Commit Graph

255 Commits

Author SHA1 Message Date
57e55906f0 Add QuadriFlow remesher 2019-09-13 10:36:05 +02:00
1efd857430 Object: Mode switching operator
Remove unused OBJECT_OT_mode_set_or_submode, add
OBJECT_OT_mode_set_with_submode which can switch to edit mode as well
as a sub-mode - currently only mesh select mode is supported
(others may be added later).
2019-09-06 04:44:12 +10:00
45a45f7d66 OpenVDB: Voxel Remesher
The voxel remesher introduces a new workflow for sculpting without any of the limitations of Dyntopo (no geometry errors or performance penalty when blocking shapes). It is also useful for simulations and 3D printing.

This commit includes:
- Voxel remesh operator, voxel size mesh property and general remesh flags.
- Paint mask reprojection.
- Geometry undo/redo for sculpt mode. This should support remesh operations as well as future tools that modify the topology of the sculpt in a single step, like trimming tools or mesh insert brushes.
- UI changes in the sculpt topbar and the mesh properties pannel.

Reviewed By: brecht

Differential Revision: https://developer.blender.org/D5407
2019-08-14 18:58:19 +02:00
1c40227bfa Fix related to T67385: disallow some modifiers ops from Edit mode.
Some modifier operators cannot be reliably executed from Edit mode
currently, so disable them from the generic mod ops pool function.

Have been very conservative here from now, keeping existing behavior
most of the time, and only forbidding Edit mode when code was already
doing it in its own way, or when it was obviously not possible.
2019-07-28 16:11:42 +02:00
c6d073f6a4 Revert "Rename operator 'Join Shapes' to 'Transfer Mix'."
This reverts commit 741967079c.
We are in UI and API freeze, and this changes both.
2019-07-01 16:53:41 +02:00
741967079c Rename operator 'Join Shapes' to 'Transfer Mix'.
The new name is consistent with the 'Transfer Shape' operator.

- Updated the UI descriptions for both transfer operators.
2019-06-30 20:07:17 +02:00
23254ce4ee Cleanup: Rename: Static Override -> Library Override.
Better to make internal code naming match official/UI naming to some
extent, this will reduce confusion in the future.

This is 'breaking' scripts and files that would use that feature, but
since it is not yet officially supported nor exposed in 2.80, as far
as that release is concerned, it is effectively
a 'no functional changes' commit.
2019-06-14 23:21:12 +02:00
e12c08e8d1 ClangFormat: apply to source, most of intern
Apply clang format as proposed in T53211.

For details on usage and instructions for migrating branches
without conflicts, see:

https://wiki.blender.org/wiki/Tools/ClangFormat
2019-04-17 06:21:24 +02:00
de13d0a80c doxygen: add newline after \file
While \file doesn't need an argument, it can't have another doxy
command after it.
2019-02-18 08:22:12 +11:00
eef4077f18 Cleanup: remove redundant doxygen \file argument
Move \ingroup onto same line to be more compact and
make it clear the file is in the group.
2019-02-06 15:45:22 +11:00
744f633986 Cleanup: trailing commas
Needed for clan-format not to wrap onto one line.
2019-02-03 14:59:11 +11:00
65ec7ec524 Cleanup: remove redundant, invalid info from headers
BF-admins agree to remove header information that isn't useful,
to reduce noise.

- BEGIN/END license blocks

  Developers should add non license comments as separate comment blocks.
  No need for separator text.

- Contributors

  This is often invalid, outdated or misleading
  especially when splitting files.

  It's more useful to git-blame to find out who has developed the code.

See P901 for script to perform these edits.
2019-02-02 01:36:28 +11:00
7400aa7e59 Depsgraph: remove features incompatible with new system.
Some features are incompatible with multithreading and reliable evaluation
of dependencies. We are now removing them as part of a bigger cleanup to
fix bugs in keyframing and invalid animation evaluations.

* Dupliframes have been removed. This was a hack added before there were
  more powerful features like the array modifier.
* Slow parent has been removed, never worked in 2.8. It was always
  unreliable for use in production due to depending on whatever frame was
  previously evaluated, which was not always the previous frame.
* Particle instanced objects used to have their transform evaluated at
  the particle time. Now it always gets the current time transform.
* Boids can no longer do predictive avoidance of force field objects,
  but still for other particles.

Differential Revision: https://developer.blender.org/D4274
2019-01-31 12:03:05 +01:00
c0f88ed8a8 Cleanup: sort forward declarations of enum & struct
Done using:
  source/tools/utils_maintenance/c_sort_blocks.py
2019-01-28 21:17:58 +11:00
bcf0c71433 Cleanup: remove non-existing function declarations 2018-12-31 00:58:54 +11:00
6f2735b2bf Motion Paths UI: "Update from Scene Range" operator
Make it easier to update the frame range for motion paths from
the Scene's current frame range (render or preview range)
2018-08-20 16:12:37 +12:00
66da2f537a New Grease Pencil object for 2D animation
This commit merge the full development done in greasepencil-object branch and include mainly the following features.

- New grease pencil object.
- New drawing engine.
- New grease pencil modes Draw/Sculpt/Edit and Weight Paint.
- New brushes for grease pencil.
- New modifiers for grease pencil.
- New shaders FX.
- New material system (replace old palettes and colors).
- Split of annotations (old grease pencil) and new grease pencil object.
- UI adapted to blender 2.8.

You can get more info here:

https://code.blender.org/2017/12/drawing-2d-animation-in-blender-2-8/
https://code.blender.org/2018/07/grease-pencil-status-update/

This is the result of nearly two years of development and I want thanks firstly the other members of the grease pencil team: Daniel M. Lara, Matias Mendiola and Joshua Leung for their support, ideas and to keep working in the project all the time, without them this project had been impossible.

Also, I want thanks other Blender developers for their help, advices and to be there always to help me, and specially to Clément Foucault, Dalai Felinto, Pablo Vázquez and Campbell Barton.
2018-07-31 10:50:43 +02:00
74fd17e9d7 UI/Python: rename Lamps to Lights, to follow more standard terminology.
Internally it's still mostly named lamps, though some modules like Cycles
were already calling them lights.
2018-07-06 20:06:09 +02:00
b076b3853c Merge branch 'master' into blender2.8 2018-07-02 12:03:56 +02:00
b88e51dd55 Cleanup: use bool for poll functions 2018-07-02 11:51:31 +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
4234cddda9 Objects: support for hiding all objects in a collection.
In the outliner there are now icons for it, Ctrl+Click isolates a
single collections.

In the 3D view, Ctrl+H key opens a menu that is more or less the
equivalent of the old layer buttons in the header. Regular Click isolates
the collection, Shift+Click toggle the collection visibility. Pressing
number keys and letters works in this menu, which can help for quickly
selecting a specific collection.

Shortcuts for quick switching by just pressing 1/2/3/.. keys are available
again. The order can be confusing with nested collections, but that seems
unavoidable. The first numbers control the top level collections, and then
sub collections if numbers are left.

Remaining design issues:

* The 3D view menu needs to be improved: support for sub collections,
  staying open on shift+click, access from the 3D view header somewhere,
  shortcut key display.
* Currently collection hiding just controls per-object hiding, we plan
  to separate this state still so alt+H doesn't affect collection hiding.
2018-06-20 13:04:51 +02:00
0619f960c2 Objects: restore H key per object hiding.
H hides selected objects, Shift+H hides unselected objects, and Alt+H
reveals hidden objects.

This hiding state is distinct from restrict viewport and render, and
meant for temporarily hiding objects without affecting more persistent
collection hiding.

Object hiding is per view-layer, same as selection. It affects the
viewport and any preview renders in there, but not final renders.

In the outliner, different icons are now used for temporary hiding, and
restrict viewport and render. Hidden objects are greyed out.

Remaining design issues:

* For lamps we probably still want to keep their effect on the scene,
  currently they are fully disabled by hiding. Arguably mesh lights or
  even objects being reflected or casting shadows are not that different
  but perhaps the special lamp exception from local view should remain.
* We need a feature still to disabled this hiding for specific viewports,
  for render or animation preview where you want to see the entire scene
  while working in another view.
* We need a new icon for restrict viewport, for now it uses a grid similar
  to the 2.4 icon.
* Hiding objects does not preserve selection state as it did in 2.7,
  it's probably convenient to support this again?
2018-06-20 12:35:25 +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
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
21c250926c Cleanup some remaining LOD stuff after BGE removal. 2018-04-23 14:12:34 +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
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
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
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
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
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
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