017-10-26 22:02:40 +11:00
Dalai Felinto
7484c6c5ee Fix non-instanced groups in no-collection file creating collections
This is a corner-case, but one that is too easy to reproduce:

* Unlink all the collections of active view layer.
* Link a group without "Instancing" it.
2017-10-24 10:28:01 -02:00
0fdc0f8bbd Depsgraph: Introduce hash of dependency graphs in the scene level
The idea is following: we do need to have multiple dependency graphs to denote
different scene layers (depsgraph should only contain objects from a specific
scene layer), and we also want to support same scene layer to be evaluated to
a different state in different windows. In order to achieve that we do need to
have a list or hash (for faster lookup presumably) somewhere. To keep things
easier for now, it will be a scene which owns that hash. This seems to make
sense anyway, since dependency graph only points to data which is owned by
scene.

This commit only introduces some basic API and hash itself stored in DNA, there
is no changes in behavior. See this as a first step towards getting rid of
scene-global dependency graph.
2017-10-20 12:28:25 +02:00
3beea71b07 Remove some residue of old legacy dependency graph 2017-10-20 11:26:00 +02:00
54f9a6e5da Merge branch 'master' into blender2.8 2017-10-18 16:40:31 +11:00
1cb884be35 Make auto handle placement aware of cyclic extrapolation.
Cyclic extrapolation is implemented as an f-curve modifier, so this
technically violates abstraction separation and is something of a hack.
However without such behavior achieving smooth looping with cyclic
extrapolation is extremely cumbersome.

The new behavior is applied when the first modifier is Cyclic
extrapolation in Repeat or Repeat with Offset mode without
using influence, repeat count or range restrictions.

This change in behavior means that curve handles have to be updated
when the modifier is added, removed or its options change. Due to the
way code is structured, it seems it requires a helper link to the
containing curve from the modifier object.

Reviewers: aligorith

Differential Revision: https://developer.blender.org/D2783
2017-10-17 19:39:10 +03:00
cc8c064f11 Merge branch 'master' into blender2.8 2017-09-28 03:05:46 +10:00
4f616c93f7 Vertex/Weight Paint: Use PBVH for painting
2016 GSOC project by @nathanvollmer, see D2150

- Mirrored painting and radial symmetry, like in sculpt mode.
- Volume based splash prevention,
  which avoids painting vertices far away from the 3D brush location.
- Normal based splash prevention,
  which avoids painting vertices with normals opposite the normal
  at the 3D brush location.
- Blur mode now uses a nearest neighbor average.
- Average mode, which averages the color/weight
  of the vertices within the brush
- Smudge mode, which pulls the colors/weights
  along the direction of the brush
- RGB^2 color blending, which gives a more accurate
  blend between two colors
- multithreading support. (PBVH leaves are painted in parallel.)
- Foreground/background color picker in vertex paint
2017-09-28 01:47:37 +10:00
98ba302f70 Merge branch 'master' into blender2.8 2017-09-25 18:57:43 +05:00
efd5e3c254 Remove quicktime support
It has been deprecated since at least macOS 10.9 and fully removed in 10.12.

I am unsure if we should remove it only in 2.8. But you cannot build blender with it supported when using a modern xcode version anyway so I would tend towards just removing it also for 2.79 if that ever happens.

Reviewers: mont29, dfelinto, juicyfruit, brecht

Reviewed By: mont29, brecht

Subscribers: Blendify, brecht

Maniphest Tasks: T52807

Differential Revision: https://developer.blender.org/D2333
2017-09-22 16:40:05 -04:00
f9f4e20871 Merge branch 'master' into blender2.8 2017-08-28 11:27:50 +02:00
2e71927622 Make GS macro return proper IDType type
Previously it was returning short, which was really easy to (a) compare against
non-ID type value (b) forget to handle some specific value in switch statement.

Both issues happened in the nearest past, so it's time to tighten some nuts
here.

Most of the change related on silencing strict compiler warning now, but there
is also one tricky aspect: ID_NLA is not in the IDType enum. So there is still
cast to short to handle that switch. If someone has better ideas how to deal
with this please go ahead :)
2017-08-28 11:21:55 +02:00
41830cc432 Refactor ID copying (and to some extent, ID freeing).
This will allow much finer controll over how we copy data-blocks, from
full copy in Main database, to "lighter" ones (out of Main, inside an
already allocated datablock, etc.).

This commit also transfers a llot of what was previously handled by
per-ID-type custom code to generic ID handling code in BKE_library.
Hopefully will avoid in future inconsistencies and missing bits we had
all over the codebase in the past.

It also adds missing copying handling for a few types, most notably
Scene (which where using a fully customized handling previously).

Note that the type of allocation used during copying (regular in Main,
allocated but outside of Main, or not allocated by ID handling code at
all) is stored in ID's, which allows to handle them correctly when
freeing. This needs to be taken care of with caution when doing 'weird'
unusual things with ID copying and/or allocation!

As a final note, while rather noisy, this commit will hopefully not
break too much existing branches, old 'API' has been kept for the main
part, as a wrapper around new code. Cleaning it up will happen later.

Design task : T51804
Phab Diff: D2714
2017-08-07 20:34:36 +02:00
9da7dfa158 Refactor ID copying (and to some extent, ID freeing).
This will allow much finer controll over how we copy data-blocks, from
full copy in Main database, to "lighter" ones (out of Main, inside an
already allocated datablock, etc.).

This commit also transfers a llot of what was previously handled by
per-ID-type custom code to generic ID handling code in BKE_library.
Hopefully will avoid in future inconsistencies and missing bits we had
all over the codebase in the past.

It also adds missing copying handling for a few types, most notably
Scene (which where using a fully customized handling previously).

Note that the type of allocation used during copying (regular in Main,
allocated but outside of Main, or not allocated by ID handling code at
all) is stored in ID's, which allows to handle them correctly when
freeing. This needs to be taken care of with caution when doing 'weird'
unusual things with ID copying and/or allocation!

As a final note, while rather noisy, this commit will hopefully not
break too much existing branches, old 'API' has been kept for the main
part, as a wrapper around new code. Cleaning it up will happen later.

Design task : T51804
Phab Diff: D2714
2017-08-07 16:39:55 +02:00
3ed5c9a610 PyAPI: Store PyInstances for ID's
This means once an ID is created,
it will keep using the same PyObject instance.

This has some advantages:
- Avoids unnecessary re-creation of instances on UI poll / redraw.
- Accessing free'd ID's gives an exception instead of crashing.
  (long standing annoyance!, though this only applies to ID's
   and not yet other data that uses the ID's - vertices for eg).
- Allows using instance comparison (a little faster).

Note that the instances won't be kept between undo.
2017-07-26 23:49:20 +10:00
c9aef27326 Depsgraph: Begin work on making depsgraph per-scene-layer
This is a first step towards proper depsgraph "ownership", where
we would allow scene to be in multiple states dependent on active
workspace or scene layer.

This commit introduces a basic API to get proper dependency graph
for a given scene layer. It also renames scene->depsgraph to
depsgraph_legacy, so it's easier to search0-n-replace in the future.
2017-07-13 15:43:36 +02:00
2eca054e14 Remove dupli-group support for non-empty objects
Behavior for mixing object-data & dupli data was confusing,
exporters and render engines often got it wrong.
2017-06-30 00:03:08 +10:00
Julian Eisel
a394d68177 Fix possible heap use-after-free in workspace lib-linking
Caused by one of the recent commits during workspace review.
2017-06-14 00:09:37 +02:00
0f4f4d8754 Merge branch 'master' into blender2.8 2017-06-12 15:12:36 +02:00
f52dc2f371 Rename probe to light-probe
Probe is a real general term, the new name is used often in docs online.
2017-06-12 21:34:55 +10:00
00c4f49a6d Cleanup: indentation, long lines 2017-06-12 13:38:21 +10:00
cc31d7bb49 Probe: Add new object datablock
We went for a new datablock because blending probe functionality with empties was going to be messy.
2017-06-09 01:15:17 +02:00
Julian Eisel
46fc0bb87e Move custom transform orientations to workspace
This commit moves the list of transform orientations from scenes to workspaces.
Main reasons for this are:
* Transform orientations are UI data and should not be stored in the scene.
* Introducion of workspaces caused some (expected) glitches with transform orientations. Mainly when removing one.
* Improves code.

More technically speaking, this commit does:
* Move list of custom transform orientations from Scene to WorkSpace struct.
* Store active transform orientation index separate from View3D.twmode (twmode can only be set to preprocessor defined values now).
* Display custom transform orientation name in header when transforming in it (used to show "global" which isn't really correct).
2017-06-01 20:46:18 +02:00
Julian Eisel
7f564d74f9 Main Workspace Integration
This commit does the main integration of workspaces, which is a design we agreed on during the 2.8 UI workshop (see https://wiki.blender.org/index.php/Dev:2.8/UI/Workshop_Writeup)

Workspaces should generally be stable, I'm not aware of any remaining bugs (or I've forgotten them :) ). If you find any, let me know!
(Exception: mode switching button might get out of sync with actual mode in some cases, would consider that a limitation/ToDo. Needs to be resolved at some point.)

== Main Changes/Features
* Introduces the new Workspaces as data-blocks.
* Allow storing a number of custom workspaces as part of the user configuration. Needs further work to allow adding and deleting individual workspaces.
* Bundle a default workspace configuration with Blender (current screen-layouts converted to workspaces).
* Pressing button to add a workspace spawns a menu to select between "Duplicate Current" and the workspaces from the user configuration. If no workspaces are stored in the user configuration, the default workspaces are listed instead.
* Store screen-layouts (`bScreen`) per workspace.
* Store an active screen-layout per workspace. Changing the workspace will enable this layout.
* Store active mode in workspace. Changing the workspace will also enter the mode of the new workspace. (Note that we still store the active mode in the object, moving this completely to workspaces is a separate project.)
* Store an active render layer per workspace.
* Moved mode switch from 3D View header to Info Editor header.
* Store active scene in window (not directly workspace related, but overlaps quite a bit).
* Removed 'Use Global Scene' User Preference option.
* Compatibility with old files - a new workspace is created for every screen-layout of old files. Old Blender versions should be able to read files saved with workspace support as well.
* Default .blend only contains one workspace ("General").
* Support appending workspaces.

Opening files without UI and commandline rendering should work fine.

Note that the UI is temporary! We plan to introduce a new global topbar
that contains the workspace options and tabs for switching workspaces.

== Technical Notes
* Workspaces are data-blocks.
* Adding and removing `bScreen`s should be done through `ED_workspace_layout` API now.
* A workspace can be active in multiple windows at the same time.
* The mode menu (which is now in the Info Editor header) doesn't display "Grease Pencil Edit" mode anymore since its availability depends on the active editor. Will be fixed by making Grease Pencil an own object type (as planned).
* The button to change the active workspace object mode may get out of sync with the mode of the active object. Will either be resolved by moving mode out of object data, or we'll disable workspace modes again (there's a `#define USE_WORKSPACE_MODE` for that).
* Screen-layouts (`bScreen`) are IDs and thus stored in a main list-base. Had to add a wrapper `WorkSpaceLayout` so we can store them in a list-base within workspaces, too. On the long run we could completely replace `bScreen` by workspace structs.
* `WorkSpace` types use some special compiler trickery to allow marking structs and struct members as private. BKE_workspace API should be used for accessing those.
* Added scene operators `SCENE_OT_`. Was previously done through screen operators.

== BPY API Changes
* Removed `Screen.scene`, added `Window.scene`
* Removed `UserPreferencesView.use_global_scene`
* Added `Context.workspace`, `Window.workspace` and `BlendData.workspaces`
* Added `bpy.types.WorkSpace` containing `screens`, `object_mode` and `render_layer`
* Added Screen.layout_name for the layout name that'll be displayed in the UI (may differ from internal name)

== What's left?
* There are a few open design questions (T50521). We should find the needed answers and implement them.
* Allow adding and removing individual workspaces from workspace configuration (needs UI design).
* Get the override system ready and support overrides per workspace.
* Support custom UI setups as part of workspaces (hidden panels, hidden buttons, customizable toolbars, etc).
* Allow enabling add-ons per workspace.
* Support custom workspace keymaps.
* Remove special exception for workspaces in linking code (so they're always appended, never linked). Depends on a few things, so best to solve later.
* Get the topbar done.
* Workspaces need a proper icon, current one is just a placeholder :)

Reviewed By: campbellbarton, mont29

Tags: #user_interface, #bf_blender_2.8

Maniphest Tasks: T50521

Differential Revision: https://developer.blender.org/D2451
2017-06-01 19:59:37 +02:00
e7fb013a60 Draw Manager: Add SceneLayerEngineData and use callbacks to clear runtime engine data 2017-05-30 22:30:16 +02:00
d888453244 Face Maps: custom-data, UI and RNA API
Add face maps, needed for face-map widgets,
only data structure, widgets will be separate commit.

This comes from 'custom-manipulator' branch with only minor changes.
2017-05-30 18:05:59 +10:00
Dalai Felinto
43badbd631 Rename: FILE_ACTIVELAY > FILE_ACTIVE_COLLECTION 2017-05-26 17:44:00 +02:00
Dalai Felinto
984cd29fda Implement support for Append objects in Blender 2.8
Note for users
==============

The active_layer option used for the filebrowser operators is now called
active_collection.

If there is no collections in the scenelayer or if this option is not selected
we automatically create a new collection for the new objects.

This is the same behaviour of trying to add a new object when there is
no collection.

Note for developers
===================

For those cases I moved the object user count handling from readfile to
the scene collection system. It's working fine for those, but we still
need to re-visit this for Add objects, and Duplicate - In those cases
the usercount is 2 when it should be 1.

Reviewers: mont29, sergey

Differential Revision: https://developer.blender.org/D2686
2017-05-26 17:44:00 +02:00