Commit Graph

1852 Commits

Author SHA1 Message Date
dcdde6bedb Keymap: minimal default keymap
Use 2.7x keymap preset for full keymap.

Use define to allow further adjustments.

See T55666.
2018-06-29 12:58:59 +02:00
9bd0c63382 Merge branch 'master' into blender2.8 2018-06-29 08:05:38 +02:00
af36dd4664 Cleanup: trailing newlines 2018-06-29 08:02:49 +02:00
89e0d9848a UI: keep some operator text in headers.
Key shortcuts and explanation about how to use the tool should go to the
status bar, but other info can in the header so it's near where the user
is working. This distinction has not been made yet for all operators.
2018-06-28 13:04:28 +02:00
8e02106d0d GLRefactor: partially remove gl calls from source/blender/editors.
This translates the gl calls to the new GPU_ wrappers from D3501.

Given it's tedious and repetitive work, this patch does as much as it can with search + replace, the remainder of the gl calls will need to be manually dealt with on a case by case basis.

This fixes 13 of the 28 failing editors when building without opengl.

For the list of substitutions see D3502

Reviewers: brecht

Differential Revision: https://developer.blender.org/D3502
2018-06-27 19:07:23 -06:00
df02675e21 UI: move modal operator text from headers to status bar.
Python API is context.workspace.status_text_set()
2018-06-26 19:45:55 +02:00
c0a8a29ae6 AnimEditors: Remove the toggles to enable name/collection-based filtering
Now the name/collection filters run when there's some text,
and don't run when the box is empty, thus reducing an extra
step that was needed before these options could be used.
2018-06-26 21:44:14 +12:00
817bf582c2 Cleanup: rename object base flags to be more clear. 2018-06-25 14:09:17 +02:00
4904eadc0f Fix T55525: "Only Keyframes from Selected Channels" option in Timeline was being ignored
I was originally going to just expose the filtering options fo the timeline
too (via popover), to provide full access to the filtering options here too.
However, investigating further, that would've caused problems when trying to
use the Next/Prev Keyframe operators in other editors (see comment in code).
For now, the simpler solution is to just sync the scene-level flag (used for
this option) back to the dopesheet settings (used for generating the summary
channel used for displaying keyframes), to buy some time to investigate more
carefully.
2018-06-22 01:26:06 +12:00
c7ae7ccfb8 Driver: trailing zeros from expression 2018-06-17 14:50:42 +02:00
158930228d Improved two tooltips
Tooltips shouldn't just repeat the information from the label.
2018-06-14 13:55:24 +02:00
711a50c5ea Merge branch 'master' into blender2.8
This includes making Eevee match Cycles behavior of inserting an emission
node when linking colors to closures.
2018-06-13 19:26:52 +02:00
4d58fac1b4 Fix undo group to use human readable name, since this shows in the UI. 2018-06-13 18:39:30 +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
3816502b7c Drivers: ensure Python expressions are cached with copy-on-write.
Store the compiled expressions on the original driver.

Ref T55442.
2018-06-11 21:34:21 +02:00
7c10ed7e72 Cleanup: Remove the "all" parameter from "ANIM_OT_driver_button_edit"
This won't ever be used for this operator, as the "edit" operator should
only ever be used for dealign with a single driver - the one under the
cursor.
2018-06-11 19:27:53 +12:00
d7373f6c49 Cleanup: warnings 2018-06-11 09:03:39 +02:00
9ab26bec27 Driver Workflow (T55145): Tweak to default expression used for new drivers created from UI
Previously, newly created drivers were set to "Scripted Expression"
mode and had their 'expression' field set to the pre-driver value of the
property, so that adding a driver didn't cause the property to immediately
lose its old value (and potentially causing havok in the scene).
However, this had the unintended consequence of making the driver setup
workflow more cumbersome, as you first had to replace that value with
the name of the driver variable before your driver would work.

This commit works around this issue by trying to combine the best of both
worlds (quite literally):  Now, the driver expression for drivers created
using Ctrl-D will be "var + <old value>".

Thus, in the simplest case, the driver will do something as soon as you fill
out the driver variable settings (e.g. just filling out the Target Object field
will do it), meaning you get your drivers working faster. Of course, it may now
be necessary to edit out the old-value, and/or it might be a bit more confusing
what/why it's there for newbies. However, the improved ease of setup, and/or
a more tangible example of how an expression may be constructed outweigh the
downsides IMO.
2018-06-11 17:44:08 +12:00
4605e57b0f Drivers Workflow (T55145): Improvements to "Add Driver" workflow
This commit implements a new behaviour for the "Add Driver" functionality
(invoked from the RMB menu on a property, or by pressing Ctrl-D).

Instead of spawning a context menu asking you to pick the way
you want to create a driver, it will now just create a driver on the
property under the mouse and then show the "Edit Drivers" popover so
that you can immediately start editing the properties of this driver.
This way, the whole process is more visual and feels less blocking /
constrained, with less upfront decisions needed immediately.

Notes:
* The new behaviour is equivalent to choosing the "Manually Create (Single)"
  and then doing a "Edit Driver" on the property
* Renamed the old "ANIM_OT_driver_button_add" operator to
  "ANIM_OT_driver_button_add_menu". It will probably go away
  in the near future, but it's better to keep it around for a
  while longer still until the new workflow settles down.
2018-06-11 17:35:13 +12:00
06357b23a2 Fix T55404: Auto key with only-available doesn't work 2018-06-08 15:43:04 +02:00
508e34d0bf Merge branch 'master' into blender2.8
Conflicts:
	source/blender/editors/animation/anim_deps.c
	source/blender/editors/animation/keyframing.c
	source/blender/editors/animation/keyingsets.c
	source/blender/editors/armature/pose_edit.c
	source/blender/editors/armature/pose_transform.c
	source/blender/editors/gpencil/gpencil_convert.c
	source/blender/editors/include/ED_anim_api.h
	source/blender/editors/include/ED_keyframing.h
	source/blender/editors/interface/interface_anim.c
	source/blender/editors/space_action/action_edit.c
	source/blender/editors/space_graph/graph_edit.c
	source/blender/editors/space_outliner/outliner_draw.c
	source/blender/editors/transform/transform_conversions.c
	source/blender/makesrna/intern/rna_armature.c
	source/blender/makesrna/intern/rna_pose.c
	source/blender/python/intern/bpy_rna_anim.c
	source/blenderplayer/bad_level_call_stubs/stubs.c
	source/gameengine/Converter/KX_BlenderSceneConverter.cpp
2018-06-07 13:04:16 +02:00
b3a7a75a26 Cleanup: remove moar G.main usages.
Notes:
* Really need to address RNA setters case, end up adding way too much
G.main here these days... :/
* Added Main pointer into bAnimContext, helps a lot in anim code ;)
2018-06-07 12:48:29 +02:00
4165a57a66 Fix broken auto-keying after copy/paste of poses.
That bug was also likely affecting other cases - basically it was making
auto-keying always key from evaluated ('visual') values, never base,
data values... Added a flag, in some cases we do want evaluated values
here, obviously.
2018-06-06 17:19:13 +02:00
cd8613c6e7 Fix T55319: Keyframing issues
The issue was that keyframing from menu would tag object for animation
update, which was making object to loose unkeyed changes.
2018-06-05 11:56:46 +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
9fabe3ef53 Cleanup: quiet warning 2018-05-30 17:38:07 +02:00
1272936773 Tweak for previous commit: Just group all bone properties under the bone name
After more testing, I realised that bendy bone properties should also be grouped,
but probably all other per-bone settings too. Now, just group all of them, since
it's easier for everyone this way.
2018-05-30 17:05:37 +02:00
cdfa517760 Insert Keyframe: Change default behaviour for how F-Curves get grouped
For many years, animators have been complaining about how keyframing a (transform)
property directly would leave them ungrouped, while keyframing them using a Keying Set
would put them into a group based on the name of the keyingset.

This commit attempts to improve (unify + make consistent) the default behaviour:
* All object transforms now get added to an "Object Transforms" group,
  regardless of whether they were added individually via buttons or keyingset
* All bone transforms now get added to a group corresponding to the name of the bone
  instead of only the ones added via keyingset
2018-05-30 16:46:12 +02:00
26f42a1928 Fix: Toggling "mute" toggle in animation editors didn't work with copy-on-write
Tested on Autumn run cycle by muting master bone animation - when working, the
dog should run forwards when the master bone animation is being muted.
2018-05-30 14:22:25 +02:00
4045730d58 Fix missing animation curves update when tweaking f-curves
Action is an own datablock, meaning, changes to f-curves needs
to copy those changes to all evaluated versions of action datablock.
2018-05-28 16:45:28 +02:00
b11a1d5da2 UI: support for a popup panel which stays open 2018-05-25 12:55:22 +02:00
7a88a7742b Drivers UI (Part of T55145) - WIP first steps towards getting a floating driver settings panel
This commit adds a new menu entry - "Edit Driver" - the RMB menu that
will show a popover panel displaying the settings for the driver you
activated the menu item on. This shows the popover panel defined in
yesterday's commit (GRAPH_PT_drivers_popover).

It is possible to edit the driver settings from this panel now.
However, do be warned that the functionality presented is highly
WIP still. There are some unresolved issues, such as:
 - The popover disappears too easily on any mouse movements/clicks
   on anything, making the panel less useful right now than it should.

 - The layout still needs refining. Currently the layout that's there
   is a bit of a placeholder until we can play around with it a bit
   more to see/feel what feels good/right or what is too much.

 - The "Open Drivers Editor" on the bottom of the panel doesn't work.
   There are some tricky context tricky things that need to happen here
   to make that case work, since the operator button won't have the necessary
   context info.
2018-05-24 18:10:21 +02:00
57b47ebb28 Drivers UI Cleanup (Part of T55145)
* Remove "Show Debug Info" option. Everyone has it turned on all the time,
  since it's just useful to have
* Make the "Remove Driver" button less prominent. It doesn't happen that much,
  so it shouldn't take up as much room
* Make "expressions" textbox wider (i.e. taking up the whole column width)
  by separating the label and textbox on separate lines.
* Rename "Add Variable" button to make it clearer to users what "variables"
  may be (i.e. they serve as a way to specify Inputs, just like adding a
  "Source Data" node in a nodetree)
* Regroup buttons
2018-05-23 16:32:46 +02:00
6ba28ff8b1 WIP COW Fix: Insert keyframe operators/api now queries depsgraph for evaluated data
When using copy on write, insert keyframe operators were reading from old
bmain data instead of COW data. This meant that inserting keyframes would
often read old/stale data, resulting in invalid keyframes getting created
(e.g. from last transform operation, instead of actual current state).

This commit makes it so that keyframing operators will ask depsgraph for
the evaluated copy of the data, so that it can read values from that. It
introduces a new function - `DEG_get_evaluated_rna_pointer()`, which when
working correctly/fully, should work just like the other `DEG_get_evaluated_*()`
functions, except it lets you pass in an RNA Pointer.

However, currently, this is only done for Pose Bones (as a dirty hack, since this
is an important/pivotal requirement for production) and/or datablock
properties directly (since we can just use the DEG_get_evaluated_id() directly).
on the datablock.

Committing to a branch for now as this all needs more testing. More work to come
later at a more sane time of day!
2018-05-19 19:54:47 +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
f1bc899146 Merge branch 'master' into blender2.8 2018-05-15 10:25:49 +02:00
9636cab009 Undo System: remove nested edit-mode undo calls
Regression in recent undo system changes,
This caused T55048.

When each mode had its own undo stack it was important
to initialize it when entering edit-mode.
2018-05-15 10:10:48 +02:00
625c2c2943 Use Light Probe icons 2018-05-11 16:02:30 +02:00
4332edcc3e Cleanup: warning 2018-05-10 20:31:10 +02:00
d6a7491e78 Make current frame indicator smaller with rounded corners.
Reviewed by Joshua Leung
2018-05-10 19:42:21 +02:00
c7e0bb0b90 Depsgraph: Make bAction a part of dependency graph
There are various values which depends on context in there, for example
current driver value and original DNA value f-curve is applied for.

This partially fixes issue with not being able to tweak keyed values
when material preview is open.

The material preview is not being currently updated against non-keyed
changes since every tweak of material property does full preview scene
depsgraph evaluation.
2018-05-02 17:09:44 +02:00
36324f9dab ANIM_apply_keyingset() - Tag modified datablocks for copy on write update for good measure 2018-04-30 14:49:07 +02:00
9befee49a7 Fix: Silence texture stack owner_id warnings in debug mode from anim_filtering code
The Blender Internal removal (51b796ff15)
removed support for texture slots from Materials/Lamps/Worlds,
but didn't remove the relevant parts from the animation editor filtering
code that were responsible for adding the texture slots for those channels.
2018-04-25 11:18:45 +02:00
d6e7ec6253 Cleanup: unused var 2018-04-24 19:28:53 +02:00
b05fd95f8a Current Frame Indicator tweaks
* Draw the frame/time number box over the scrollbar instead of above it,
  to reduce the clutter/clashes with markers.

* Draw the box centered around the line instead of off to one side,
  making it clearer that the frame shown is the one being affected.

* Make the box larger than the scrollbar + use white text to make it
  stand out from the neighbouring frame numbers (otherwise, it's easy
  to misread that it's just another one of those)
2018-04-24 19:18:31 +02:00
9511cc13d7 Bind Camera to Markers - Various tweaks to make this nicer to work with
Based on discussions here in the office, this commit introduces a number of
changes to make the "Bind Camera to Markers" feature (introduced during Sintel
to facilitate camera switching, and now an integral part of the UI for doing this)
nicer to use.

Main changes:
* "Camera Markers" are now drawn using Camera icons, making it easier to
   distinguish between them and other ("normal") markers

* "Camera Markers" will display the name of the bound marker, making it
   easier to see what camera each marker uses. This will then also stay
   in sync with the camera being used (though a manual refresh is needed
   after renaming objects to make the timeline update), fixing the problem
   where the marker's camera and the name get out of sync.

* Behaviour of Ctrl-B has been modified to make it easier to quickly add
  these markers. Now, it will directly add a new marker on the current frame,
  bound to the currently selected camera object. If there's an existing marker
  on that frame, the existing marker's camera will be replaced instead of making
  a new marker.
2018-04-24 19:18:31 +02:00
58650a7599 UI Tweak: Don't hide frame range indicators when preview range is shown
After discussing with UI team, it's better to show both ranges, to make it
clearer that we have an "overlay" with the preview range.
2018-04-24 19:18:31 +02:00