Commit Graph

78441 Commits

Author SHA1 Message Date
dbdafe1209 Shaders: add target setting to material output node.
This makes it possible to have a single shading nodetree that contains
separate Cycles and Eevee shaders. By default the target is set to All
so shaders are shared.
2018-07-05 18:43:48 +02:00
5bd57aaa05 Viewport: tweak Z key shading toggle.
* Z now goes to solid mode when in lookdev or rendered mode.
* Alt-Z was broken after removal of texture mode, now toggles lookdev mode.
* Simplify code by turning it into a single operator.
2018-07-05 17:51:58 +02:00
d8223468fe GPU: avoid unnecessary multiple nodetree localize and output finding. 2018-07-05 17:51:58 +02:00
Campbell Barton
c974a35953 Cleanup: indentation 2018-07-05 17:08:16 +02:00
Campbell Barton
997b73c1db 3D View: split view-numpad into two operators
Naming operator based on keys it used was strange,
split into view-axis and view-camera.
2018-07-05 17:08:13 +02:00
Jeroen Bakker
404bacc639 Refactored into a single option
Technical all options are still there for finetuning.
2018-07-05 16:57:22 +02:00
Jeroen Bakker
35f8198c9d Refactor: SHOW->HIDE
HIDE needs less code also in the future, RNA still uses SHOW.
2018-07-05 16:57:22 +02:00
Jeroen Bakker
4dfcc6c25a Overlay: enable/disable drawing of specific object types.
This patch will allow users to customize what object types will be drawn by the object mode overlay.
It supports: Empties, Lamps, Cameras, Speakers, Armatures and Lightprobes.

It currently does not support Physics objects due to the overlap it has with other objects types.

Also be aware that in pose mode the armature is drawn, but not by the object mode overlay

Reviewers: campbellbarton

Tags: #bf_blender_2.8

Differential Revision: https://developer.blender.org/D3524
2018-07-05 16:57:22 +02:00
Sergey Sharybin
5db711fdd9 Depsgraph: Preserve engine data when doing object copy on write update 2018-07-05 16:56:47 +02:00
Sergey Sharybin
ec98d8cc9e Cleanup: Undefined function declarations 2018-07-05 16:56:47 +02:00
Sergey Sharybin
d192d72312 Ensure dependency graph exists before initializing editors
Will help entering sculpt mode on file load by making it possible
to fully initialize sculpt session. The goal is to make sure PBVH
exists since the very beginning of file open (missing PBVH is a
reason why object is not visible before first stroke).

This is not enough yet to fully solve the issue, since entering
sculpt mode tags object for Copy-on-Write update, which frees
PBVH.
2018-07-05 16:56:47 +02:00
Jeroen Bakker
c1678a3723 Revert "Overlay: enable/disable drawing of specific object types."
This reverts commit f7ec70895c78900db8e7db88d3713ebb9aa62730.
2018-07-05 16:51:49 +02:00
Jeroen Bakker
f7ec70895c Overlay: enable/disable drawing of specific object types.
Added a option to the overlay popover that controls the visibility of
non-renderable objects like lamps, cameras, speakers, armatures, curves
empties and force fields.

After discussion we went for a single option with more detailed check in
the object_mode draw engine.

Differential Revision: https://developer.blender.org/D3524
2018-07-05 16:46:06 +02:00
Campbell Barton
a4328a4b70 Cleanup: warning 2018-07-05 12:32:31 +02:00
Sergey Sharybin
d13fb7a7c4 Sculpt: Fix disappearing object on undo
Tagging object for copy on write will ruin its PBVH.

Since sculpting is an "original" domain, we only need to
update draw batches to update.
2018-07-05 12:32:06 +02:00
Campbell Barton
397d088611 UI: show modal operator keymaps in the status bar
This is work in progress, transform keymap especially
needs some filtering on it's keymap.
2018-07-05 12:27:15 +02:00
Campbell Barton
1517fa4309 Fix build w/o fluidsim 2018-07-05 12:27:15 +02:00
Sybren A. Stüvel
03ef9f3214 Fluidsim: fixed memory leak 2018-07-05 12:22:55 +02:00
Sybren A. Stüvel
f4ce6d02cd Fluidsim: ported from DerivedMesh to Mesh
Also removed a bunch of unnecessary #include statements from fluidsim.c.
2018-07-05 11:30:38 +02:00
Sybren A. Stüvel
99a6d616e8 Ported CDDM_apply_vert_normals from DM to Mesh 2018-07-05 11:30:38 +02:00
Campbell Barton
edd59aa2be Revert "Keymap: use Shift-Space for auto-complete"
This reverts commit 30680b8d51caada48a4f773caee8b934f06e3f30.

Conflicts with typing in capitals.
2018-07-05 08:28:42 +02:00
Campbell Barton
30680b8d51 Keymap: use Shift-Space for auto-complete
Resolve conflict w/ maximized area.
2018-07-05 08:16:22 +02:00
Campbell Barton
49b86bcfec Merge branch 'master' into blender2.8 2018-07-05 07:54:47 +02:00
Campbell Barton
cd17b32583 Cleanup: pep8 2018-07-05 07:53:21 +02:00
53c63db2ee Fix issue with closing child windows in recent changes. 2018-07-04 19:33:15 +02:00
535fec0661 Workspaces: change behavior when window layout for workspace is missing.
When switching the workspace in a window that does not yet have a layout
for the newly active workspace, we now duplicate the layout from the
previously active workspace. Previously it duplicated the layout from
the first window in the newly active workspace.
2018-07-04 18:40:33 +02:00
c43443d530 Workspaces: store view layer per main window, instead of per workspace.
It was a bit odd that the scene was stored per window but not the view
layer. The reasoning was that you would use different view layers for
different tasks. This is still possible, but it's more predictable to
switch them both explicitly, and with child window support manually
syncing the view layers between multiple windows is no longer needed
as often.
2018-07-04 18:40:33 +02:00
4e2228525f Workspaces: add main and child windows.
* Main windows show a topbar and statusbar, and select a workspace and
  scene. They are created with Window > New Main Window.

* Child windows do not show a topbar or statusbar. These follow the
  workspace and scene of their parent main window. Created with Window >
  New Window or View > Duplicate Area into New Window.

* The purpose of this change is to support multi monitor setups where you
  just want to put more editors on the other monitors. Without multiple
  topbars and statusbars, working within a single workspace and scene.
  Creating multiple main windows is intended to be a concious choice to
  do different tasks in different workspaces and scenes.

* Note these changes do not currently affect how the operating system
  treats the windows.

* When changing the workspace, the layout in all child windows changes.
  This makes sense if we consider child windows to be just a way to
  extend the main window across more monitors. In some case it may be
  useful to keep the same layout though, we can add an option for this
  depending on user feedback.
2018-07-04 18:40:33 +02:00
2bef8ca1b8 Cleanup: pass window to listeners, instead of screen + workspace. 2018-07-04 18:40:33 +02:00
Campbell Barton
5a1aa5b935 Keymap: movie-clip center frame, match graph view 2018-07-04 18:37:27 +02:00
Campbell Barton
54fba73812 Keymap: proportional edit keys 2018-07-04 18:25:21 +02:00
Clément Foucault
59415598e4 Fix Pose Mode selection overlay breaking other overlay.
Fix T55758
2018-07-04 18:14:12 +02:00
Pablo Vazquez
a8b5658437 UI: Node Link Menu to use same colors as regular menus
Node link menus (like shader settings in Material properties) used a slightly
brighter variant of the menu widget. Making it hard to style and match the rest.

Make it use widget_menuiconbut, which is just the menu widget with an icon and no arrows.

Thanks Brecht for the help!
2018-07-04 18:00:12 +02:00
Campbell Barton
1df1514d31 Kemap: mirror, flip changes from T55162 2018-07-04 17:48:09 +02:00
Campbell Barton
7e0ceb2ff6 Keymap: outliner changes from T55162 2018-07-04 17:26:16 +02:00
Pablo Vazquez
46d8aa6d94 UI: Default theme tweaks for Node editor 2018-07-04 17:24:20 +02:00
Campbell Barton
49fdf0b946 Keymap: Resolve inconsistencies, T55162 2018-07-04 17:10:41 +02:00
Sergey Sharybin
7c47b338c0 Depsgraph: Don't force copy-on-write when shading changes
Shading is supposed to be dealing with draw manager batch cached
thingamajigs, but was causing full object update.

This was causing both flickering in sculpt mode (PBVH was removed,
why it was SOMETIMES restored before draw is a mystery), and was
also causing things to be really slow.
2018-07-04 16:44:44 +02:00
Sergey Sharybin
56ace4b209 Depsgraph: Log entry operations which are directly modified and tagged 2018-07-04 16:44:44 +02:00
Pablo Vazquez
4bbbfdb26a UI: Default Theme: editor tabs more prominent
Workaround for now until all editors tabs share the dedicated Tab theme
settings under User Interface (which the top bar is currently using).

Thanks SimonStorl-Schulke from devtalk forum for feedback.
2018-07-04 16:33:50 +02:00
Campbell Barton
03ff3aebc4 Weight Paint: draw from original mesh
Selection changes weren't showing.
2018-07-04 16:27:23 +02:00
Clément Foucault
c767523727 Eevee: Fix incorrect padding in octahedral mapping
This fixes T54439
2018-07-04 15:58:21 +02:00
Pablo Vazquez
a232b4926f UI: Default theme tweaks to animation channels 2018-07-04 15:39:46 +02:00
Pablo Vazquez
f03079eff0 UI: Fix channels using editor header color as background
Channels were using TH_HEADER which is usually gray and unrelated to channels list.
Use sub channel color instead (light blue in the default theme).
2018-07-04 15:39:46 +02:00
Campbell Barton
1545657d7a Cleanup: remove unused zbuf member 2018-07-04 15:36:42 +02:00
Sybren A. Stüvel
fd341dd6f7 Added copyData flag to ocean modifier 2018-07-04 15:15:08 +02:00
Sybren A. Stüvel
d663ec48c0 Fluid Sim: Removed unused PointCache pointer
The only uses were setting it to NULL and asserting it is NULL.
2018-07-04 15:10:45 +02:00
Sybren A. Stüvel
175fe29e58 Cloth simulation: share point cache between CoW copies of objects 2018-07-04 14:54:16 +02:00
Sybren A. Stüvel
60b9d413db Pass copy flag to modifier copyData function
This will allow modifiers to decide whether to copy or share caches between
ModifierData copies.
2018-07-04 14:52:14 +02:00
Lukas Stockner
c960804747 Cycles Denoising: Pass tile buffers to every OpenCL kernel to conform to standard and get rid of set_tile_info 2018-07-04 14:38:03 +02:00