Commit Graph

378 Commits

Author SHA1 Message Date
75fc1c3507 Cleanup: trailing whitespace (comment blocks)
Strip unindented comment blocks - mainly headers to avoid conflicts.
2018-06-01 18:19:39 +02:00
Dalai Felinto
eaad4caa56 Link to Collection - Add shortcut (Shift + M) 2018-05-31 14:52:05 +02:00
9c2db1455f Keymap: group paint modes, reorder enum
Menu now matches the keymap.
2018-05-30 13:47:24 +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
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
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
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
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
Dalai Felinto
534916258d Select Grouped: Collection Part I
Use Shift+G > Collection. If there is only one collection, it just selects it,
if there are multiple ones user get to pick which one to select.

This is the same behaviour we have for groups. Note, we only select objects
directly in the collection, not the ones in any nested collection.

Feature suggested by Pablo Vazquez (venomgfx)
2018-03-29 20:03:47 -03:00
Dalai Felinto
f167226b79 Move to Collection - initial operator
How to use: Select a few objects, and press "M" in the viewport.

If you hold ctrl the objects will be added to the selected collection.
Otherwise they are removed from all their original collections and moved
to the selected one instead.

Development Notes
=================
The ideal solution would be to implement an elegant generic multi-level
menu system similar to toolbox_generic() in 2.49.

Instead I used `uiItemMenuF` to acchieve the required nesting of the menus.

The downside is that `uiItemMenuF` requires the data its callback uses to be
always valid until the menu is discarded. But since there is no callback we
can call when the menu is discarded for operators that exited with
`OPERATOR_INTERFACE`.

That means we are using static allocated data, that is only freed next time
the operator is called. Which also means there will always be some
memory leakage.

Reviewers: campbellbarton

Differential Revision: https://developer.blender.org/D3117
2018-03-28 17:14:51 -03:00
5e81d993af Merge branch 'master' into blender2.8 2018-03-19 18:14:05 +01:00
c78ebf9f26 Cleanup: split lattice into own library
Was mixed with object functionality.
2018-03-19 15:45:50 +01:00
5db950e860 Cleanup: use workspace for object_mode when possible 2018-02-09 22:14:39 +11:00
2a184f3d2b Object Mode: use eval_ctx for paint & object 2018-02-06 18:03:29 +11:00
55f97d1dd9 Static override: cleanup: name consistency. 2018-01-16 17:11:03 +01:00
20ae4f928c Make basic object & bones transformations overridable.
You can now override loc/rot/scale of objects and posebones.

Also added a basic operator to make an override of active linked object,
but this is very limited/wip/testing feature (you have to manually override
object and its armature, and relink to proper local overrides
yourself...). Final 'make proxy killer' will be much more automated of
course.
2017-11-29 17:23:25 +01:00
2a7f8d3cb3 Merge branch 'master' into blender2.8
Conflicts:
	source/blender/blenlib/BLI_math_matrix.h
	source/blender/blenlib/intern/math_matrix.c
	source/blender/blenlib/intern/rand.c
	source/blender/editors/animation/anim_channels_edit.c
	source/blender/makesrna/intern/rna_mask.c
2017-11-15 10:46:19 +01:00
556b13f03e Fix T53309: Remove default 'Clear loc/rot/scale delta transform' shortcuts.
The loc one (shift-alt-G) was same as 'remove selected from active group'
action... Clear delta transform is not a common operation, so we can
live without a default shortcut for it.

Note that using same key (G) in same space for two completely different
kind of operations is probably a rather bad thing, nice topic for future
keymap work. ;)

Probably nice to have in 2.79a.
2017-11-14 22:51:44 +01:00
459365443f Manipulator: experimental lamp positioning tool
- New manipulator tracks lamps to position under cursor.
- Works with multiple lamps, keeping relative offsets.
- Holding Ctrl moves the lamp.
- Access via manipulator or Shift-T.

Code could be improved, but like to get feedback from users.
2017-08-06 19:50:09 +10:00
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
c1009af596 Probe: Add panel and "Add-menu" items.
Also revisits defaults.
2017-06-09 01:15:17 +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
6ab9af0083 Merge branch 'master' into blender2.8 2017-02-27 16:08:25 -03:00
4fa4132e45 Surface Deform Modifier (SDef)
Implementation of the SDef modifier, which allows meshes to be bound by
surface, thus allowing things such as cloth simulation proxies.

User documentation: https://wiki.blender.org/index.php/User:Lucarood/SurfaceDeform

Reviewers: mont29, sergey

Subscribers: Severin, dfelinto, plasmasolutions, kjym3

Differential Revision: https://developer.blender.org/D2462
2017-02-27 13:49:14 -03:00
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
6ecab6dd8e Revert particle system and point cache removal in blender2.8 branch.
This reverts commit 5aa19be912 and b4a721af69.

Due to postponement of particle system rewrite it was decided to put particle code
back into the 2.8 branch for the time being.
2016-12-28 17:30:58 +01:00
cfbd605567 Merge branch 'master' into blender2.8
Conflicts:
	intern/cycles/blender/addon/ui.py
	source/blender/blenkernel/BKE_particle.h
	source/blender/blenkernel/intern/dynamicpaint.c
	source/blender/blenkernel/intern/library.c
	source/blender/blenkernel/intern/object.c
	source/blender/blenkernel/intern/particle.c
	source/blender/blenkernel/intern/particle_distribute.c
	source/blender/blenkernel/intern/texture.c
	source/blender/editors/object/object_add.c
	source/blender/editors/object/object_relations.c
	source/blender/editors/physics/particle_edit.c
	source/blender/editors/physics/particle_object.c
	source/blender/editors/transform/transform_snap_object.c
2016-07-12 00:07:44 +02:00
245f97d7dc Clear Transforms and Deltas
* Alt-G, Alt-R, Alt-S  --> These don't clear delta transforms by default anymore,
  making it possible to use these to properly store a "rest" pose

* Alt-Shift-G, Alt-Shift-R, Alt-Shift-S  --> These WILL clear both the normal
  transform and the delta, should you need to do so.
2016-07-09 12:00:28 +12:00
29a792a75b Removed all direct uses of BKE_particle.h and DNA_particle_types.h from source/blender/editors. 2016-04-12 13:04:31 +02:00
de79d049e2 Add object mode select more/less
Simple operator that selects using parent/child links.
2016-01-14 09:45:47 +11:00
261ac69f57 Fix RNA_enum_set_identifier(), needs a context to handle correctly dynamic enums. 2016-01-07 21:52:54 +01:00
f81d8e7fe1 Add wrap argument to cycle wm utility funcs
Now zooming text in the console and text editor isn't wrapping from large/small font size (annoying).
2015-12-18 16:17:13 +11:00
c40205738b Weight Paint: replace Blend with Smooth tool
Improved behavior

- can smooth # iterations
- option to expand/contract weights
- optionally mix with all/selected/unselected
2015-06-25 16:17:24 +10:00
de0c269c28 Fix T44821: Making warp shortcut fails
Using OBJECT prefix for editmode operators causes
shortcuts to go into the wrong keymap.
2015-05-26 17:55:34 +10:00
a8adeeb6fb Logic Editor: Buttons for moving game properties up/down
D1163 by @panzergame, with minor edits by me (@Severin)
2015-04-21 23:33:45 +02:00
Julian Eisel
cc78664d50 Revert Sticky Keys (and everything related to that)
Our current keymap doesn't give us enough room to make such changes in
the event system. To fix small issues caused by this, we would need to do
drastic changes in Blender's keymaps and internal handling. It was worth
a try, but it didn't work.

I can write down a more descriptive statement in a few days, but for now
I need a break of this stuff.
2015-04-07 14:13:20 +02:00
Julian Eisel
53a3850a8a Sticky Keys backend
Design task: T42339
Differential Revision: D840
Initial implementation proposal: T41867

Short description:
With this we can distinguish between holding and tabbing a key. Useful
is this if we want to assign to operators to a single shortcut. If two
operators are assigned to one shortcut, we call this a sticky key.

More info is accessible through the design task and the diff.

A few people that were involved with this:
* Sean Olson for stressing me with this burden ;) - It is his enthusiasm
that pushed me forward to get this done
* Campbell and Antony for the code and design review
* Ton for the design review
* All the other people that gave feedback on the patch and helped to
make this possible

A big "Thank You" for you all!
2015-04-03 16:21:22 +02:00
c16a8983ef Corrective Smooth Modifier (aka delta-mush)
This modifier can be used to correct bad deformations,

Original patch D1183 by @sazerac, with own modifications
2015-03-31 10:20:11 +11:00
1b3b011354 Transfer data: cleanup: Remove 'vertex_group_transfer_weight' operator.
We can now use 'generic' data transfer instead.

Note new one is not an exact replacement, it should be able to do
everyting old op could do though, and more.
2015-01-11 18:33:12 +01:00
ee4453f083 Transfer Data: add main core code and operators.
This add code needed to map a CD data layout from source mesh towards destination one,
and code needed to actually transfer data, using BKE's mesh remap generated data.

This allows to transfer most CD layers (vgroups, vcols, uvs...) as well as fake, boolean ones
(like smooth/sharp edges/faces, etc.). Some types are not yet transferable, mainly
shape keys, this is known TODO.

Data transfer can also use some advanced mixing in some cases (mostly, vgroups and vcols).

Notes:
* New transfer operators transfer data from active object towards selected ones.
* Modifier will be committed separately.
* Old weight transfer code (for vgroups) is kept for now, mostly because it is the only
  usable one in weightpaint mode (it transfers from selected object to active one,
  this is not sensible in Object mode, but needed in WeightPaint one). This will be addressed soon.

Again, heavily reviewed and enhanced by Campbell, thanks!
2015-01-09 19:32:44 +01:00
bcbbc66795 Cleanup: unused headers 2014-11-28 15:52:30 +01:00
bfa24aa945 Keymap: PKey only runs BGE when engine is set 2014-10-28 13:34:11 +01:00
e44cd30abb Fix T41507: Empty prevents image deletion
Also allow assigning `Object.data = None` from Python
2014-08-21 17:05:47 +10:00
ef68faa2f9 Fix T41343, hard to remove group from objects.
Added a small menu with a few helper oerators next to each group panel:

* Remove group from all objects
* Select objects in group

More could be added possibly in the future.

Thanks to Campbell for the advice here.
2014-08-06 20:03:16 +02:00
Dalai Felinto
97641a0ec9 Bake API - bpy.ops.object.bake()
New operator that can calls a bake function to the current render engine when available. This commit provides no feature for the users, but allows external engines to be accessed by the operator and be integrated with the baking api.

The API itself is simple. Blender sends a populated array of BakePixels to the renderer, and gets back an array of floats with the result.

The Blender Internal (and multires) system is still running independent, but we eventually will pipe it through the API as well. Cycles baking will come next as a separated commit

Python Operator:
----------------
The operator can be called with some arguments, or a user interface can be created for it. In that case the arguments can be ommited and the interface can expose the settings from bpy.context.scene.render.bake

bpy.ops.object.bake(type='COMBINED', filepath="", width=512, height=512, margin=16, use_selected_to_active=False, cage_extrusion=0, cage="", normal_space='TANGENT', normal_r='POS_X', normal_g='POS_Y', normal_b='POS_Z', save_mode='INTERNAL', use_clear=False, use_split_materials=False, use_automatic_name=False)
Note: external save mode is currently disabled.

Supported Features:
------------------
 * Margin - Baked result is extended this many pixels beyond the border of each UV "island," to soften seams in the texture.

 * Selected to Active - bake shading on the surface of selected object to the active object. The rays are cast from the lowpoly object inwards towards the highpoly object. If the highpoly object is not entirely involved by the lowpoly object, you can tweak the rays start point with Cage Extrusion. For even more control of the cage you can use a Cage object.

 * Cage Extrusion - distance to use for the inward ray cast when using selected to active

 * Custom Cage - object to use as cage (instead of the lowpoly object).

 * Normal swizzle - change the axis that gets mapped to RGB

 * Normal space - save as tangent or object normal spaces

Supported Passes:
-----------------
Any pass that is supported by Blender renderlayer system. Though it's up to the external engine to provide a valid enum with its supported passes. Normal passes get a special treatment since we post-process them to converted and "swizzled"

Development Notes for External Engines:
---------------------------------------
(read them in bake_api.c)

* For a complete implementation example look at the Cycles Bake commit (next).

Review: D421
Reviewed by: Campbell Barton, Brecht van Lommel, Sergey Sharybin, Thomas Dinge

Normal map pipeline "consulting" by Andy Davies (metalliandy)
Original design by Brecht van Lommel.

The entire commit history can be found on the branch: bake-cycles
2014-05-02 21:19:08 -03:00
4ca67869cc Code cleanup: remove unused includes
Opted to keep includes if they are used indirectly (even if removing is possible).
2014-05-01 04:47:51 +10:00
617557b08e Code cleanup: remove TRUE/FALSE & WITH_BOOL_COMPAT define 2014-04-01 15:22:28 +11:00
097a3756c0 Code cleanup: use bool 2014-03-31 23:39:08 +11:00
2fc7d04804 Add Simple randomize vertex tool
D432 from Walid Shouman with normal & uniform options added.
2014-03-31 14:56:43 +11:00
eda49cf58e Rigidbody: Remove keyboard shortcuts to add/remove bodies
We had several reports where users would create rigid bodies by accident
and then wonder why transformations behave differently.
Since these actions aren't used that often, just remove the shortcuts.
2014-01-15 01:07:50 +01:00