Commit Graph

3920 Commits

Author SHA1 Message Date
Julian Eisel
70474e1a7c Asset System: Prepare File Browser backend for the Asset Browser
The Asset Browser will be a sub-editor of the File Browser. This prepares the
File Browser code for that.

**File-Lists**
* Support loading assets with metadata read from external files into the
  file-list.
* New main based file-list type, for the "Current File" asset library.
* Refresh file-list when switching between browse modes or asset libraries.
* Support empty file-lists (asset library with no assets).
* Store file previews as icons, so scripts can reference them via icon-id. See
  previous commit.

**Space Data**
* Introduce "browse mode" to differeniate between file and asset browsing.
* Add `FileAssetSelectParams` to `SpaceFile`, with `FileSelectParams` as base.
  Makes sure data is separated between asset and file browsing when switching
  between them. The active params can be obtained through
  `ED_fileselect_get_active_params()`.
* `FileAssetSelectParams` stores the currently visible asset library ID.
* Introduce file history abstraction so file and asset browsing can keep a
  separate history (previous and next directories).

**General**
* Option to only show asset data-blocks while file browsing (not exposed here).
* Add "active_file" context member, so scripts can get and display info about
  the active file.
* Add "active_id" context member, so `ED_OT_lib_id_load_custom_preview` can set
  a custom ID preview. (Only for "Current File" asset library)
* Expose some of `FileDirEntry` in RNA as (non-editable). That way scripts can
  obtain name, preview icon and asset-data.

Part of the first Asset Browser milestone. Check the #asset_browser_milestone_1
project milestone on developer.blender.org.

Differential Revision: https://developer.blender.org/D9724

Reviewed by: Bastien Montagne
2020-12-15 17:03:48 +01:00
Julian Eisel
b5d778a7d4 Asset System: Support dragging assets and appending on drop
For the Asset Browser, it needs to be possible to drag assets into various
editors, which may not come from the current .blend file. In other words, the
dragging needs to work with just the asset metadata, without direct access to
the data-block itself.

Idea is simple: When dragging an asset, store the source file-path and
data-block name and when dropping, append the data-block. It uses existing drop
operators, but the function to get the dropped data-block is replaced with one
that returns the local data-block, or, in case of an external asset, appends
the data-block first.

The drop operators need to be adjusted to use this new function that respects
assets. With this patch it only works for dragging assets into the 3D view.

Note that I expect this to be a short-lived change. A refactor like D4071 is
needed to make the drag & drop system more future proof for assets and other
use cases.

Part of the first Asset Browser milestone. Check the #asset_browser_milestone_1
project milestone on developer.blender.org.

Differential Revision: https://developer.blender.org/D9721

Reviewed by: Bastien Montagne, Brecht Van Lommel
2020-12-15 17:03:48 +01:00
Julian Eisel
c25e031049 Asset System: "Mark Asset" & "Clear Asset" operators and UI integration
This makes it possible to turn data-blocks into assets and back into normal
data-blocks. A core design decision made for the asset system is that not every
data-block should be an asset, because not every data-block is made for reuse.
Users have to explicitly mark data-blocks as assets.

Exposes "Mark Asset" and "Clear Asset" in Outliner context menus (currently ID
Data submenu) and button context menus. We are still not too happy with the
names, they may change.

This uses the new context members to pass data-blocks to operators, added in
af008f5532 and 0c1d476923.

Part of the first Asset Browser milestone. Check the #asset_browser_milestone_1
project milestone on developer.blender.org.

Differential Revision: https://developer.blender.org/D9717

Reviewed by: Brecht Van Lommel
2020-12-15 17:03:00 +01:00
Campbell Barton
525364be31 Cleanup: reduce indirect DNA header inclusion
Remove DNA headers, using forward declarations where possible.

Also removed duplicate header, header including it's self
and unnecessary inclusion of libc system headers from BKE header.
2020-12-15 12:34:14 +11:00
Julian Eisel
4b0396695c UI/Assets: Support generating object preview images
Object previews are really helpful for visual data-block selection, like asset
browsing. Having them be generative should also be quite handy and should work
well enough in many, if not most cases.

What this does is simple:
* Place the object (actually a deep copy of it, for thread safety) in a virtual
  .blend into an empty scene/view-layer.
* Add a camera, point it towards the front of the object, assuming that means
  pointing towards its +Y axis.
* Use "Camera Fit Frame to Selected" logic to put the object into frame.
* Create a threaded off-screen render.

Of course, such an automatic preview will not work in all situations. E.g. it
currently does a bad job capturing a single plane. We could add options for
more advanced automatic previews, but probably custom previews is more
important, which I committed already (812ea91842).

Part of the first Asset Browser milestone. Check the #asset_browser_milestone_1
project milestone on developer.blender.org.

Reviewed as part of https://developer.blender.org/D9719.
Reviewed by: Bastien Montagne, Brecht Van Lommel
2020-12-14 13:17:57 +01:00
Julian Eisel
812ea91842 UI/Assets: Operator to load custom preview images for data-blocks
No automatic preview generation will ever be good enough to cover all cases
well. So custom preview images are a must for a preview driven data-block
selection - like for asset browsing.

The operator simply allows selecting an image file, which will then be read and
copied into the data-blocks preview (resized if necessary).

There's no UI for this currently and the operator won't be available in the
search menu yet. It will later once the Asset Browser UI is merged.

Reviewed as part of https://developer.blender.org/D9719.
Reviewed by: Bastien Montagne, Brecht Van Lommel
2020-12-14 12:16:59 +01:00
Julian Eisel
0c1d476923 UI: Allow UI to pass focused data-block to operators via context
This is similar to c4a2067130130d, but applies to the general UI and is only
about single data-blocks. Here there was a similar problem: How can buttons
pass the data they represent to operators? We currently resort to ugly ad-hoc
solutions like `UI_context_active_but_get_tab_ID()`. So the operator would need
to know that it is executed on a tab button that represents a data-block.

A single button can now hand operators a data-block to operate on. The operator
can request it via the "id" context member (`CTX_data_pointer_get_type(C, "id",
&RNA_ID)` in C, `bpy.context.id` in .py).
In this commit, it is already set in the following places:
* Generic RNA button code sets it to the pointed to data-block, if the button
  represents a data-block RNA pointer property. (I.e for general data-block
  search buttons.)
* Data-block selectors (`templateID`) set it to the currently active data-block.
* The material slot UI-List sets it for each slot to the material it represents.
The button context menu code is modified so its operators use the context set
for the layout of its parent button (i.e. `layout.context_pointer_set()`).

No user visible changes. This new design isn't actually used yet. It will be
soon for asset operators.

Reviewed as part of https://developer.blender.org/D9717.
Reviewed by: Brecht Van Lommel
2020-12-11 23:08:29 +01:00
Julian Eisel
95b3c4c966 File Browser: Refactor access to the selection parameters struct
* Avoid direct access to `SpaceFile.params`, use a getter instead. This matters
  because once the asset-browser changes are in, there will be an alternative
  selection parameter object. The getter can return the correct one.
* Rename the function to ensure the parameters. The old name
  `ED_fileselect_get_params()` wasn't a mere getter, it would create the
  parameters if necessary. Now we have an actual getter, so better be clear.
* In some instances, I replaced the old "get" function with the new mere
  getter. So the ensure logic is called less often. However, in these cases we
  should be able to assume the selection parameters were created already as
  part of the editor creation routine.

The term "active" in the new function names may seem a bit odd in the current
context, but that is a preparation for the Asset Browser merge as well. Like
said, there will be two file selection parameter objects in the space.
2020-12-08 14:39:31 +01:00
Yevgeny Makarov
ee70eb96cf UI: Alert Dialog Helper Function
Shared helper function to create a split layout with an alert icon for popup dialogs.

Differential Revision: https://developer.blender.org/D9486

Reviewed by Julian Eisel
2020-12-06 11:17:51 -08:00
Yevgeny Makarov
79eeabafb3 UI: 'About Blender' with Full Logo
New layout for the 'About' dialog featuring the full version of the Blender logo.

Differential Revision: https://developer.blender.org/D9507

Reviewed by Hans Goudey
2020-12-06 10:29:26 -08:00
Hans Goudey
4bb5314754 Cleanup: Use typedef for button string info type
Before, it wasn't clear what the int in `uiStringInfo` was supposed to
store. Using a typedef can make this someone more explicit.
2020-12-04 08:01:54 -06:00
Hans Goudey
9281a1f4eb UI: Add new node colors for geometry nodes
During the development of the new nodes in the `geometry-nodes` branch
the color of the new nodes wasn't considered, so all of the nodes ended
up red, the color for "input" nodes. This patch introduces two new
colors, one for "Geometry" and one for "Attributes". There are only two
attribute nodes currently, but the next sprint will add two more,
attribute mix, and sample from texture. The attribute nodes are
conceptually different enough from the nodes that modify the geometry
that they deserve their own color.

Differential Revision: https://developer.blender.org/D9682
2020-12-02 16:34:06 +01:00
Jacques Lucke
6be56c13e9 Geometry Nodes: initial scattering and geometry nodes
This is the initial merge from the geometry-nodes branch.
Nodes:
* Attribute Math
* Boolean
* Edge Split
* Float Compare
* Object Info
* Point Distribute
* Point Instance
* Random Attribute
* Random Float
* Subdivision Surface
* Transform
* Triangulate

It includes the initial evaluation of geometry node groups in the Geometry Nodes modifier.

Notes on the Generic attribute access API

The API adds an indirection for attribute access. That has the following benefits:
* Most code does not have to care about how an attribute is stored internally.
  This is mainly necessary, because we have to deal with "legacy" attributes
  such as vertex weights and attributes that are embedded into other structs
  such as vertex positions.
* When reading from an attribute, we generally don't care what domain the
  attribute is stored on. So we want to abstract away the interpolation that
  that adapts attributes from one domain to another domain (this is not
  actually implemented yet).

Other possible improvements for later iterations include:
* Actually implement interpolation between domains.
* Don't use inheritance for the different attribute types. A single class for read
  access and one for write access might be enough, because we know all the ways
  in which attributes are stored internally. We don't want more different internal
  structures in the future. On the contrary, ideally we can consolidate the different
  storage formats in the future to reduce the need for this indirection.
* Remove the need for heap allocations when creating attribute accessors.

It includes commits from:
* Dalai Felinto
* Hans Goudey
* Jacques Lucke
* Léo Depoix
2020-12-02 15:38:47 +01:00
Campbell Barton
1501c3adad Add Object Tool: support placing objects in orthographic axis views
When an projecting onto a plane that is orthogonal to the views Z axis,
project onto a view aligned axis then map it back to the original plane.
see: ED_view3d_win_to_3d_on_plane_with_fallback

Since the depth can't be properly visualized in 3D, display a 2D so
it's possible to to tell the depth from the cursor motion.
2020-11-20 17:15:18 +11:00
Campbell Barton
cf780e0f67 Cleanup: remove unused off-screen drawing struct 2020-11-20 12:14:50 +11:00
Campbell Barton
f166fa67b7 Cleanup: rename do_sky argument to draw_background
This was leftover from Blender internal, follow the naming
already used by the draw manager.
2020-11-20 12:14:50 +11:00
Campbell Barton
219c3aa653 Cleanup: remove unused perspective argument to off-screen drawing
Some callers were passing in dummy values, this can be accessed from
`RegionView3D.is_persp` can be used to check this.
2020-11-20 12:14:50 +11:00
Campbell Barton
c5306dd0cd Merge branch 'blender-v2.91-release' 2020-11-20 01:41:17 +11:00
Campbell Barton
e01bf7a92e Fix T82540: Smart UV project ignores seams
The seam check was missed in 9296ba8674
which calculates islands from the BMesh.
2020-11-20 01:35:26 +11:00
Antonio Vazquez
e9607f45d8 GPencil: Automerge last drawn stroke with previous strokes
This option joins any stroke with an end near  the actual stroke. Now it is not limited to the last stroke, any stroke in the same layer for the actual frame can be joined. The join can join two strokes drawing a third stroke.

If the end and the start of the result stroke are very small, the stroke is changed to be cyclic automatically.

There is a limit distance to join the stroke, if the distance is greater than this value, the strokes are not joined. Actually, a constant, threshold distance is used, but we could expose 
as a parameter in the UI in the future.

The tool can be used with freehand drawing or with primitives.

Note: Great part of the patch is just a refactor of the old code to make it accessible and to keep code organized.

Reviewed By: mendio

Maniphest Tasks: T82377

Differential Revision: https://developer.blender.org/D9440
2020-11-18 21:35:06 +01:00
Nathan Craddock
80a701c4e6 Merge branch 'blender-v2.91-release' 2020-11-17 19:55:49 -07:00
Nathan Craddock
a352baccc3 Fix grease pencil draw mode icon color in outliner
ICON_GREASEPENCIL was defined as an object data icon when it was used as
a mode icon. This caused it to draw green in the outliner.
2020-11-17 19:51:14 -07:00
Campbell Barton
c12664a37f Merge branch 'blender-v2.91-release' 2020-11-18 00:27:40 +11:00
Campbell Barton
9296ba8674 Fix T82637: pack UV islands fails with some non-manifold meshes
Edges with 3 or more connected UV's caused UV pack to fail.

Instead of using functions from uvedit_parametrizer.c which are intended
specifically for ABF/LSCM unwrapping, use a simpler method for packing
which stores arrays of BMesh faces.
2020-11-18 00:25:30 +11:00
Campbell Barton
4eac03d821 Cleanup: clang-format 2020-11-16 16:48:19 +11:00
Falk David
0be88c7d15 GPencil: Merge GSoC curve edit mode
Differential Revision: https://developer.blender.org/D8660

This patch is the result of the GSoC 2020 "Editing Grease Pencil Strokes
Using Curves" project. It adds a submode to greasepencil edit mode that
allows for the transformation of greasepencil strokes using bezier
curves. More information about the project can be found
here: https://wiki.blender.org/wiki/User:Filedescriptor/GSoC_2020.
2020-11-13 21:43:00 +01:00
Antonio Vazquez
e9b955b99c GPencil: Remove ID from operators to fix T82597
Instead to use the ID of the object, now the parameter is an Enum with Selected object or New.

If use selected mode, the first grease pencil object selected is used. If none of the selected objects is a grease pencil object, a new object is created.

Small cleanup changes to the original patch.

Differential Revision: https://developer.blender.org/D9529
2020-11-13 15:21:15 +01:00
Bastien Montagne
bc090387ac Fix T82388: Sculpt mode: Unexpected undo behavior.
Issue exposed by rB4c7b1766a7f1.

Main idea is that non-memfile first undo step should check into previous
memfile and tag the ID it is editing as `future_changed`.

That way, when we go back and undo to the memfile, said IDs are properly
detected as changed and re-read from the memfile.

Otherwise, undo system sees them as unchanged, and just re-use the
current data instead.

Note that currently only Sculpt mode seems affected (probably because it
is storing the mode switch itself as a Sculpt undo step instead of a
memfile one), but similar action might be needed in some other cases
too.

Maniphest Tasks: T82388

Differential Revision: https://developer.blender.org/D9510
2020-11-12 10:47:50 +01:00
Jeroen Bakker
08452d9956 Merge branch 'blender-v2.91-release' 2020-11-12 09:14:36 +01:00
Jeroen Bakker
c08827e659 Fix T82093: Sampled Colors Mismatch When Painting (Partial)
When painting in the image editor on data images (Non-color, Raw) the
color mismatched between the sampled color and the actual effect that
the painting has on the image. The root cause is that the sampling is
color managed, but the painting still uses a fixed color management
pipeline with a lot of assumptions. Due to recent changes the drawing
of the image editor is color managed, but the painting isn't what made
these changes show up.

This patch is a work-a-round so that the sampled colors and the effect
the paint has on the texture matches. This isn't the correct solution
as that would be to migrate all the painting tools to use proper color
management.

Reviewed By: Pablo Dobarro

Differential Revision: https://developer.blender.org/D9411
2020-11-12 09:13:06 +01:00
Campbell Barton
a452fcb9a5 View3D: take clipping into account for Frame All
Clamp the min/max used for Frame All/Selected
by the clipping region if it's set.

Resolve T81050
2020-11-07 21:20:57 +11:00
Campbell Barton
7160682b0d Cleanup: transform.h comments, use doxy sections 2020-11-06 12:32:54 +11:00
Campbell Barton
262eeb3e95 Cleanup: sort structs, files 2020-11-06 12:32:54 +11:00
Harley Acheson
8819a4dce8 Spelling: Predefined, Look Up, No One
Fixes 18 misspellings of 'predefined', 'Look Up', 'Lookup', and 'No One'.

Differential Revision: https://developer.blender.org/D9466

Reviewed by Hans Goudey
2020-11-05 07:52:58 -08:00
Hans Goudey
c23ee2a293 Cleanup: Use const for function arguments 2020-11-04 18:53:17 -06:00
Hans Goudey
f888f3aa1f Cleanup: Make panel function static
These functions were not used elsewhere, and the handling for the panel
tabs should be kept local to this file where possible. Also remove
another unused function and removed an unecessary "_ex" function.
2020-11-04 15:54:56 -06:00
Julian Eisel
a750acab78 Fix possible use-after-free when closing Blender with File Browser open
I think there wasn't actually any issue currently, but only by luck. We still
passed around and NULL-checked a pointer to freed memory (the file operator,
`SpaceFile.op`) which is easy to break and should be avoided.
Noticed while testing D8598.
2020-11-03 00:00:41 +01:00
Germano Cavalcante
5ed4e1e23a Fix T77819: Snap Incremental does not match grid in all cases
The behavior of the incremental snap did not take into account the
relative dimensions of the window, which resulted in a different behavior
if the area height was greater than the width.
2020-11-02 16:14:03 -03:00
Sybren A. Stüvel
7887e91d31 Cleanup: Sanitise return value of ED_object_parent_set()
Consistently return `false` from `ED_object_parent_set()` when parenting
is not possible. Before, when parent and child were the same object, the
function would return `true` even though the parent-child relation was
not made.

Just returning `false` in the `parent == child` case would break the
parenting operator, as `false` stops its loop over all selected objects.
This tight coupling caused T82312. The loop now has its own check for
this, so that it properly continues, and the implementation of
`ED_object_parent_set()` is decoupled from its surrounding code.

No functional changes.
2020-11-02 15:36:18 +01:00
Campbell Barton
ebb8f8fffc Merge branch 'blender-v2.91-release' 2020-10-30 20:56:48 +11:00
Campbell Barton
8d2576fd29 Undo System: support for grouping steps with begin/end calls
This adds support for treating multiple undo steps as a single step
from the user perspective.

This is needed for outliner mode switching and `object.switch_object`
operator which change active object and mode in a single action.
2020-10-30 20:48:15 +11:00
Campbell Barton
6ab8cbc68c Text: support "Text to 3D Object" for read-only data
Add poll function for read-only text data,
for operators that don't require the text to be editable.
2020-10-30 12:51:38 +11:00
Nathan Craddock
0e47e57eb7 Outliner: Properties editor sync on selection
When outliner datablocks are selected, switch to the corresponding tab
for that datablock in properties editors. Only properties editors
that share an edge with the outliner will change tabs.

Additionally, when modifiers, constraints, and shader effects are
selected from the outliner, the panel will be expanded in all properties
editors.

Part of T77408

Manifest Task: https://developer.blender.org/T63991

Differential Revision: https://developer.blender.org/D8638
2020-10-28 11:54:29 -06:00
Jeroen Bakker
e05ce1ea20 UV/Image: Remove Legacy Drawing
With D8234 a new drawing method for UV/Image editor was introduced. For debugging
reasons we left the old drawing method in the code base. This patch will remove
the old drawing method.

Reviewed By: Clément Foucault

Differential Revision: https://developer.blender.org/D9011
2020-10-20 17:06:13 +02:00
Harley Acheson
3a7fd309fc Spelling: It's Versus Its
Corrects incorrect usage of contraction for 'it is', when possessive 'its' was required.

Differential Revision: https://developer.blender.org/D9250

Reviewed by Campbell Barton
2020-10-19 08:12:33 -07:00
Hans Goudey
54da72d3cd Property Search: Reset panel expansion when exiting search
This patch implements panel expansion saving and resetting for property
search. While search is active, the panel expansion is based on whether
or not it has a search result. When the search finishes, the panel
expansion returns to its state before the search started. However, any
panels interacted with during the search won't reset their expansion.

This requires adding a new runtime flag for panels to store whether to
use search result status as expansion. It also requires better handling
for animation when panel expansion changes with another new runtime flag.
`UI_panel_is_closed` gets the search-dependent expansion, but it is
intentionally not used to access expansion in every case-- sometimes it's
necessary to use `PNL_CLOSED` directly.

Differential Revision: https://developer.blender.org/D8984
2020-10-16 15:16:44 -05:00
Sybren A. Stüvel
78d1aa4d52 Cleanup: Animation, simplify channel selection code
Split up `ANIM_deselect_anim_channels()` into
`ANIM_anim_channels_select_set()` and
`ANIM_anim_channels_select_toggle()`.

`ANIM_anim_channels_select_set()` is equivalent to the old
`ANIM_deselect_anim_channels(..., false, ACHANNEL_SETFLAG_xxx)`.

`ANIM_anim_channels_select_toggle()` is equivalent to the old
`ANIM_deselect_anim_channels(..., true, ACHANNEL_SETFLAG_ADD)`.

`ANIM_deselect_anim_channels(..., true, ACHANNEL_SETFLAG_CLEAR)` was
also called once. The `true` parameter suggested the "toggle" behaviour
was intended, but the `ACHANNEL_SETFLAG_CLEAR` argument prevented any
toggling. This is now replaced with `ANIM_anim_channels_select_set(ac,
ACHANNEL_SETFLAG_CLEAR)` to make this explicit.

No functional changes, just a cleanup in order to better understand how
the selection works.
2020-10-15 14:04:14 +02:00
Hans Goudey
7c633686e9 Property Search: Find results in all tabs
This patch enables property search for all tabs in the property editor.
To make interaction faster, if the editor's current tab doesn't have a
result, the current tab changes to the next tab that has a match.

This patch implements basic code that only searches panels.
While we could run the existing "single tab" property search for every
tab, that would also do everything else related to the layout pass,
which would be less efficient, and maybe more complicated to maintain.

The search match status for every current tab of the property editor is
stored in a runtime bitfield and them displayed later by dimming icons
in the tab selector panel to the left. Using `BLI_bitmap` properly in
the runtime struct required moving it to `buttons_intern.h` and
adding a small API to access the search filter instead.

To make sure the editor isn't influenced by anything that happens while
building the layout for other tabs, most of the context is duplicated
and the new search is run in the duplicated editor.

Note that the tool settings tab works slightly different than the other
tabs, so I've disabled searching it for this commit. That would be a
relatively simple improvement, but would just require a bit of
refactoring of existing code.

Differential Revision: https://developer.blender.org/D8859
2020-10-13 13:10:41 -05:00
Hans Goudey
96dd299055 UI: Add highlight arguments to tab buttons
This adds arguments to `uiLayout.prop_tabs_enum` and the C equivalent
(`uiItemTabsEnumR_prop`) to gray out tabs based on a boolean array.

For property search in multiple tabs, we need a way to show which tabs
have a search result, but we still need to show which tab is active.

Differential Revision: https://developer.blender.org/D8858
2020-10-13 12:43:28 -05:00
Harley Acheson
19dcd32ee5 UI: Remove Hard-coded Default Font Size
Default text output routines (which do not specify a size) will now use Text Style point size.

Differential Revision: https://developer.blender.org/D9107

Reviewed by Brecht Van Lommel
2020-10-12 09:53:00 -07:00