Commit Graph

75472 Commits

Author SHA1 Message Date
Clément Foucault
c23f33ac9e View3D: Atenuate banding artifacts on background gradient.
Dithering the output color for 8bit precision framebuffer with bayer matrix.
On my tests the bayer matrux patterns are not noticeable at all.

Note that it also does that in opengl rendered mode which can be in a much
higher bitdepth. We can fix that if that's a problem in the future but I
doubt it will.
2018-04-21 16:49:38 +02:00
Brecht Van Lommel
e89fefdc69 Topbar: visual tweaks
* Make bottom half of topbar a bit higher
* Make tabs higher and put them closer together
* Remove screen layouts dropdown, we'll have one layout per window
* Hide action zones from topbar
* Don't change topbar background color when activating
2018-04-21 12:41:20 +02:00
Joshua Leung
04fe5edba3 Fix: Typos in operator names were resulting in warnings being printed to the console 2018-04-21 00:34:55 +02:00
Gaia Clary
26ee70099a Fix: D3160 fixed blednerplayer stub.s for unix 2018-04-20 23:34:54 +02:00
Clément Foucault
be648680c7 Fix frame-buffer texture creation
- disable depth buffer didn't work.
- push/pop viewport bit was needed.
2018-04-20 20:57:28 +02:00
Campbell Barton
6dc50bc25a Cleanup: warnings 2018-04-20 20:48:19 +02:00
Joshua Leung
18f239d5a8 Remove attempt at timeline editor version patching
This will never get run, because direct_link_area() already flags/resets
every space type isn't registered, meaning that we don't have any opportunity
to apply our patching.
2018-04-20 18:55:56 +02:00
Joshua Leung
5374865523 Dopesheet-Timeline: Removal of Timeline Editor!
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!)
2018-04-20 18:55:56 +02:00
Joshua Leung
b5b4802af6 Fix: Copy and paste error from earlier commit adding message_subscriber callbacks
All of these were previously using the timeline theme, instead of the one
for each respective editor
2018-04-20 18:54:41 +02:00
Joshua Leung
7be36661c2 Dopesheet-Timeline: Somewhat hacky version-patching code to switch old timelines to dopesheet-timelines
After a lot of failed attempts and head banging working trying to find a way to reuse
the standard editor-switching/creation code, I've just hacked in a temporary solution
here so that users can load old files and see the old timeline instances replaced
with Dopesheet-Timelines.

Note: This is not nice code, and copies a lot of the standard initialisation code,
but it works well enough for now. We can revisit this later when the other mode changes
come along.
2018-04-20 18:54:41 +02:00
Joshua Leung
60e2c60be7 Fix: Timeline's "Show Cache" options should not get reset on window size change
These were getting set in the init() callback instead of the new(). As a result,
the settings would get reset everytime you resized the window/area - not quite
something you'd really want happening everything the size changes!
2018-04-20 18:54:41 +02:00
Joshua Leung
6d0c59b011 Dopesheet-Timeline: Make sure ND_SPACE_TIMELINE notifier gets handled by dopesheet 2018-04-20 18:54:41 +02:00
Joshua Leung
b210ead73b Dopesheet-Timeline: Channels list now gets hidden automatically when switching to dopesheet-timeline 2018-04-20 18:54:41 +02:00
Joshua Leung
cafc1e1bb7 Add utility to make it easier to get editors/regions to redraw after changing visibility of regions
Previously, there was only an API method to toggle and update, but sometimes you
want to explicitly hide instead of just toggling.
2018-04-20 18:54:41 +02:00
Joshua Leung
e3ebe5c8c3 Dopesheet-Timeline: Collapse summary channel by default (so that it's more like default timeline)
TODO: Still can't figure out a way to get the channels region to hide
2018-04-20 18:54:41 +02:00
Joshua Leung
729dab4e66 Fix: Toggling preview range from timeline button didn't update animation editors
Most of these were missing the message bus stuff that now handles the update flushing.
2018-04-20 18:54:41 +02:00
Joshua Leung
af6a662798 Preview Range: Show preview range using a different color (based on ANIM_ACTIVE)
instead of using "black" curtains

With most editors now showing the start/end range by default, we need a way of
easily distinguishing when preview range is now enabled. By using a different color
(the exact color used is something we can change/adjust later), there is a more distinct
visual difference between them, making it easier to see what's happening.
2018-04-20 18:54:41 +02:00
Joshua Leung
c9fc11a314 AnimEditors: Draw start/end frame ranges on all timelines by default
This uses the global scene range, with styling matching the sequencer's start/end
frame drawing.

(The graph editor's "drivers" mode is exempt, as that doesn't really display time
in a linear way, so the start/end frames don't apply)
2018-04-20 18:54:41 +02:00
Joshua Leung
0f77060ebc Move the set start/end frame operators from Timeline to Animation module
Eventually the idea is that they'll get remapped to some more global/generic hotkey
that can get used across all animation editors (see T54728). However, to facilitate
the removal of the timeline editor, it's better we do this now.
2018-04-20 18:54:41 +02:00
Joshua Leung
91b1b35bba Dopesheet-Timeline: Ported over all (missing) notifiers/listeners/etc. from timeline to dopesheet
We already had most of these, but some of these were missing (e.g. pointcache and animplay)
as well as messagebus stuff. Hopefully I didn't miss any!
2018-04-20 18:54:41 +02:00
Joshua Leung
59a1ebabcd Cleanup: Remove the "SpaceTime->caches" and "SpaceTimeCache" stuff
These were runtime only data, used in pre 2.8 Blender to make use of GL vertex arrays
to draw these more efficiently. Maybe we might restore these sometime as an optimisation
step, but for now, they're not needing and were confusing.
2018-04-20 18:54:41 +02:00
Joshua Leung
b2eb76cd50 Dopesheet-Timeline: Ported over cache indicator drawing + settings used to control their visibility
These now live in the action editor/dopesheet related files.

Apart from these, the timeline didn't actually have other settings
of its own that were of any interest to anyone.
2018-04-20 18:54:40 +02:00
Joshua Leung
cc06e0fbe8 Dopesheet-Timeline: First steps towards making the Timeline a mode of the DopeSheet Editor
For many years, animators have been requesting the ability to edit keyframes in the
timeline. However, implementing such tools in the timeline quickly becomes a slippery
slope, where we'll eventually end up having to duplicate all the functionality from the
dopesheet editor.

Discussing with William and Pablo this morning, we realised that perhaps it might be possible
to just make the Timeline a mode of the Dopesheet Editor (and kill off the old standalone
Timeline), meaning that we essentially get all the Dopesheet Editor goodness for free!
Also, with some proposed UI updates (i.e. allowing "submodes" of editors to be part of the
the main editors selector), it might not even matter that there isn't an "actual" timeline
editor anymore.

This commit implements the following changes (which are actually sufficient for supporting
most basic workflows):
* Timeline mode in Dopesheet Editor
* Tweaks to UI code to make the Timeline header/menus show up in Dopesheet editor

TODO:
* Hide channels list when switching to timeline mode
* Port over cache-file indicators
* Add missing timeline-only settings that need a new home in the dopesheet
* Go through fixing all timeline editor operators (e.g. Bind to camera)
* Port over start/end frame shading (and adjust preview range rendering to make the
  distinction between these clear)
* Remove old timeline editor, and transfer over any leftover code
2018-04-20 18:54:40 +02:00
Clément Foucault
73d2e6f202 Eevee: TAA Reprojection: Initial implementation
This "improve" the viewport experience by reducing the noise from random
sampling effects (SSAO, Contact Shadows, SSR) when moving the viewport or
during playback.

This does not do Anti Aliasing because this would conflict with the outline
pass. We could enable AA jittering in "only render" mode though.

There are many things to improve but this is a solid basis to build upon.
2018-04-20 18:29:33 +02:00
Clément Foucault
be307d6032 Eevee: TAA Reprojection: Add layer property. 2018-04-20 18:29:33 +02:00
Clément Foucault
e2613e4051 Eevee: Add Velocity pass.
This pass create a velocity buffer which is basically a 2D motion vector
texture. This is not yet used for rendering but will be usefull for motion
blur and temporal reprojection.
2018-04-20 18:29:33 +02:00
Clément Foucault
358dfe6ac9 DRW: Cleanup: Make DRW_shgroup_uniform_mat4 uniform expect float (*)[4]
Same thing for mat3.
2018-04-20 18:29:33 +02:00
Clément Foucault
9c274b0d52 Eevee: Contact Shadows: Fix blue noise correlation. 2018-04-20 18:29:33 +02:00
Julian Eisel
5f6c45498c UI: New Global Top-Bar (WIP)
== Main Features/Changes for Users

* Add horizontal bar at top of all non-temp windows, consisting out of two horizontal sub-bars.
* Upper sub-bar contains global menus (File, Render, etc.), tabs for workspaces and scene selector.
* Lower sub-bar contains object mode selector, screen-layout and render-layer selector. Later operator and/or tool settings will be placed here.
* Individual sections of the topbar are individually scrollable.
* Workspace tabs can be double- or ctrl-clicked for renaming and contain 'x' icon for deleting.
* Top-bar should scale nicely with DPI.
* The lower half of the top-bar can be hided by dragging the lower top-bar edge up. Better hiding options are planned (e.g. hide in fullscreen modes).
* Info editors at the top of the window and using the full window width with be replaced by the top-bar.
* In fullscreen modes, no more info editor is added on top, the top-bar replaces it.

== Technical Features/Changes

* Adds initial support for global areas

  A global area is part of the window, not part of the regular screen-layout.
  I've added a macro iterator to iterate over both, global and screen-layout level areas. When iterating over areas, from now on developers should always consider if they have to include global areas.
* Adds a TOPBAR editor type

  The editor type is hidden in the UI editor type menu.
* Adds a variation of the ID template to display IDs as tab buttons (template_ID_tabs in BPY)
* Does various changes to RNA button creation code to improve their appearance in the horizontal top-bar.
* Adds support for dynamically sized regions. That is, regions that scale automatically to the layout bounds.

  The code for this is currently a big hack (it's based on drawing the UI multiple times). This should definitely be improved.
* Adds a template for displaying operator properties optimized for the top-bar. This will probably change a lot still and is in fact disabled in code.

Since the final top-bar design depends a lot on other 2.8 designs (mainly tool-system and workspaces), we decided to not show the operator or tool settings in the top-bar for now. That means most of the lower sub-bar is empty for the time being.

NOTE: Top-bar or global area data is not written to files or SDNA. They are simply added to the window when opening Blender or reading a file. This allows us doing changes to the top-bar without having to care for compatibility.

== ToDo's

It's a bit hard to predict all the ToDo's here are the known main ones:
* Add options for the new active-tool system and for operator redo to the topbar.
* Automatically hide the top-bar in fullscreen modes.
* General visual polish.
* Top-bar drag & drop support (WIP in temp-tab_drag_drop).
* Improve dynamic regions (should also fix some layout glitches).
* Make internal terminology consistent.
* Enable topbar file writing once design is more advanced.
* Address TODO's and XXX's in code :)

Thanks @brecht for the review! And @sergey for the complaining ;)

Differential Revision: D2758
2018-04-20 17:14:52 +02:00
Jeroen Bakker
4bfb6d21df Merge branch 'blender2.8' of git.blender.org:blender into blender2.8 2018-04-20 16:42:33 +02:00
Jeroen Bakker
c4e007d5f6 Workbench: Removed Clay engine draw mode
- need a draw mode in workbench engine.
- reorganized render engine retrieval in 3d view. There are 2 places
where this happenes 1. 3d view draw code and 2. draw manager.
the draw manager code is not used for external engines, currently added
an exception in for cycles. will need to have a better solution in
place.
2018-04-20 16:40:08 +02:00
Bastien Montagne
57221d8e83 More debug timing info from main RNA diffing func. 2018-04-20 16:04:57 +02:00
Campbell Barton
b95df9957d UI: move manipulator to tool-system
Current manipulator now follows active tool.
2018-04-20 15:59:42 +02:00
Campbell Barton
8ec25e5dcc UI: Python API defining dynamic icons
Currently only able to define geometry icons.
2018-04-20 15:33:09 +02:00
Campbell Barton
bc11cb3daa UI: Support for runtime geometry icons 2018-04-20 15:26:06 +02:00
Campbell Barton
a1cc75f22d Fix building w/o clay 2018-04-20 15:26:06 +02:00
Gaia Clary
1f625cbfea Merge remote-tracking branch 'origin/master' into blender2.8 2018-04-20 15:13:06 +02:00
Gaia Clary
e5bb234f64 Cleanup (followup commit for D3160)
Added some spaces to keep the eInsertKeyFlags enumeration proper
2018-04-20 15:09:56 +02:00
Gaia Clary
792eab8190 Merge remote-tracking branch 'origin/master' into blender2.8 2018-04-20 15:05:22 +02:00
Gaia Clary
ff839fb6c1 Fix: D3160 Propose to use proper typedefs to avoid confusion
Differential Revision: https://developer.blender.org/D3160
2018-04-20 15:02:11 +02:00
Jeroen Bakker
50579da91a Workbench: Clay renderer was not accessible anymore
issue was the factoring of the workspace engine that was removed. the logic implied that the clay could not be rendered as clay will be a draw mode we placed it already there so it is accessible in any engine. Should eventually fix the clay engine by migrating it to the workbench engine.
2018-04-20 14:52:16 +02:00
Jeroen Bakker
c7d3eb2a7e Workbench: Draw random object colors
Basic implementation hashes the ob->id.name. In the future we should use
an golden ratio offset algorithm as it can make a better random
palettte.
2018-04-20 14:38:55 +02:00
Jeroen Bakker
f18213ae3a Workbench: drawtype_* => drawtype_options, drawtype_lighting
In the new design the lighting is shared across the drawtypes.
the drawtype_options will be used for viewport draw engine settings
2018-04-20 13:40:18 +02:00
Jeroen Bakker
b4aff90fd0 Workbench: Face orientation blending 2018-04-20 13:01:16 +02:00
Jeroen Bakker
6f61983da3 Merge branch 'blender2.8' into blender2.8-workbench 2018-04-20 12:49:02 +02:00
Jeroen Bakker
7d38379e49 Workbench: Face orientation overlay
- Removed the depth pass as it will reuse the depth pass of the render
engine
- Used gl_FrontFacing to determine the facing
- Blender the result with the render engine result
2018-04-20 12:46:37 +02:00
Bastien Montagne
89bdc208d1 Static overrides optimization: 30% quicker.
use stack instead of always allocating memory for RNA paths of checked
properties! From average 167ms to 118ms here with Autumn rig... Still a
lot to improve, but that's already much better.
2018-04-20 12:21:11 +02:00
Thomas Beck
03a916e5b5 Edit Mesh: multi-object support for 'Symmetrize' 2018-04-20 11:04:11 +02:00
Sergey Sharybin
3b100c5a2a Depsgraph: Add utility functions to go from evaluated to original datablock 2018-04-20 11:02:21 +02:00
Bastien Montagne
bf63fee23e Merge branch 'master' into blender2.8 2018-04-20 11:01:29 +02:00