Revision b210ead by Joshua Leung April 20, 2018, 16:54 (GMT) |
Dopesheet-Timeline: Channels list now gets hidden automatically when switching to dopesheet-timeline |
Revision cafc1e1 by Joshua Leung April 20, 2018, 16:54 (GMT) |
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. |
Revision e3ebe5c by Joshua Leung April 20, 2018, 16:54 (GMT) |
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 |
Revision 729dab4 by Joshua Leung April 20, 2018, 16:54 (GMT) |
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. |
Revision af6a662 by Joshua Leung April 20, 2018, 16:54 (GMT) |
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. |
Revision c9fc11a by Joshua Leung April 20, 2018, 16:54 (GMT) |
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) |
Revision 0f77060 by Joshua Leung April 20, 2018, 16:54 (GMT) |
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. |
Revision 91b1b35 by Joshua Leung April 20, 2018, 16:54 (GMT) |
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! |
Revision 59a1eba by Joshua Leung April 20, 2018, 16:54 (GMT) |
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. |
Revision b2eb76c by Joshua Leung April 20, 2018, 16:54 (GMT) |
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. |
Revision cc06e0f by Joshua Leung April 20, 2018, 16:54 (GMT) |
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 |
Revision 73d2e6f by Clément Foucault April 20, 2018, 16:29 (GMT) |
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. |
Revision be307d6 by Clément Foucault April 20, 2018, 16:29 (GMT) |
Eevee: TAA Reprojection: Add layer property. |
Revision e2613e4 by Clément Foucault April 20, 2018, 16:29 (GMT) |
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. |
Revision 358dfe6 by Clément Foucault April 20, 2018, 16:29 (GMT) |
DRW: Cleanup: Make DRW_shgroup_uniform_mat4 uniform expect float (*)[4] Same thing for mat3. |
Revision 9c274b0 by Clément Foucault April 20, 2018, 16:29 (GMT) |
Eevee: Contact Shadows: Fix blue noise correlation. |
Revision 5f6c454 by Julian Eisel April 20, 2018, 15:14 (GMT) |
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 |
Revision 4bfb6d2 by Jeroen Bakker April 20, 2018, 14:42 (GMT) |
Merge branch 'blender2.8' of git.blender.org:blender into blender2.8 |
Revision c4e007d by Jeroen Bakker April 20, 2018, 14:40 (GMT) |
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. |
Revision 57221d8 by Bastien Montagne April 20, 2018, 14:04 (GMT) |
More debug timing info from main RNA diffing func. |
|
|
|


Master Commits
MiikaHweb | 2003-2021