Commit Graph

654 Commits

Author SHA1 Message Date
5b45d32f3a Edit Mesh: multi-object support for 'Decimate Geometry' 2018-04-19 00:30:05 +02:00
1ade071052 Edit Mesh: multi-object duplicate_move support 2018-04-18 23:18:08 +02:00
abeae5d38e Cleanup: indent face poke example 2018-04-18 23:16:34 +02:00
Dalai Felinto
4704f2687a Edit Mesh: multi-object flip normals support 2018-04-18 19:15:01 +02:00
4ec55350d4 Edit Mesh: improve subdivide multi-object
Don't run the operator on faces/edges without selection.
2018-04-18 17:22:51 +02:00
3a9669bfff Edit Mesh: multi-object poke support 2018-04-18 17:15:58 +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
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
292a2802ad Cleanup: indentation
Indent lines for multi object editing, no functional changes.

Also strip trailing space from indented regions.
2018-04-16 17:58:26 +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
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
e52beb3733 Merge branch 'master' into blender2.8 2018-04-03 18:12:39 +02:00
bfdb88f3f4 Cleanup: rename list count_ex -> count_at_most 2018-04-03 17:05:21 +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
91d0825b55 BLI_sort_utils: add pointer sorting callback
Also rename Pointer -> Ptr
2018-03-31 19:25:27 +02:00
8eb8aa4939 Merge branch 'master' into blender2.8 2018-03-23 12:05:55 +01:00
7cc2b27099 Cleanup: stray tabs
Tabs in middle of code (mostly for no reason / by accident).
2018-03-23 11:51:19 +01:00
d430d12123 Merge branch 'master' into blender2.8 2018-03-14 18:08:37 +11:00
8803c5ca5d Cleanup: use sections for editmesh tools/select 2018-03-14 17:54:45 +11:00
264691e563 Merge branch 'master' into blender2.8 2018-02-19 17:46:42 +11:00
05f3e245a8 Fix T54098: Crash existing /w dyntopo sculpt
Optionally don't remap indices for objects.

Checking all objects parent's would reference a freed pointer
while freeing all objects.

In the case of dynamic topology there is no use in keeping track
of hook/vertex-parent indices.

Also disable this when creating meshes for undo storage
since adding an undo step shouldn't be modifying other objects.
2018-02-19 17:34:30 +11:00
08e7b5d348 Cleanup: naming 2017-11-28 15:08:43 +01:00
408515810e Merge branch 'master' into blender2.8 2017-11-27 14:08:35 +01:00
7b8e89f297 Cleanup: incorrect comment 2017-11-27 15:15:56 +11:00
Dalai Felinto
b79b8478ee Cleanup: Rename ViewLayer *sl > ViewLayer *view_layer 2017-11-23 14:58:01 -02:00
Julian Eisel
3cdd99767e Tag properties of some mesh editing operators as 'advanced'
Sets the 'advanced' tag for some properties of following mesh edit operators:
* Loop Cut
* Subdivide
* Mark Seam
* Smooth Vertex
* Laplacian Smooth Vertex
* Merge
2017-11-23 14:14:34 +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
a8777f9058 Merge branch 'master' into blender2.8 2017-11-20 20:45:03 +11:00
0a69e3b307 Option not to select with un-hide
D1518 from @mba105 w/ edits
2017-11-20 02:28:07 +11:00
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
66a6d160fe Rename ID_IS_LINKED_DATABLOCK to ID_IS_LINKED.
This makes code closer to id_override/assent-engine ones, which
introduce a new type of linked data, and hence reserve
ID_IS_LINKED_DATABLOCK to real linked datablocks.
2017-11-06 17:17:10 +01:00
ec2bbc90e7 Merge branch 'master' into blender2.8 2017-10-18 17:09:41 +11:00
ab7ebf2b10 Cleanup: Use const for RNA EnumPropertyItem args
Practically all access to enum data is read-only.
2017-10-18 16:04:07 +11:00
Dalai Felinto
e4f2b2be26 Workspace: Move engines to workspace and Properties Editor cleanup
Engine is not stored in WorkSpaces. That defines the "context" engine, which
is used for the entire UI.

The engine used for the poll of nodes (add node menu, new nodes when "Use Nodes")
is obtained from context.

Introduce a ViewRender struct for viewport settings that are defined for
workspaces and scene. This struct will be populated with the hand-picked
settings that can be defined per workspace as per the 2.8 design.

* use_scene_settings
* properties editor: workshop + organize context path

Use Scene Settings
==================
For viewport drawing, Workspaces have an option to use the Scene render
settings (F12) instead of the viewport settings.

This way users can quickly preview the final render settings, engine and
View Layer. This will affect all the editors in that workspace, and it will be
clearly indicated in the top-bar.

Properties Editor: Add Workspace and organize context path
==========================================================

We now have the properties of:

Scene, Scene > Layer, Scene > World, Workspace

[Scene | Workspace] > Render Layer > Object
[Scene | Workspace] > Render Layer > Object > Data
(...)

Reviewers: Campbell Barton, Julian Eisel
Differential Revision: https://developer.blender.org/D2842
2017-10-16 17:29:04 -02:00
a2758152e2 Merge branch 'master' into blender2.8 2017-10-16 22:28:24 +11:00
946a4fe85a WM: Don't save mouse-paths to operator history
In preparation for modal operators storing their properties,
no need to keep mouse-paths around.

Also use generic function for lasso properties.
2017-10-16 16:14:07 +11:00
adfbf276a1 Cleanup: style, duplicate includes 2017-10-07 15:57:14 +11:00
c8627b9067 EditMesh: set edge-rin subdiv minimum to 1
This only made sense for bridge tool.

D2785 by @mbjorkegren
2017-08-28 14:25:00 +10:00
1261a29fc0 EditMesh: set edge-rin subdiv minimum to 1
This only made sense for bridge tool.

D2785 by @mbjorkegren
2017-08-28 13:01:11 +10:00
Dalai Felinto
2b95617b15 Update code comments from DAG_id_tag_update to DEG_id_tag_update 2017-08-16 12:00:45 +02:00
317b8d9669 Transform: Snap used multiple eval contexts
Changes for 2.8x to use EvaluationContext caused some confusion

- Would use scene layer passed from snap context.
- Would generate duplis from Main eval context.
- Would take context argument and use it to create another eval context.

Adding context args all over and filling in a new eval-context
for every ray-cast test isn't ideal either.

Remove the context argument since the purpose of
SnapObjectContext is to avoid this kind of confusion.
Store the EvaluationContext once and re-use.
2017-08-11 11:23:39 +10:00
1c4c288727 Pass EvaluationContext argument everywhere
Note that some little parts of code have been dissabled because eval_ctx
was not available there. This should be resolved once DerivedMesh is
replaced.
2017-07-21 14:47:26 +02:00
d675415eef Replace all old DAG calls with direct calls to new DEG and remove BKE_depsgraph.h
This removes BKE_depsgraph.h and depsgraph.c
2017-06-08 10:17:04 +02:00
8ead56c4c9 Merge branch 'master' into blender2.8 2017-05-28 17:48:59 +02:00
275e2fb0ff Fix T51637: Mesh Tools - Noise Button Crashes.
Logic behind which mtext to use from material was broken here... Though
ultimately that whole tool could probably be deprecated or reworked!
2017-05-27 14:46:14 +02:00
Dalai Felinto
9a303d5db7 Bring snapping back (Base / BaseLegacy) 2017-04-11 15:46:01 +02:00
d4913af846 Merge branch 'master' into blender2.8
# Conflicts:
#	source/blender/blenloader/intern/writefile.c
2017-02-08 13:10:16 +01:00
Dalai Felinto
aeb8e81f27 Render Layers and Collections (merge from render-layers)
Design Documents
----------------

* https://wiki.blender.org/index.php/Dev:2.8/Source/Layers

* https://wiki.blender.org/index.php/Dev:2.8/Source/DataDesignRevised

User Commit Log
---------------

* New Layer and Collection system to replace render layers and viewport layers.

* A layer is a set of collections of objects (and their drawing options) required for specific tasks.

* A collection is a set of objects, equivalent of the old layers in Blender. A collection can be shared across multiple layers.

* All Scenes have a master collection that all other collections are children of.

* New collection "context" tab (in Properties Editor)

* New temporary viewport "collections" panel to control per-collection
visibility

Missing User Features
---------------------

* Collection "Filter"
  Option to add objects based on their names

* Collection Manager operators
  The existing buttons  are placeholders

* Collection Manager drawing
  The editor main region is empty

* Collection Override

* Per-Collection engine settings
  This will come as a separate commit, as part of the clay-engine branch

Dev Commit Log
--------------

* New DNA file (DNA_layer_types.h) with the new structs
  We are replacing Base by a new extended Base while keeping it backward
  compatible with some legacy settings (i.e., lay, flag_legacy).

  Renamed all Base to BaseLegacy to make it clear the areas of code that
  still need to be converted

  Note: manual changes were required on - deg_builder_nodes.h, rna_object.c, KX_Light.cpp

* Unittesting for main syncronization requirements
  - read, write, add/copy/remove objects, copy scene, collection
  link/unlinking, context)

* New Editor: Collection Manager
  Based on patch by Julian Eisel
  This is extracted from the layer-manager branch. With the following changes:

    - Renamed references of layer manager to collections manager

    - I doesn't include the editors/space_collections/ draw and util files

    - The drawing code itself will be implemented separately by Julian

* Base / Object:
  A little note about them. Original Blender code would try to keep them
  in sync through the code, juggling flags back and forth. This will now
  be handled by Depsgraph, keeping Object and Bases more separated
  throughout the non-rendering code.

  Scene.base is being cleared in doversion, and the old viewport drawing
  code was poorly converted to use the new bases while the new viewport
  code doesn't get merged and replace the old one.

Python API Changes
------------------

```
- scene.layers
+ # no longer exists

- scene.objects
+ scene.scene_layers.active.objects

- scene.objects.active
+ scene.render_layers.active.objects.active

- bpy.context.scene.objects.link()
+ bpy.context.scene_collection.objects.link()

- bpy_extras.object_utils.object_data_add(context, obdata, operator=None, use_active_layer=True, name=None)
+ bpy_extras.object_utils.object_data_add(context, obdata, operator=None, name=None)

- bpy.context.object.select
+ bpy.context.object.select = True
+ bpy.context.object.select = False
+ bpy.context.object.select_get()
+ bpy.context.object.select_set(action='SELECT')
+ bpy.context.object.select_set(action='DESELECT')

-AddObjectHelper.layers
+ # no longer exists
```
2017-02-07 11:11:00 +01:00
a0561a05ef Remove flag: SNAP_OBJECT_USE_CACHE from snap_context
Since the cache is created in one way or another, this flag is not really making a difference
More details here: D2496
2017-02-03 19:03:31 -03:00
11187e8628 Fix face-creation with existing hidden geometry
- face-create-extend option could add hidden verts and edges into
  the selection history (invalid state).
- faces could be created that included existing hidden edges
  that remained hidden (invalid state too).
- newly created faces could copy hidden flag from surrounding faces,
  giving very confusing results (looks as if face creation failed).

Surprising nobody noticed these years old bugs!
2017-01-19 09:17:36 +11:00