Commit Graph

388 Commits

Author SHA1 Message Date
a92557f77b Merge branch 'master' into blender2.8 2018-05-09 10:02:33 +02:00
598216c36e MSVC: remove hack for near/far name collision
windows headers define these, conflicting w/ View3D.near/far.
2018-05-09 10:00:55 +02:00
6feb6235e1 WM: log message bus operations 2018-05-08 08:34:06 +02:00
e954082dda WM: warn when tool widget not found
This happens when testing adding tools, assert isn't useful.
2018-05-03 07:33:44 +02:00
46bfdb48a1 WM: Add GHOST lazy init for background mode.
This allows for background rendering with EEVEE and other opengl render
engine.

I've only tested it on Linux for the moment so I can't say about other
platforms.

We do lazy init because we cannot assume we will need Ghost for rendering
before having parsed all arguments and we cannot know if a script will
trigger rendering. This is also because it currently does not work without
any display server (blender will crash).
2018-04-25 17:43:18 +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
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
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
891c1cfc9a C Logging: use instead of printf for messages
- See `--log` help message for usage.
- Supports enabling categories.
- Color severity.
- Optionally logs to a file.
- Currently use to replace printf calls in wm module.

See D3120 for details.
2018-03-30 18:57:41 +02:00
da00a50f7f Merge branch 'master' into blender2.8 2018-03-23 11:56:14 +01:00
Julian Eisel
aeec19d2e7 Fix own mistake from 4cb4556fa5
Trying to close Blender from a second window wouldn't work, the first window
would have to be hovered first. Ouch!
2018-03-22 23:52:38 +01:00
Julian Eisel
4cb4556fa5 Fix T48027: Memory leaks when exiting Blender from menu
You only had to close Blender through File -> Quit.

Leaks happened because WM_exit() was called from within operator, UI wasn't able
to free some of it's heap data then. This data was the handler added in
uiTemplateRunningJobs() and the IDProperty group added in uiItemFullO_ptr_ex().
There was obviously a general design issue which only became visible in this
specific case.

We now delay the WM_exit call by wrapping it into a handler that gets registered
as usual. I didn't see a better way to do this, all tricks done in
ui_apply_but_funcs_after() to prevent leaks didn't work here. In fact they may
be redundant now, but am not brave enough to try ;)
2018-03-22 23:25:28 +01:00
765d7242d5 GPUMaterial: Add Material shader cache.
This is mostly to avoid re-compilation when using undo/redo operators.
This also has the benefit to reuse the same GPUShader for multiple materials using the same nodetree configuration.

The cache stores GPUPasses that already contains the shader code and a hash to test for matches.
We use refcounts to know when a GPUPass is not used anymore.

I had to move the GPUInput list from GPUPass to GPUMaterial because it's containing references to the material nodetree and cannot be reused.

A garbage collection is hardcoded to run every 60 seconds to free every unused GPUPass.
2018-03-11 23:44:10 +01:00
13261304a3 DRW: Add new Draw Manager OpenGL Context.
This separate context allows two things:
- It allows viewports in multi-windows configuration.
- F12 render can use this context in a separate thread and do a non-blocking render.

The downside is that the context cannot be used while rendering so a request to refresh a viewport will lock the UI. This is something that will be adressed in the future.

Under the hood what does that mean:
- Not adding more mess with VAOs management in gawain.
- Doing depth only draw for operators / selection needs to be done in an offscreen buffer.
- The 3D cursor "autodis" operator is still reading the backbuffer so we need to copy the result to it.
- All FBOs needed by the drawmanager must to be created/destroyed with its context active.
- We cannot use batches created for UI in the DRW context and vice-versa. There is a clear separation of resources that enables the use of safe multi-threading.
2018-02-26 19:41:17 +01:00
cc05b661f7 GWN: Fix use after free crash.
This is not an ideal solution but blender freeing system is already well tangled.
So tracking and clearing vao caches when destroying contexts does prevent bad behaviour.
2018-02-22 12:39:57 +01:00
648df0fcdb Revert "BKE: Changing ID freeing order."
This reverts commit 87c72a7d27.

Caused T54121 which breaks blend file saving.
For now crash on exit is preferable.
Possible solution is to free screen-manipulator batches in a separate
loop.
2018-02-22 15:10:43 +11:00
87c72a7d27 BKE: Changing ID freeing order.
Screen can contains manipulators that contains batches to be freed before the opengl contexts (in WM) are destroyed.

Also fix other GPU related free.
2018-02-21 22:51:35 +01:00
618bc6c679 GPU: use alpha blend that works for drawing to transparent buffer.
It's unlikely to ever be intentional to square the source alpha, as happens
with glBlendFunc, so this changes the blending throughout the code.
2018-02-14 14:00:57 +01:00
7a8ac1b09b WM: message bus replacement for property notifiers
Use dynamically generated message publish/subscribe
so buttons and manipulators update properly.

This resolves common glitches where manipulators weren't updating
as well as the UI when add-ons exposed properties which
hard coded listeners weren't checking for.

Python can also publish/scribe changes via `bpy.msgbus`.

See D2917
2017-12-04 20:42:34 +11:00
db2a603f6e Depsgraph: Remove workaround for Blender Internal in viewport
This commit effectively reverts fix T45702 done in 067fe2719a.

Reasoning:

- Blender Internal is being replaced with Eevee, and will be removed entirely
  rather soon.

- All render engines are planned to have own depsgraph, so such threading
  conflicts should no longer be an issue.

- We don't want to spend time on porting workarounds for EOL things to a new
  design. Less code -- faster the work :)

- If such notifications will end up needed for some other cases, we would
  need to re-implement this a more proper depsgraph tagging/flushing and make
  it to work with all copy-on-write datablocks and everything.
2017-11-28 14:24:56 +01:00
73c4ba18d5 Merge branch 'master' into blender2.8 2017-11-23 03:26:00 +11:00
326efb4319 Fix T53274: Saving template prefs overwrites default prefs 2017-11-23 03:12:00 +11:00
22872857d4 Merge branch 'master' into blender2.8 2017-08-13 01:14:55 +10:00
b500f42700 WM: load UI for new file, even when pref disabled
Loading startup file always loads the UI now.
2017-08-13 01:09:48 +10:00
d1328feeb1 Merge branch 'master' into blender2.8 2017-08-11 10:33:39 +10:00
0398ee10a1 WM: don't load preferences on 'File -> New'
User preferences are now only loaded on...

- Initial startup.
- Factory-settings.
- Setting app-templates.
2017-08-11 09:40:28 +10:00
39e1518d41 Fix glitch updating manipulator after undo
Running undo would notify manipulators to refresh,
but this still allowed for events in the queue to be handled,
where manipulators could be drawn for selection before
their refresh callback runs.

This made Python manipulators raise exceptions
about referencing invalid data (or crash).

Now tag manipulator update on file load (including undo)
and ensure the refresh callback runs
before drawing manipulator selection.

Also split manipulator map refresh flag in two since selection doesn't
perform the same operations as regular drawing.
2017-07-31 14:35:10 +10:00
db28e2deb9 Merge branch 'master' into blender2.8 2017-07-08 01:02:11 +02:00
7dc3ad2287 Fix T51889: new file or load factory settings results in broken UI.
Fix some cases that still assumed there to be a global DPI, instead of a per
window DPI that needs to be set before reading U.dpi.
2017-07-08 00:54:05 +02:00
f1824507e2 Manipulator: target property definitions
Changes from custom-manipulator branch.

- use property type definitions.
- add property free callback.
- move properties into the wmManipulator struct (over alloc).
- use array length from property types instead of arg passing.
2017-06-22 18:39:28 +10:00
830df9b33d Updates to manipulator API
While this is work-in-progress from custom-manipulators branch
its stable so adding into 2.8 so we don't get too much out of sync.

- ManipulatorGroupType's are moved out of the manipulator-map and are now
  global (like operators, panels etc) and added into spaces as needed.
  Without this all operators that might ever use a manipulator in the 3D
  view would be polling the viewport.
- Add optional get/set callbacks for non-RNA properties
  Needed so re-usable manipulators can control values that
  don't correspond to a single properly or need conversion.
- Fix divide by zero bug in arrow manipulator (when moving zero pixels).
2017-06-15 20:56:22 +10:00
11d90f0f3b Manipulator Update/Refactor
Sync with custom-manipulators branch

- Use identifiers for properties.
- Property array index access.
- Remove operator from manipulators
  (wasn't used and will likely add in a different way).
2017-06-10 10:42:35 +10:00
575db256db WM: add wmManipulatorType, from wmManipulator
Having the type in mixed in with each instance
made it hard to expose types to RNA/Python.
2017-06-08 05:30:21 +10:00
Julian Eisel
7f564d74f9 Main Workspace Integration
This commit does the main integration of workspaces, which is a design we agreed on during the 2.8 UI workshop (see https://wiki.blender.org/index.php/Dev:2.8/UI/Workshop_Writeup)

Workspaces should generally be stable, I'm not aware of any remaining bugs (or I've forgotten them :) ). If you find any, let me know!
(Exception: mode switching button might get out of sync with actual mode in some cases, would consider that a limitation/ToDo. Needs to be resolved at some point.)

== Main Changes/Features
* Introduces the new Workspaces as data-blocks.
* Allow storing a number of custom workspaces as part of the user configuration. Needs further work to allow adding and deleting individual workspaces.
* Bundle a default workspace configuration with Blender (current screen-layouts converted to workspaces).
* Pressing button to add a workspace spawns a menu to select between "Duplicate Current" and the workspaces from the user configuration. If no workspaces are stored in the user configuration, the default workspaces are listed instead.
* Store screen-layouts (`bScreen`) per workspace.
* Store an active screen-layout per workspace. Changing the workspace will enable this layout.
* Store active mode in workspace. Changing the workspace will also enter the mode of the new workspace. (Note that we still store the active mode in the object, moving this completely to workspaces is a separate project.)
* Store an active render layer per workspace.
* Moved mode switch from 3D View header to Info Editor header.
* Store active scene in window (not directly workspace related, but overlaps quite a bit).
* Removed 'Use Global Scene' User Preference option.
* Compatibility with old files - a new workspace is created for every screen-layout of old files. Old Blender versions should be able to read files saved with workspace support as well.
* Default .blend only contains one workspace ("General").
* Support appending workspaces.

Opening files without UI and commandline rendering should work fine.

Note that the UI is temporary! We plan to introduce a new global topbar
that contains the workspace options and tabs for switching workspaces.

== Technical Notes
* Workspaces are data-blocks.
* Adding and removing `bScreen`s should be done through `ED_workspace_layout` API now.
* A workspace can be active in multiple windows at the same time.
* The mode menu (which is now in the Info Editor header) doesn't display "Grease Pencil Edit" mode anymore since its availability depends on the active editor. Will be fixed by making Grease Pencil an own object type (as planned).
* The button to change the active workspace object mode may get out of sync with the mode of the active object. Will either be resolved by moving mode out of object data, or we'll disable workspace modes again (there's a `#define USE_WORKSPACE_MODE` for that).
* Screen-layouts (`bScreen`) are IDs and thus stored in a main list-base. Had to add a wrapper `WorkSpaceLayout` so we can store them in a list-base within workspaces, too. On the long run we could completely replace `bScreen` by workspace structs.
* `WorkSpace` types use some special compiler trickery to allow marking structs and struct members as private. BKE_workspace API should be used for accessing those.
* Added scene operators `SCENE_OT_`. Was previously done through screen operators.

== BPY API Changes
* Removed `Screen.scene`, added `Window.scene`
* Removed `UserPreferencesView.use_global_scene`
* Added `Context.workspace`, `Window.workspace` and `BlendData.workspaces`
* Added `bpy.types.WorkSpace` containing `screens`, `object_mode` and `render_layer`
* Added Screen.layout_name for the layout name that'll be displayed in the UI (may differ from internal name)

== What's left?
* There are a few open design questions (T50521). We should find the needed answers and implement them.
* Allow adding and removing individual workspaces from workspace configuration (needs UI design).
* Get the override system ready and support overrides per workspace.
* Support custom UI setups as part of workspaces (hidden panels, hidden buttons, customizable toolbars, etc).
* Allow enabling add-ons per workspace.
* Support custom workspace keymaps.
* Remove special exception for workspaces in linking code (so they're always appended, never linked). Depends on a few things, so best to solve later.
* Get the topbar done.
* Workspaces need a proper icon, current one is just a placeholder :)

Reviewed By: campbellbarton, mont29

Tags: #user_interface, #bf_blender_2.8

Maniphest Tasks: T50521

Differential Revision: https://developer.blender.org/D2451
2017-06-01 19:59:37 +02:00
035b340f48 Depsgraph: Remove old depsgraph header from window manager 2017-04-06 16:44:32 +02:00
2be098a1a0 Merge branch 'master' into blender2.8 2017-03-29 20:20:53 +11:00
df7f6a3e2e Option to load startup file with empty-data
Useful for batch conversion and tests.
2017-03-29 20:11:54 +11:00
f730e386eb Merge branch 'master' into blender2.8 2017-03-25 13:49:13 +11:00
f68145011f WM: Application Templates
This adds the ability to switch between different application-configurations
without interfering with Blender's normal operation.

This commit doesn't include any templates,
so its mostly to allow collaboration for the Blender 101 project
and other custom configurations.

Application templates can be installed & selected from the file menu.

Other details:

- The `bl_app_template_utils` module handles template activation
  (similar to `addon_utils`).
- The `bl_app_override` module is a general module
  to assist scripts overriding parts of Blender in reversible way.

See docs:
https://docs.blender.org/manual/en/dev/advanced/app_templates.html

See patch: D2565
2017-03-25 10:04:04 +11:00
722451e146 Merge branch 'master' into blender2.8
Conflicts:
	source/blender/blenloader/intern/writefile.c
2017-03-17 11:00:41 +01:00
b2d3956e7b Add support for loading preference struct
Previously it would always load into 'U' global.
Needed for loading & merging template preferences.
2017-03-17 05:20:50 +11:00
fc61cdf142 Merge branch 'master' into blender2.8 2017-03-16 15:42:49 +01:00
aad9dd2f1b Support passing in UserDef for free function
Needed so we can load and free non-global user preferences.
2017-03-17 00:18:20 +11:00
3cf2821f2f Merge branch 'master' into blender2.8 2017-02-26 00:15:59 +01:00
9062c086b4 Fix T50676: Crash on closing while frameserver rendering.
Can't see any reason to call AUD exit early in WM_exit, that's a
low-level module that has no dependency on anything else in Blender, but
is dependency of some other parts of Blender, so it should rather be
exited late in the process!
2017-02-24 14:58:38 +01:00
Julian Eisel
6e358a1d06 Custom Manipulators Core Backend
This commit lands the core backend of the Custom Manipulators project onto the blender2.8 branch. It is a generic backend for managinig interactive on-screen controls that can be integrated into any 2D or 3D edito. It's also already integrated into the window-manager and editor code where needed.

NOTE: The changes here should not be visible for users at all. It's really just a back-end patch. Neither does this include any RNA or Python integration.

Of course, there's still lots of work ahead for custom manipulators, but this is a big milestone. WIP code that actually uses this backend can be found in the 'custom-manipulators' branch (previously called 'wiggly-widgets').

The work here isn't completely my own, all the initial work was done by @Antony Riakiotakis (psy-fi) and - although it has changed a lot since them - it's still the same in essence. He definitely deserves a big credit! Some changes in this patch were also done by @Campbell Barton (campbellbarton). Thank you guys!

Merge accepted by @brecht and @merwin.
Patch: https://developer.blender.org/D2232
Code documentation: https://wiki.blender.org/index.php/Dev:2.8/Source/Custom_Manipulator
Main task: https://developer.blender.org/T47343
More info: https://code.blender.org/2015/09/the-custom-manipulator-project-widget-project/
2016-10-07 16:59:55 +02:00