Commit Graph

3379 Commits

Author SHA1 Message Date
cc06e0fbe8 Dopesheet-Timeline: First steps towards making the Timeline a mode of the DopeSheet Editor
For many years, animators have been requesting the ability to edit keyframes in the
timeline. However, implementing such tools in the timeline quickly becomes a slippery
slope, where we'll eventually end up having to duplicate all the functionality from the
dopesheet editor.

Discussing with William and Pablo this morning, we realised that perhaps it might be possible
to just make the Timeline a mode of the Dopesheet Editor (and kill off the old standalone
Timeline), meaning that we essentially get all the Dopesheet Editor goodness for free!
Also, with some proposed UI updates (i.e. allowing "submodes" of editors to be part of the
the main editors selector), it might not even matter that there isn't an "actual" timeline
editor anymore.

This commit implements the following changes (which are actually sufficient for supporting
most basic workflows):
* Timeline mode in Dopesheet Editor
* Tweaks to UI code to make the Timeline header/menus show up in Dopesheet editor

TODO:
* Hide channels list when switching to timeline mode
* Port over cache-file indicators
* Add missing timeline-only settings that need a new home in the dopesheet
* Go through fixing all timeline editor operators (e.g. Bind to camera)
* Port over start/end frame shading (and adjust preview range rendering to make the
  distinction between these clear)
* Remove old timeline editor, and transfer over any leftover code
2018-04-20 18:54:40 +02:00
Julian Eisel
5f6c45498c UI: New Global Top-Bar (WIP)
== Main Features/Changes for Users

* Add horizontal bar at top of all non-temp windows, consisting out of two horizontal sub-bars.
* Upper sub-bar contains global menus (File, Render, etc.), tabs for workspaces and scene selector.
* Lower sub-bar contains object mode selector, screen-layout and render-layer selector. Later operator and/or tool settings will be placed here.
* Individual sections of the topbar are individually scrollable.
* Workspace tabs can be double- or ctrl-clicked for renaming and contain 'x' icon for deleting.
* Top-bar should scale nicely with DPI.
* The lower half of the top-bar can be hided by dragging the lower top-bar edge up. Better hiding options are planned (e.g. hide in fullscreen modes).
* Info editors at the top of the window and using the full window width with be replaced by the top-bar.
* In fullscreen modes, no more info editor is added on top, the top-bar replaces it.

== Technical Features/Changes

* Adds initial support for global areas

  A global area is part of the window, not part of the regular screen-layout.
  I've added a macro iterator to iterate over both, global and screen-layout level areas. When iterating over areas, from now on developers should always consider if they have to include global areas.
* Adds a TOPBAR editor type

  The editor type is hidden in the UI editor type menu.
* Adds a variation of the ID template to display IDs as tab buttons (template_ID_tabs in BPY)
* Does various changes to RNA button creation code to improve their appearance in the horizontal top-bar.
* Adds support for dynamically sized regions. That is, regions that scale automatically to the layout bounds.

  The code for this is currently a big hack (it's based on drawing the UI multiple times). This should definitely be improved.
* Adds a template for displaying operator properties optimized for the top-bar. This will probably change a lot still and is in fact disabled in code.

Since the final top-bar design depends a lot on other 2.8 designs (mainly tool-system and workspaces), we decided to not show the operator or tool settings in the top-bar for now. That means most of the lower sub-bar is empty for the time being.

NOTE: Top-bar or global area data is not written to files or SDNA. They are simply added to the window when opening Blender or reading a file. This allows us doing changes to the top-bar without having to care for compatibility.

== ToDo's

It's a bit hard to predict all the ToDo's here are the known main ones:
* Add options for the new active-tool system and for operator redo to the topbar.
* Automatically hide the top-bar in fullscreen modes.
* General visual polish.
* Top-bar drag & drop support (WIP in temp-tab_drag_drop).
* Improve dynamic regions (should also fix some layout glitches).
* Make internal terminology consistent.
* Enable topbar file writing once design is more advanced.
* Address TODO's and XXX's in code :)

Thanks @brecht for the review! And @sergey for the complaining ;)

Differential Revision: D2758
2018-04-20 17:14:52 +02:00
792eab8190 Merge remote-tracking branch 'origin/master' into blender2.8 2018-04-20 15:05:22 +02:00
ff839fb6c1 Fix: D3160 Propose to use proper typedefs to avoid confusion
Differential Revision: https://developer.blender.org/D3160
2018-04-20 15:02:11 +02:00
36773e35f6 Remove Armature Sketching & Retarget
While the feature is interesting, it's not much from what we can tell.

Retargeting is an important feature but needs
to fit in better with typical animation work-flows.

See: T52809
2018-04-20 10:34:48 +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
f9cf2e2f6c Workspaces: remove workspace engine, use 3D viewport draw mode instead.
ViewRender was removed, which means we can't get the render engine for files
saved in 2.8. We assume that any files saved in 2.8 were intended to use Eevee
and set the engine to that.

A fix included with this is that .blend thumbails now draw with Clay mode,
and never Eevee or Cycles. These were drawn with solid mode in 2.7, and should
be very fast and not e.g. load heavy image textures.

Differential Revision: https://developer.blender.org/D3156
2018-04-18 16:35:38 +02:00
3b209a45de Fix missing initialization of depsgraph for snapping context
Was causing crashes once attempting to use snapping.

Reported by mano-wii in IRC, thanks!
2018-04-18 15:41:51 +02:00
7d055da327 Move transform orientation to scene
This was stored in the workspace, selected from the view.
Move both to scene since custom orientations are closely related to your
scene data.
2018-04-18 09:16:15 +02:00
Dalai Felinto
159806140f Removing Blender Game Engine from Blender 2.8
Folders removed entirely:
* //extern/recastnavigation
* //intern/decklink
* //intern/moto
* //source/blender/editors/space_logic
* //source/blenderplayer
* //source/gameengine

This includes DNA data and any reference to the BGE code in Blender itself.
We are bumping the subversion.

Pending tasks:
* Tile/clamp code in image editor draw code.
* Viewport drawing code (so much of this will go away because of BI removal
  that we can wait until then to remove this.
2018-04-17 17:51:28 +02:00
34ab90f546 Depsgraph: remove EvaluationContext, pass Depsgraph instead.
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
2018-04-16 19:55:33 +02:00
bfc9d426bb Multi-Object Editing
This adds initial multi-object editing support.

- Selected objects are used when entering edit & pose modes.
- Selection & tools work on all objects however many tools need porting
  See: T54641 for remaining tasks.

Indentation will be done separately.

See patch: D3101
2018-04-16 17:56:50 +02:00
9e2ea6c500 Merge branch 'master' into blender2.8 2018-04-15 12:03:09 +02:00
0f2efce6c5 Cleanup: remove bad casts 2018-04-15 11:57:49 +02:00
c12d976020 Cleanup: ED_armature naming
- Wasn't clear which functions handle edit-bones.
- Mixed both ebone and edit_bone in names.
- Didn't use ED_armature_* prefix for public API.

See P655 to apply to branches.
2018-04-15 11:50:53 +02:00
a1e2415ed5 Depsgraph: don't pass evaluation context to update functions.
The depsgraph now contains all the state needed to evaluate it.

Differential Revision: https://developer.blender.org/D3147
2018-04-13 14:17:37 +02:00
eec5d3a8a8 Depsgraph: remove engine type from evaluation context.
This was only used for viewport rendering, where we can just pass the engine
type directly. There is no technical reason why we can't draw the same depsgrpah
with different render engines.

It also led to some weird things like requiring a render engine for snapping
and raycast API functions.

Differential Revision: https://developer.blender.org/D3145
2018-04-13 14:17:32 +02:00
ce3adc090d Merge branch 'master' into blender2.8 2018-04-11 09:41:49 +02:00
c963488b5e Pose Mode: pass object to mode enter/exit
Also add lower level mode exit function
2018-04-11 09:21:01 +02:00
debe3011f6 Merge branch 'master' into blender2.8 2018-04-11 09:02:32 +02:00
32339a56f1 Cleanup: minor changes to pose-mode switching API
Prepare for multi-object pose mode
2018-04-11 08:53:59 +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
5441e4802a Style: Remove duplicated struct declaration. 2018-04-06 14:30:44 +02:00
21113ad834 UI: Perf: Add batching capability to widgets.
Similiar to how we batch Icons together. This is not enabled in this
commit.
2018-04-06 14:25:55 +02:00
1c24c04e60 Remove workspace object mode, reverts changes w/ 2.8
This caused too many problems syncing object modes
with multiple objects/windows/workspaces, see: D3130 for details.
2018-04-05 18:21:14 +02:00
3eaf77fdd3 Merge branch 'master' into blender2.8 2018-04-05 16:19:43 +02:00
cadef79a52 GPUBatch: Change preset managment system.
Now use a list of preset batches with a function to add new ones to this
list.

This removes the need of new functions all over the place to reset/exit.
2018-04-05 16:08:46 +02:00
ad1ea9a427 Undo: split text undo steps out of the data-block
This moves undo storage into a separate struct which is passed
in from the undo system.
2018-04-05 15:22:33 +02:00
a2c0a382cd Merge branch 'master' into blender2.8 2018-04-03 14:19:51 +02:00
b3004d30f5 Undo: remove particle undo push
Was only called on copy particle system
which is already doing an undo push.
2018-04-03 08:57:01 +02:00
a0eb54142f Undo: replace global access w/ ED_undo_stack_get
While I'd like to avoid using this too much since the operator
system should handle.
It's less trouble than accessing it inline each time.
2018-04-03 08:35:42 +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
b65ea517eb Merge branch 'master' into blender2.8
- Undo that changes modes currently asserts,
  since undo is now screen data.

  Most likely we will change how object mode and workspaces work
  since it's not practical/maintainable at the moment.

- Removed view_layer from particle settings
  (wasn't needed and complicated undo).
2018-04-01 11:03:25 +02:00
651b8fb14e Undo: unified undo system w/ linear history
- Use a single undo history for all operations.
- UndoType's are registered and poll the context to check if they
  should be used when performing an undo push.
- Mode switching is used to ensure the state is correct before
  undo data is restored.
- Some undo types accumulate changes (image & text editing)
  others store the state multiple times (with de-duplication).
  This is supported by checking UndoStack.mode `ACCUMULATE` / `STORE`.
- Each undo step stores ID datablocks they use with utilities to help
  manage restoring correct ID's.
  Needed since global undo is now mixed with other modes undo.
- Currently performs each undo step when going up/down history
  Previously this wasn't done, making history fail in some cases.
  This can be optimized to skip some combinations of undo steps.

grease-pencil is an exception which has not been updated
since it integrates undo into the draw-session.

See D3113
2018-03-31 20:40:37 +02:00
c77870fc78 UI: Perf: Batch icons drawcalls together.
For this we use a new shader that gets it's data from a uniform array.
Vertex shader position the vertices using these data.

Using glUniform is way faster than using imm for that matter.

Like BLF rendering, UI icons are always (as far as I know) non occluded and
displayed above everything else. They also does not overlap with texts so
they can be batched at the same time.
2018-03-31 19:43:22 +02:00
Julian Eisel
b3ef5a04d1 Cleanup: Use uppercase UI_ prefix for external functions
Using uppercase prefixes is our convention for external functions.
"External" as in functions exposed to the outside of interface/ directory.
2018-03-29 17:21:02 +02:00
f6ad538040 UI: Perf: widgetbase: Replace imm usage by a batch cache.
Introduce a UI batch cache. For the moment it's only used by widgetbase so
leaving it interface_widgets.c. If it grows, it can have its own file.

Like all preset batches (batches used by UI context), vaos must be refreshed
each time a new window context is binded.

This still does 3 GWN_batch_draw in the worst cases but at least it does
not use the IMM api.

I will continue and batch the 3 calls together since we are really CPU
bound, so shader complexity does not really matters.

I cannot spot any difference on all the widgets I could test. I did not use
any unit tests so I cannot tell if there is really any defects.

This is not a complete rewrite but it adresses the top bottleneck found
after a profilling session.
2018-03-29 14:22:50 +02:00
8eb8aa4939 Merge branch 'master' into blender2.8 2018-03-23 12:05:55 +01:00
72c43e0285 Cleanup: move image undo into own file 2018-03-23 09:15:23 +01:00
18e2a5df1a Merge branch 'master' into blender2.8 2018-03-22 16:41:37 +01:00
47acd706fd GPUCompositing: Remove entire module.
This module has no use now with the new DrawManager and DrawEngines and it
is using deprecated paths.

Moving gpu_shader_fullscreen_vert.glsl
to draw/modes/shaders/common_fullscreen_vert.glsl
2018-03-22 16:11:49 +01:00
865fbe343a Fix T54348: Bone dissolve gives invalid hierarchy
Disconnected bones weren't handled correctly.
2018-03-22 07:50:58 +01:00
254bb922e8 Cleanup: avoid passing bContext to particle API
Also add EvaluationContext to PEData
2018-03-19 19:04:50 +01:00
5e81d993af Merge branch 'master' into blender2.8 2018-03-19 18:14:05 +01:00
a5fc0ae150 Cleanup: move armature undo into own file 2018-03-19 17:45:20 +01:00
e7ca9d3477 Cleanup: move curve undo into own file 2018-03-19 16:30:53 +01:00
c78ebf9f26 Cleanup: split lattice into own library
Was mixed with object functionality.
2018-03-19 15:45:50 +01:00
585208e0e9 Merge branch 'master' into blender2.8 2018-03-14 02:15:37 +11:00