Commit Graph

362 Commits

Author SHA1 Message Date
Campbell Barton
ca49a9edce UI: move mode options to the topbar
Remove toolbar panels which have items available in menus.
2018-04-25 08:16:21 +02:00
Campbell Barton
e944e215bf UI: remove history & object tools
Add object shading menu.
2018-04-25 07:25:08 +02:00
Campbell Barton
6a9d215ad5 UI: remove mesh panel 2018-04-25 07:12:34 +02:00
Campbell Barton
64e3051ebe UI: remove shading & uv's panel 2018-04-24 21:07:05 +02:00
Campbell Barton
1a8b24e1b1 UI: move rigid body physics to menu 2018-04-24 20:46:18 +02:00
Campbell Barton
f3692c6ab9 UI: remove animation panel 2018-04-24 20:37:37 +02:00
Campbell Barton
34d6b48c47 UI: remove relations panel 2018-04-24 19:54:22 +02:00
Campbell Barton
5d3f1d1f78 UI: remove transform panels 2018-04-24 19:35:11 +02:00
Campbell Barton
00d4e99955 UI: move mesh-weights from panels to menus
Also de-duplicate edit/object mode menus.
2018-04-24 17:04:43 +02:00
Campbell Barton
e4724b1c8b UI: remove create panel
Move create to the menus.
2018-04-24 16:13:03 +02:00
Ton Roosendaal
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
Campbell Barton
1c24c04e60 Remove workspace object mode, reverts changes w/ 2.8
This caused too many problems syncing object modes
with multiple objects/windows/workspaces, see: D3130 for details.
2018-04-05 18:21:14 +02:00
Sergey Sharybin
39585e1abc Fix undefined workspace in UI script 2018-04-04 12:33:10 +02:00
Campbell Barton
345c6298e9 Object Mode: move to workspace struct
- Read-only access can often use EvaluationContext.object_mode
- Write access to go to WorkSpace.object_mode.
- Some TODO's remain (marked as "TODO/OBMODE")
- Add-ons will need updating
  (context.active_object.mode -> context.workspace.object_mode)
- There will be small/medium issues that still need resolving
  this does work on a basic level though.

See D3037
2018-02-08 21:14:26 +11:00
Sergey Sharybin
ec3248437d Merge branch 'master' into blender2.8 2018-01-15 13:55:52 +01:00
Sergey Sharybin
4d8b78b0a9 Sculpting: Sdd an option to hide mask in viewport
Brushes themselves are still affected by the mask, but the viewport is not
showing the mask. This way it's easier to see details while sculpting.

Studio request by Julien Kaspar
2018-01-15 11:43:59 +01:00
Campbell Barton
a8777f9058 Merge branch 'master' into blender2.8 2017-11-20 20:45:03 +11:00
Joshua Leung
c5f59f5854 Tweaks to make it easier to update bone motion paths (without the active bone needing to have any paths itself)
This commit introduces the following changes:
* Modified the poll callback on the "Update Paths" operator for bones
  so that it only checks if there are bones that have motion paths
  (instead of checking whether the active bone has paths).

  This makes it easier to update paths without having to first select one
  that has them - useful when the paths are all on hidden/hard-to-select bones.

* Add a readonly property, "has_motion_paths" to the animviz.motion_path
  RNA struct, providing easier access to the internal flag used above.
  This makes it possible for the UI to display the "Update" button without
  having to check various bones for motion paths.


Notes:
* The flag being used in these changes already existed, and was only really
  intended for internal use. However, since it was already used in many places
  for determining if auto-update of all bone paths was needed (e.g. after certain
  editing ops), it should be safe to use here too.

* The update_paths operator currently bakes all paths when activated, so there's
  currently no loss of functionality with changing to not checking if the active
  bone has any paths (e.g. we couldn't only update the active bone only either).
  That is still listed as a todo in the code.
2017-11-20 01:57:21 +13:00
Julian Eisel
7f96323cd0 Merge branch 'master' into blender2.8 2017-11-19 13:16:14 +01:00
Campbell Barton
10a112093f Vertex Paint: missed removing settings from UI 2017-11-19 17:00:56 +11:00
Campbell Barton
b66728d63d Merge branch 'master' into blender2.8 2017-10-21 12:43:17 +11:00
Campbell Barton
ebb29200d3 Cleanup: use relative imports in bl_ui 2017-10-21 12:41:42 +11:00
Dalai Felinto
e4f2b2be26 Workspace: Move engines to workspace and Properties Editor cleanup
Engine is not stored in WorkSpaces. That defines the "context" engine, which
is used for the entire UI.

The engine used for the poll of nodes (add node menu, new nodes when "Use Nodes")
is obtained from context.

Introduce a ViewRender struct for viewport settings that are defined for
workspaces and scene. This struct will be populated with the hand-picked
settings that can be defined per workspace as per the 2.8 design.

* use_scene_settings
* properties editor: workshop + organize context path

Use Scene Settings
==================
For viewport drawing, Workspaces have an option to use the Scene render
settings (F12) instead of the viewport settings.

This way users can quickly preview the final render settings, engine and
View Layer. This will affect all the editors in that workspace, and it will be
clearly indicated in the top-bar.

Properties Editor: Add Workspace and organize context path
==========================================================

We now have the properties of:

Scene, Scene > Layer, Scene > World, Workspace

[Scene | Workspace] > Render Layer > Object
[Scene | Workspace] > Render Layer > Object > Data
(...)

Reviewers: Campbell Barton, Julian Eisel
Differential Revision: https://developer.blender.org/D2842
2017-10-16 17:29:04 -02:00
Campbell Barton
ea606a7847 Merge branch 'master' into blender28 2017-10-06 21:25:33 +11:00
Campbell Barton
471be7e7f5 Vertex Paint: move normal falloff into the brush
All related settings are already in the brush,
so it's inconvenient to switch panels to change this one option.
2017-10-06 20:15:28 +11:00
Campbell Barton
8ef757df3d Vertex Paint: use brush front-face setting
Follow sculpt mode more closely by using the brush front-face option.
2017-10-06 18:57:37 +11:00
Campbell Barton
d8509b349d Sculpt Mode: 2D falloff option
This makes brush influence into a tube instead of a sphere.
It can be used along the outline of a mesh to adjust it's silhouette.

Note that all this takes advantage of changes from vertex paint,
from testing this seems useful so exposing from the brush options.
2017-10-06 01:20:31 +11:00
Sergey Sharybin
63c472b4f9 Merge branch 'master' into blender2.8 2017-10-04 22:18:05 +05:00
Campbell Barton
f4b1f9b925 Vertex Paint: remove accumulate (soc-2017-vertex_paint)
This secondary accumulation option accumulated brush falloff.
The same option in image painting accumulates color
as vertex paiht 'Spray' does.

Giving this option different behavior for vertex paint seems strange.
Also this is basically increasing falloff over time.

Remove the new code, expose existing 'Spray' as 'Accumulate'
to match other paint modes.
2017-10-03 19:09:28 +11:00
Sergey Sharybin
2bfa061a15 Merge branch 'master' into blender2.8
Notes:

- Changes in paint_vertex.c were simple to merge, mainly related on passing
  evaluation context.

- Conflicts in EditDM and drawmesh.c are solved using code from blender2.8
  branch. Those areas are deprecated and not to be used in final release.

  However, it's possible that some reference code from master is lost, so
  keep attention when adding alpha support for vertex painting.
2017-10-03 12:59:06 +05:00
Campbell Barton
b2a10fa615 Vertex Paint: projection options
This makes vertex paint match image painting more closely.

- Add falloff shape option sphere/circle
  where sphere uses a 3D radius around the cursor and
  circle uses a 2D radius (projected), like previous releases.
- Add normal angle option so you can control the falloff.
- Add Cull option, to paint onto faces pointing away.

Disabling normals, culling and using circle falloff
allows you to paint through the mesh.
2017-10-02 22:07:58 +11:00
Campbell Barton
18965905d0 Merge branch 'master' into blender2.8 2017-09-30 11:00:29 +10:00
Campbell Barton
41e2dbaea9 Weight Paint: accumulate support
- Clamp accumulate so it doesn't exceed brush strength.
- Was multiplying by brush strength twice.
2017-09-30 01:36:41 +10:00
Campbell Barton
e3fe8128e4 Merge branch 'master' into blender2.8 2017-09-29 19:55:00 +10:00
Campbell Barton
288b2d0aa6 Vertex Paint: Alpha Support
GSOC 2017 by Darshan Kadu, see: D2859.

This is a partial merge of some of the features from
the soc-2017-vertex_paint branch.

- Alpha painting & drawing.
- 10 new color blending modes.
- Support for vertex select in vertex paint mode.
2017-09-29 18:06:52 +10:00
Campbell Barton
cc8c064f11 Merge branch 'master' into blender2.8 2017-09-28 03:05:46 +10:00
Campbell Barton
4f616c93f7 Vertex/Weight Paint: Use PBVH for painting
2016 GSOC project by @nathanvollmer, see D2150

- Mirrored painting and radial symmetry, like in sculpt mode.
- Volume based splash prevention,
  which avoids painting vertices far away from the 3D brush location.
- Normal based splash prevention,
  which avoids painting vertices with normals opposite the normal
  at the 3D brush location.
- Blur mode now uses a nearest neighbor average.
- Average mode, which averages the color/weight
  of the vertices within the brush
- Smudge mode, which pulls the colors/weights
  along the direction of the brush
- RGB^2 color blending, which gives a more accurate
  blend between two colors
- multithreading support. (PBVH leaves are painted in parallel.)
- Foreground/background color picker in vertex paint
2017-09-28 01:47:37 +10:00
Campbell Barton
7dfcbe01b0 Merge branch 'master' into blender2.8 2017-09-02 20:08:02 +10:00
Campbell Barton
3750389ce3 Cleanup: use title caps for labels
Also consistent quoting (single quotes for enums, text uses double).
2017-09-02 16:13:33 +10:00
Aaron Carlisle
661a05de23 Fix error in previous merge 2017-07-21 18:32:27 -04:00
Aaron Carlisle
3aeabe3afa Merge branch 'master' into blender2.8 2017-07-21 18:28:32 -04:00
Aaron Carlisle
70eac432b7 UI: Add Open Image button to Mask Stencil Image panel
In the future we should make these two buttons on one line
However because we need `gen_context = 'PAINT_STENCIL'`
this is a little hard and we need to find a proper solution.
One might be using `context_pointer_set`

Patch by @craig_jones with edits by @blendify

Differential Revision: https://developer.blender.org/D2710
2017-07-21 16:52:41 -04:00
Aaron Carlisle
9e40977c27 UI: Add Open Image button to Mask Stencil Image panel
In the future we should make these two buttons on one line
However because we need `gen_context = 'PAINT_STENCIL'`
this is a little hard and we need to find a proper solution.
One might be using `context_pointer_set`

Patch by @craig_jones with edits by @blendify

Differential Revision: https://developer.blender.org/D2710
2017-07-21 16:46:35 -04:00
Campbell Barton
eb759730b1 Correct error from texface removal
Missed stencil layer
2017-07-13 19:30:00 +10:00
Sergey Sharybin
237e17a957 Merge branch 'master' into blender2.8 2017-06-01 16:31:56 +02:00
raa
d5d7455796 Cleanup: use row() sub-layout to expand enum properties horizontaly 2017-06-01 16:54:45 +03:00
Campbell Barton
bdbf4471a6 TexFace removal part 3
- MTexPoly structure & layer type.
- The 'Mesh.uv_textures' layers.
- DerivedMesh TexFace drawing.
- Scripts & UI.
2017-05-25 15:19:58 +10:00
Campbell Barton
19d493ee10 Moving classes to separate listing broke panel order
Although this wasn't so obvious since it
only showed up for factory settings and in the preferences window.

Panel display order depends on registration order,
Sorry for the noise. On the bright side we no longer need to move
classes around to re-arrange panels.
2017-03-20 02:37:55 +11:00
Campbell Barton
9bdda427e6 PyAPI: remove bpy.utils.register_module()
In preparation for it being removed, see: T47811
2017-03-18 20:03:24 +11:00