Commit Graph

9451 Commits

Author SHA1 Message Date
Campbell Barton
aab5ac25f2 Remove Frame Server
This feature is limited (only byte PPM output, no multi-view),
only works with specific configurations.

This also causes some maintenance overhead
when testing changes to the render pipeline.
2018-05-09 12:50:26 +02:00
e6d11c6ce6 Collections: remove per collection and view layer engine overrides.
This will be handled by the new view layer override system which will
store data elsewhere, removing the code already for easier refactoring.
2018-05-08 17:46:20 +02:00
Campbell Barton
eefaec4114 Extrude Widget: Add orientation to topbar
Add extrude operator that's intended to work on the current selection
and be activated as a tool.
2018-05-07 21:40:51 +02:00
Campbell Barton
50e28092d3 Cleanup: style 2018-05-07 21:40:51 +02:00
Pablo Vazquez
da89fac348 Update Flatty Light theme with topbar and minor tweaks 2018-05-07 18:46:40 +02:00
Clément Foucault
8ab3697e21 Armature: Add new Transparent Bone overlay option.
This is half the replacement of the old wireframe mode. It's not doing any
XRay drawing at the moment.
2018-05-07 17:00:10 +02:00
Campbell Barton
c4440cf783 UI: add particle mode popovers 2018-05-07 15:01:51 +02:00
Jeroen Bakker
f09d3a7a40 Workbench: Texture Shading mode 2018-05-07 14:59:27 +02:00
Campbell Barton
dcc4b2cc25 Fix missing show_weight from overlay UI
Missed when moving settings out of the mesh.
2018-05-06 12:17:53 +02:00
Campbell Barton
466125f3d6 EditMesh: initial extrude manipulator
This manipulator is a test for mixing do/redo,
there are still some glitches that need sorting out in
transform & the undo stack.
2018-05-06 10:14:20 +02:00
Campbell Barton
2241f14e26 Icons: add texture paint icons 2018-05-05 18:01:35 +02:00
1ddedfb2af 3D viewport: rename ambient to shadow intensity, default single color to 0.8. 2018-05-05 16:01:45 +02:00
6d980020ba UI: experiment to make popover buttons draw like enum menus.
Looks better for 3D viewport shading, but needs more tweaks to distinguish
it from other button types probably.
2018-05-05 15:54:43 +02:00
b365cc017a 3D Viewport: move overlay settings from collections to 3D viewport.
For some we may add per object overrides, but for most we plan to keep them
strictly per viewport settings. Display settings from the mesh still need to
be moved here, only collections were done to remove that code.
2018-05-05 15:54:43 +02:00
2094b45447 3D Viewport: make shading and overlay DNA match UI names.
We should use consistent naming between the internal code and UI whenever
possible, only reason not to is file compatibility.
2018-05-05 15:54:36 +02:00
Jeroen Bakker
a73c02a17b Workbench: Color selector when in single color mode 2018-05-04 17:26:10 +02:00
Clément Foucault
f48e53f562 Eevee: Shadows: Separate Cube and Cascade shadow maps into 2 texture array.
This mean we can now have different shadow resolutions for both.

However each shadow type keep the same size accross all lamps because of
future "real" Cube Shadowmaps limitation and to save texture sampler slots.

That said the cascade shadow resolution could (in the future) still be
changed to be adjustable per sun lamp.
2018-05-04 16:22:23 +02:00
Jeroen Bakker
3f95daa31f Workbench: Shadows
Initial review of the shard shadows in the workbench engine.

Speed optimizations like transform feedback are not implemented yet. I first want this part to be reviewed and merged.

@fclem please check the note in drw_stencil_set it was holding back nequal == 0 as by default DST.stencil_mask was set to 0. questioin is should we remove the whole check or not.

Also I am still looking for a better name (or split the enum) for DRW_STATE_STENCIL_DEPTH_FAIL_INCR_DECR_WRAP

Reviewers: fclem

Reviewed By: fclem

Tags: #code_quest

Differential Revision: https://developer.blender.org/D3198
2018-05-04 14:08:40 +02:00
Joshua Leung
20185a8681 Cleanup "Sync Mode" (i.e. Av Sync/Framedropping) stuff
* Remove the "sync_mode" dropdown from timeline header, and move it into
  the Playback menu instead.
* Remove the confusing "Frame Dropping" and "AV Sync" entries from the
  Playback menu. These were supposed to be mutually exclusive (or else,
  the "sync_mode" menu would break).
* Turn AV Sync on by default
* Commented out the Frame Dropping and Av Sync RNA Properties too.
  THere doesn't seem to be any valid reason for these to exist?
2018-05-03 18:50:53 +02:00
Campbell Barton
656d6f47b9 Fix 3D cursor being hidden on existing 2.8 files
Flip logic for the flag avoids versioning code.
2018-05-03 18:02:13 +02:00
Jeroen Bakker
2bf333b35d Workbench: studiolight 2018-05-03 15:31:03 +02:00
Jeroen Bakker
026792ffed Workbench: Show 3D Cursor Overlay 2018-05-03 10:55:28 +02:00
Clément Foucault
1ff2646d58 Eevee: Add Lamp Specular multiplier.
It's usefull in some scenario to tweak the specular intensity of a light
without modifying the diffuse contribution.

Cycles allows it via lamps material which we currently not support in Eevee.

This is a good workaround for now.
2018-05-02 18:39:53 +02:00
Jeroen Bakker
baf0547de5 Workbench: Single Color Modes
- ability to switch between Single Color, Object Color, Material Color
and Random Color
 - fixed Shading and Lighting popover
 - Renamed Solid -> Single Color
2018-05-02 12:05:40 +02:00
Campbell Barton
85dcdb87d2 UI: fix operator redo showing empty popovers
Many operators have no options,
showing a popover button with no content isn't good.
2018-05-02 11:03:03 +02:00
Campbell Barton
c052346fbf UI: move object selector into 3D view
This matches the new convention for left-handed mode selectors,
however we're still undecided on exactly how this should work.

For now test this out as a convention for all space types.
2018-05-01 22:33:10 +02:00
Campbell Barton
52f1510613 UI: move space-mode selectors before menu items
This adds a convention to have a spaces primary mode selector
positioned to at the left of the header.
2018-05-01 18:56:52 +02:00
Campbell Barton
0636acc59a Icons: updated icons from @billreynish
This adds vertex paint & sculpt icons + other minor changes.
2018-05-01 16:52:12 +02:00
Jeroen Bakker
43452c254e Merge branch 'blender2.8' of git.blender.org:blender into blender2.8 2018-05-01 16:28:02 +02:00
Jeroen Bakker
be88f23b83 Overlay: Enabled wireframe drawing for vertex/weight paint
This is a temp hack, so that billrey can use blender 2.8 for
drawing the icons. Hack will be phased out by T54910
2018-05-01 16:26:31 +02:00
Campbell Barton
3f4a81232a UI: expose radial gradient as option
Was a separate tool, use option so we can extend more easily.
2018-05-01 12:48:35 +02:00
Campbell Barton
f38fbc9bed UI: add weight paint sample tools
Also use unified weight.
2018-05-01 12:20:53 +02:00
Jeroen Bakker
aad0e52e38 Workbench: Shading popover
- Moved random object color and object outline to shading popover as
these are draw options.
2018-05-01 10:43:27 +02:00
Campbell Barton
ed51b93bed Icons: write object children
Allows for sharing geometry between icons.
2018-05-01 08:40:07 +02:00
Campbell Barton
b93a76fe75 Add missing tools to vertex paint 2018-04-30 21:58:35 +02:00
Campbell Barton
a44d5b59d3 UI: order edit-mesh tools
See T54885
2018-04-30 20:40:36 +02:00
Campbell Barton
de1405949a UI: show topbar brush options w/ texture paint 2018-04-30 17:06:03 +02:00
Campbell Barton
3b9554ce9d UI: share common paint panels between all modes 2018-04-30 16:59:16 +02:00
Campbell Barton
7720525873 UI: add texture paint brushes to toolbar 2018-04-30 16:43:36 +02:00
Campbell Barton
9aef2d961d UI: add weight paint brushes to toolbar 2018-04-30 16:08:15 +02:00
Jeroen Bakker
cbe57acddf Workbench: Integration VertexPaint and WeightPaint modes
- Disable VertexPaint and WeightPaint for OB_MATERIAL and OB_RENDER. Users want to see the final result
 - When in OB_SOLID, the active object should be rendered without any color. The lighting information is multiplied with the VertexPaint/WeightPaint color
 - Removed the use_shading flag from VertexPaint and WeightPaint
 - add method to check if render engine should draw without color (DRW_object_in_only_lighting_mode)

Reviewers: fclem

Tags: #code_quest

Maniphest Tasks: T54894

Differential Revision: https://developer.blender.org/D3191
2018-04-30 15:54:38 +02:00
Campbell Barton
d9f395ac39 UI: add vertex paint tools
Generalize logic to show the paintbrush as a tool so
different paint modes can use it.
2018-04-30 15:23:04 +02:00
Joshua Leung
05cf7863c3 Fix: UI layout for "Pause" button on timeline header was broken (leaving a gap)
A recent change in the UI layout code probably broke how the scale_x
for layouts was getting handled. This was leaving a large gap
(and causing layouts to pop) when trying to scrub the timeline.

This commit fixes this with a manually-found value that largely seems
to get rid of the popping problem. There's still a little jumping (1-2 px)
but it's less distracting now.
2018-04-30 15:11:43 +02:00
Campbell Barton
78f13ee46c UI: use "none" icon if loading fails
Workaround for issues w/ two column layout when icons are missing.

Also fix reloading icons when some values aren't valid.
2018-04-30 13:57:47 +02:00
Campbell Barton
005711ffef Fix sculpt ToolDef generation
With non-default sculpt brushes, tool generation could fail.
2018-04-30 13:46:01 +02:00
Campbell Barton
ea2146c3e1 Correct error in toolbar update 2018-04-30 12:46:23 +02:00
Campbell Barton
f4697b392d Tool System: change internal definitions (again)
Was using classes to define tools, however this makes it awkward to
dynamically generate them (we can do it, but its not very "Pythonic").

Move to a named tuple.
2018-04-30 12:14:46 +02:00
Jeroen Bakker
cb37080627 Topbar: Enable Vertex Paint tools
Discussed with Campbell just to use the .dummy for now.
2018-04-30 10:40:54 +02:00
Campbell Barton
4218a94b1e UI: disable top-bar tool name drawing
Makes text jump about.
2018-04-29 18:03:01 +02:00
Campbell Barton
b5985831e2 UI: show add/subtract as icons
Saves space in the topbar
2018-04-29 17:38:17 +02:00