We use 'reference' to designate the linked ID which is being overridden
by the local one, so using 'reference' to designate the stored local ID
in apply RNA code was... not a good idea. ;)
- UILayout.popover(.. panel_type ..)
A single panel
- UILayout.popover_group(.. panel categories ..)
Expands all panels matching args.
Currently used in the topbar for redo and paint options.
This commit removes all references to the old timeline editor.
Unfortuantely, the removal of the Timeline spacetype defining
functions has ended up breaking the version patching code I'd
been working on earlier (as now, the editor gets marked as
"unknown/info" before we get a chance to patch it!)
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.
ViewRender was removed, which means we can't get the render engine for files
saved in 2.8. We assume that any files saved in 2.8 were intended to use Eevee
and set the engine to that.
A fix included with this is that .blend thumbails now draw with Clay mode,
and never Eevee or Cycles. These were drawn with solid mode in 2.7, and should
be very fast and not e.g. load heavy image textures.
Differential Revision: https://developer.blender.org/D3156
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.
This commit essentially introduces a new RNA property flag, which when
set prevents affected property from being processed at all in comparison
code (also used to automatically generate static override rules).
The idea is to use it on very low-level data in RNA, like e.g. mesh's
geometry or psys' particles collections.
For now only applied to psys' particle collections, on the main mesh of
Agent327 pigeon, it goes from 100ms to 0.5ms on a full
auto-override-generating comparison...
Also added some new RNA property helper funcs to check on comparable and
overridable status.
Allows for each workspace to have it's own add-ons on display.
Filtering for: Panels, Menus, Keymaps & Manipulators.
Automatically applies to add-ons at the moment.
Access from workspace, toggled off by default
once enabled, add-ons can be white-listed.
See D3076
Code also handling auto-generation of static overrides.
Aside from some naming consistency cleanup, this commit:
* Is the first step addressing the 'operator' issue with static
overrides, by implementing a first version of the 'restore from
reference' behavior.
* Fixes several issues that were discovered on the way in enhanced
RNA comparision code, like the 'zero-length dynamic array' case, or some
infinite looping caused by some non-ID pointers (that for some
mysterious reasons did not show up previously...).
* Factorizes a bit said RNA comparison code (auto-static override
generation and comparison/check were essentially doing the same thing).
Remove unused func from public API.
Make parameters & variables naming more consistent accross the code.
Move RNAproperty validation/'conversion' (for IDProps case) to upper
level in code, this will avoid some useless re-processing.
This is essentially a huge refactor/extension of our existing RNA
compare & copy code, since static override needs more advanced handling here.
Note that not all new features are implemented yet, advanced things like
collections insertion/deletion are still TODO (medium priority).
This completes the ground work for overrides, remaining commits will be
about UI and some basic/testing activation of overrides for a limited
set of data-blocks & properties.
For details see https://developer.blender.org/D2417
Adds support for defining a number of tags as part of the rna-struct
definition, which its properties can set similar to property-flags.
BPY supports setting these tags when defining custom properties too.
* To define tags for a struct (which its properties can use then), define the tags in an `EnumPropertyItem` array, and assign them to the struct using `RNA_def_struct_property_tags(...)`.
* To set tags for an RNA-property in C, use the new `RNA_def_property_tags(...)`.
* To set tags for an RNA-property in Python, use the newly added tags parameter. E.g. `bpy.props.FloatProperty(name="Some Float", tags={'SOME_TAG', 'ANOTHER_TAG'})`.
This will later be used to show advanced operator properties separate from
basic (as in non-advanced) ones in the UI.
Tagging a single operator property in C should be done via
`WM_operatortype_prop_tag()`. It does additional checks for type safety
that `RNA_def_property_tags()` doesn't do.
To avoid having to tag each advanced property individually, multiple
ones can be tagged by wrapping them into
`WM_operatortype_props_advanced_bein()` and
`WM_operatortype_props_advanced_end()` calls. It's also possible to only
call `_begin()`, all properties added after this will get tagged then.
In most cases this last approach should be sufficient.
Example of Python usage:
`my_float = bpy.props.FloatProperty(name="Some Float", tags={'ADVANCED'})`
Adds support for defining a number of tags as part of the rna-struct
definition, which its properties can set similar to property-flags.
BPY supports setting these tags when defining custom properties too.
* To define tags for a struct (which its properties can use then), define the tags in an `EnumPropertyItem` array, and assign them to the struct using `RNA_def_struct_property_tags(...)`.
* To set tags for an RNA-property in C, use the new `RNA_def_property_tags(...)`.
* To set tags for an RNA-property in Python, use the newly added tags parameter. E.g. `bpy.props.FloatProperty(name="Some Float", tags={'SOME_TAG', 'ANOTHER_TAG'})`.
Actual usage of this will be added in a follow-up commit.
The RenderResult struct still has a listbase of RenderLayer, but that's ok
since this is strictly for rendering.
* Subversion bump (to 2.80.2)
* DNA low level doversion (renames) - only for .blend created since 2.80 started
Note: We can't use DNA_struct_elem_find or get file version in init_structDNA,
so we are manually iterating over the array of the SDNA elements instead.
Note 2: This doversion change with renames can be reverted in a few months. But
so far it's required for 2.8 files created between October 2016 and now.
Reviewers: campbellbarton, sergey
Differential Revision: https://developer.blender.org/D2927
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
It has been deprecated since at least macOS 10.9 and fully removed in 10.12.
I am unsure if we should remove it only in 2.8. But you cannot build blender with it supported when using a modern xcode version anyway so I would tend towards just removing it also for 2.79 if that ever happens.
Reviewers: mont29, dfelinto, juicyfruit, brecht
Reviewed By: mont29, brecht
Subscribers: Blendify, brecht
Maniphest Tasks: T52807
Differential Revision: https://developer.blender.org/D2333
This makes manipulator access closer to operators,
and allows Python access.
This adds RNA for manipulators, but not Python registration yet.
- Split draw style into 2x settings:
`draw_style` (enum) & `draw_options` (enum-flag)
- Rename wmManipulator.properties -> properties_edit,
Use wmManipulator.properties for ID-properties.
Note that this area of the API will need further work since
manipulators now have 2 kinds of properties & API's to access them.
Quicker to find the ID-subtype then use direct pointer comparisons.
Also modify `ID_code_to_RNA_type` so missing ID-codes raise a warning
(handy when adding new ID types).
This commit extends the work from Dalai made around scene iterators to
support iterating into objects from dupli-lists.
Changes can be summarized as:
- Depsgraph iterator will hold pointer to an object which created current
duplilist. It is available via `dupli_parent` field of the iterator.
It is only set when duplilist is not NULL and guaranteed to be NULL
for all other cases.
- Introduced new depsgraph.duplis collection which gives a more extended
information about depsgraph iterator. It is basically a collection on top
of DEGObjectsIteratorData.
It is used to provide access to such data as persistent ID, generated space
and so on.
Things which still needs to be done/finished/clarified:
- Need to introduce some sort of `is_instance` boolean property which will
indicate Python and C++ RNA that we are inside of dupli-list.
- Introduce a way to skip dupli-list for particular objects.
So, for example, if we are culling object due to distance we can skip all
objects it was duplicating.
- Introduce a way to skip particular duplicators.
So we can skip iterating into particle system.
- Introduce some cleaner API for C side of operators to access all data such as
persistent ID and friends.
This way we wouldn't need de-reference iterator and could keep access to such
data really abstract. Who knows how we'll be storing internal state of the
operator in the future.
While there is still stuff to do, current state works and moves us in the proper
direction.
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