Extract:
- EEVEE: Compiling Shaders (the same message exists in EEVEE Next, but
it uses string concatenation and I don't know yet how to deal with
those--see T92758)
Disambiguate:
- Pan (audio, camera)
- Box (TextSequence)
- Mix (noun in constraints, GP materials)
- Volume (object type, file system)
- Floor (math integer part, 3D viewport horizontal plane)
- Impossible to disambiguate the constraint name because
bConstraintTypeInfo doesn't have a context field.
- Show Overlay (in the sequence editor, use the same message as other
editors to avoid a confusion with the Frame Overlay feature, also
called "Show Overlay")
Additionally, fix a few issues reported by Joan Pujolar (@jpujolar)
in T101830.
Reviewed By: mont29
Differential Revision: https://developer.blender.org/D17114
This operator updates scene strip internal length to reflect target
scene length. Previously scene strip had to be deleted and added from
scratch. Scene strip length in timeline will not be changed.
Rewrite of the Workbench engine using C++ and the new Draw Manager API.
The new engine can be enabled in Blender `Preferences > Experimental > Workbench Next`.
After that, the engine can be selected in `Properties > Scene > Render Engine`.
When `Workbench Next` is the active engine, it also handles the `Solid` viewport mode rendering.
The rewrite aims to be functionally equivalent to the current Workbench engine, but it also includes some small fixes/tweaks:
- `In Front` rendered objects now work correctly with DoF and Shadows.
- The `Sampling > Viewport` setting is actually used when the viewport is in `Render Mode`.
- In `Texture` mode, textured materials also use the material properties. (Previously, only non textured materials would)
To do:
- Sculpt PBVH.
- Volume rendering.
- Hair rendering.
- Use the "no_geom" shader versions for shadow rendering.
- Decide the final API for custom visibility culling (Needed for shadows).
- Profile/optimize.
Known Issues:
- Matcaps are not loaded until they’re shown elsewhere. (e.g. when opening the `Viewort Shading` UI)
- Outlines are drawn between different materials of the same object. (Each material submesh has its own object handle)
Reviewed By: fclem
Maniphest Tasks: T101619
Differential Revision: https://developer.blender.org/D16826
Improve a few messages, but mostly fix typos in many areas of the UI.
See inline comments in the differential revisiion for the rationale
behind the various changes.
Differential Revision: https://developer.blender.org/D16716
Patch implements better way to control playback speed than it is
possible to do with speed effect. Speed factor property can be set in
Time panel.
There are 2 layers of control:
Option to retime movie to match scene FPS rate.
Custom speed factor to control playback rate.
Since playback rate is strip property, it is now possible to manipulate
strip as normal one even if it is retimed.
To facilitate manipulation, some functions need to consider speed factor
and apply necessary corrections to strip offset or strip start. These
corrections may need to be float numbers, so start and offsets must be
float as well.
Sound strips now use speed factor instead of pitch. This means, that
strips will change length to match usable length. In addition, it is
possible to group movie and sound strip and change speed of meta strip.
It can be assumed that all scripts comply with basic pep8 formatting
regarding white-space, indentation etc.
Also remove note in best practices page & update `tests/python/pep8.py`.
If we want to exclude some scripts from make format,
this can be done by adding them to `ignore_files` in:
source/tools/utils_maintenance/autopep8_format_paths.py
Or using `# nopep8` for to ignore for individual lines.
Ref T98554
Display information about sound media in "Source" category in side panel
similar to movie resolution and framerate.
The specs are stored in the `Sequence` struct, and are extracted at
the moment of struct creation. If the "source file" is changed,
the specs change also.
Reviewed By: ISS
Differential Revision: https://developer.blender.org/D14565
Actually, delete the strip only deletes the container, but not the linked data. This patch adds the option to delete the scene also. This is very handy for storyboarding.
Reviewed By: ISS
Maniphest Tasks: T97683
Differential Revision: https://developer.blender.org/D14794
This operator allows to add a new scene at the same time that the strip. This is very handy for storyboarding.
Reviewed By: ISS
Maniphest Tasks: T97678
Differential Revision: https://developer.blender.org/D14790
When height is limited, it is defined by space occupied by strips,
but at least channels 1 to 7 will be always visible. This allows it to
easily overview timeline content by zooming out to maximum extent in Y
axis and panning in X axis.
More channels can be "created" on demand by moving strip to higher
channel. When strip is removed and highest channel becomes empty, view
will stay as is until it is moved down. Then new highest point is
remembered and it is not possible to pan upwards until strip is moved to
higher channel.
Limiting takes into account height of scrubbing and markers area as
well as scrollers. This means that when zoomed out to maximum extent,
no strips are obstructed by fixed UI element.
Fixes T57976
Reviewed By: Severin
Differential Revision: https://developer.blender.org/D14263
This patch adds channel region to VSE timeline area for drawing channel
headers. It is synchronizedwith timeline region. 3 basic features are
implemented - channel visibility, locking and name.
Channel data is stored in `SeqTimelineChannel` which can be top-level
owned by `Editing`, or it is owned by meta strip to support nesting.
Strip properties are completely independent and channel properties are
applied on top of particular strip property, thus overriding it.
Implementation is separate from channel regions in other editors. This
is mainly because style and topology is quite different in VSE. But
also code seems to be much more readable this way.
Currently channels use functions similar to VSE timeline to draw
background to provide illusion of transparency, but only for background
and sfra/efra regions.
Great portion of this patch is change from using strip visibility and
lock status to include channel state - this is facilitated by functions
`SEQ_transform_is_locked` and `SEQ_render_is_muted`
Originally this included changes in D14263, but patch was split for
easier review.
Reviewed By: fsiddi, Severin
Differential Revision: https://developer.blender.org/D13836
This patch adds a button in the scene to add a new one, but this does not change to the new created scene because this breaks the storyboarding workflow.
This is a common request for Storyboarding artists.
Reviewed By: mendio, brecht, ISS
Differential Revision: https://developer.blender.org/D14148
Use a shorter/simpler license convention, stops the header taking so
much space.
Follow the SPDX license specification: https://spdx.org/licenses
- C/C++/objc/objc++
- Python
- Shell Scripts
- CMake, GNUmakefile
While most of the source tree has been included
- `./extern/` was left out.
- `./intern/cycles` & `./intern/atomic` are also excluded because they
use different header conventions.
doc/license/SPDX-license-identifiers.txt has been added to list SPDX all
used identifiers.
See P2788 for the script that automated these edits.
Reviewed By: brecht, mont29, sergey
Ref D14069
Previously, nearest interpolation filter was used for preview, because
it offered good performance and bilinear was used for rendering. This
is not always desirable behavior, so filter method can now be chosen by
user. Chosen method will be used for preview and for rendering.
Reviewed By: ISS
Differential Revision: https://developer.blender.org/D12807
Combined view of timeline and preview causes seemingly unpredictable
behavior after some operators have been allowed to run in preview
region.
Disable new features in this combined view, so behavior should be
consistent with previous versions.
ref: https://developer.blender.org/T92584
Reviewed By: campbellbarton
Differential Revision: https://developer.blender.org/D13419
#### Motivation
The View pie menu is a convenient way to access operators such as `Frame Selected` and `Frame All` which are usually mapped to `PERIOD` or `HOME` keys on the right side of most keyboard, making it hard hard to reach with the left hand.
The motivation for this patch comes from working with a 75% keyboard (no numpad). Most laptops face a similar problem.
#### Implementation
The View pie menu has been added to the following editors and sub-modes where applicable:
* Node Editor
* Video Sequencer
* Dopesheet
* Graph
* NLA
* Image
* Clip
* Outliner
More options could definitely be added to this menu for convenience, as long as it maintains the common options in the same place (Frame Selected on the left, Frame All on the right).
For positioning I went with the following layout:
{F11791186, size=full}
I've added `Zoom 1:1`to the Image Editor and the VSE Preview since there is no way to reset the zoom on keyboards without numpad (unless Emulate Numpad is turned on).
The Outliner uses `Show Active` and `Show Hierarchy` which are the closest ones to the equivalent in other editors. Should `Show Active` be renamed to `Frame Selected`?
The shortcut assigned is the same as the 3D Viewport (`ACCENT_GRAVE`).
#### Screenshots
Node Editor
{F11778387, size=full}
Dopesheet
{F11778400, size=full}
Graph
{F11778403, size=full}
Image Editor (Paint and View)
{F11791113, size=full}
Image Editor (Mask)
{F11791114, size=full}
UV Editor
{F11791119, size=full}
Clip Editor (Tracking)
{F11791137, size=full}
Clip Editor (Mask)
{F11791140, size=full}
Clip Editor (Graph)
{F11791151, size=full}
View operators are not yet implemented in Clip Editor Dopesheet mode (left a note about this in the menu poll).
Reviewed By: #user_interface, campbellbarton
Differential Revision: https://developer.blender.org/D13169
Because the menus list several gizmo visibility settings it makes grammatical sense that the panel name is plural.
This also matches the "Overlays" menu.
The also moves all the image operators into one menu.
The goal here is to expose the operators in the UI so they
work with the operator search and to make the UI consistent.
Reviewed By: ISS
Differential Revision: https://developer.blender.org/D12808
Since 2D cursor will be used rarely in VSE and it is adding visual
noise, it will be hidden by default.
Reviewed By: campbellbarton
Differential Revision: https://developer.blender.org/D12933
- Rename RNA SpaceSeq.show_strip_overlay to show_overlays
matching the 3D View, the term "strip" was misleading as this is used
for the preview as well.
- Rename various RNA overlay settings to overlay_frame
since "Frame Offset" is a specific feature, avoid having both
Editor.show_overlay and SpaceSeq.show_overlays.
- Rename Editing `over_*` -> `overlay_frame_*` in DNA,
as well as flags.
Tools currently used by VSE don't have much useful settings, but they
use a lot of space. Therefore these headers will be hidden by default.
Property `show_region_tool_header` was added to view menu to enable tool
settings.
This could be resolved by region overlap, but it isn't working well
currently.
Differential Revision: https://developer.blender.org/D12875
- Use 2D cursor in the preview space using shortcuts
matching the UV editor and 3D view.
- Add Cursor tool, cursor transform.
- Support for cursor and bound-box pivot.
- Add pivot pie menu.
This patch fixes a crash that was recently introduced by rB5cebcb415e76.
The reason were missing poll functions in the UI and operator.
Reviewed By: ISS
Maniphest Tasks: T91873
Differential Revision: https://developer.blender.org/D12736
Add Offset/Slope/Power controls to the color balance modifier. This is
already available in compositor.
Reviewed By: sergey, ISS
Differential Revision: https://developer.blender.org/D12575
This patch adds color tags to VSE strips, an overlay option to toggle the colors
on and off, a section in the theme settings to define the 9 possible colors and
two ways of changing the color tag through the UI. You can change the color
through the right-click context menu, or in the strip side panel next to the
strip name.
Color tags are defined in user preferences and they can be disabled in overlay
settings.
Reviewed By: campbellbarton, ISS
Differential Revision: https://developer.blender.org/D12405