Revision 37913cf by Dalai Felinto January 19, 2018, 14:13 (GMT) |
Outliner Filtering System + Cleanup User notes: The outliner so far was a great system to handle the object oriented workflow we had in Blender prior to 2.8. However with the introduction of collections the bloated ammount of data we were exposed at a given time was eventually getting on the way of fully utilizing the outliner to manage collections and their objects. We hope that with this filtering system the user can put together the outliner with whichever options he or she seem fit for a given task. Features: * Collection filter: In case users are only focused on objects. * Object filter: Allow users to focus on collections only. * (Object) content filter: Modifiers, mesh, contrainst, materials, ... * (Object) children filter: Hide object children [1]. * Object State (visible, active, selected). * Compact header: hide search options under a search toggle. * Preserve scrolling position before/after filtering [2]. [1] - Note we still need to be able to tell if a children of an object is in a collection, or if the parent object is the only one in the collection. This in fact was one of the first motivations for this patch. But it is to be addressed separately now that we can at least hide children away. [2] - We look at the top-most collection in the outliner, and try to find it again after the filtering and make sure it is in the same position as before. This works nice now. But to work REALLY, REALLY nice we need to also store the previous filter options to be sure the element we try to keep on top was valid for both old and new filters. I would rather do this later though since this smell a lot like feature creeping ;) Remove no longer needed display options: * Current Scene (replaced by View Layer/Collections) * Visible (replaced by filter) * Selected (same) * Active (same) * Same Type (same-ish) How about All Scenes? I have a patch that will come next to replace the current behaviour and focus only on compositing. So basically stop showing the objects and show only view layers, their passes and collections, besides freestyle. Also, while at this I'm also reorganizing the menu to keep View Layer and Collections on top. Developer notes: * Unlike the per-object filtering, for collections we need to filter at tree creation time, to prevent duplication of objects in the outliner. Acknowledgements: Thanks Pablo Vazquez for helping testing, thinking some design questions together and pushing this to its final polished state as you see here. Thanks Sergey Sharybin and Julian Eisel for code review. Julian couldn't do a final review pass after I addressed his concerns. So blame is on me for any issue I may be introducing here. Sergey was the author of the "preserve scrolling position" idea. I'm happy with how it is working, thank you. Reviewers: sergey, Severin, venomgfx Subscribers: lichtwerk, duarteframos Differential Revision: https://developer.blender.org/D2992 |
Revision 76f3740 by Sergey Sharybin January 19, 2018, 13:20 (GMT) |
Depsgraph: Fix freeing of evaluated mesh Was accessing wrong pointer to get original version of the mesh. |
Revision 25739ad by Campbell Barton January 19, 2018, 12:04 (GMT) |
Correct view3d_draw_bgpic_test declaration Was extern, which got out of sync, move into header. |
Revision 08fe885 by Campbell Barton January 19, 2018, 10:40 (GMT) |
Merge branch 'master' into blender2.8 |
Revision 0fe4100 by Brecht Van Lommel January 19, 2018, 10:35 (GMT) |
Fix T53830: Cycles OpenCL debug assert on macOS, This was probably harmless besides some unnecessary memory usage due to aligning allocations too much. |
Revision 889321e by Campbell Barton January 19, 2018, 10:33 (GMT) |
Cleanup: reaname LINKLIST_FOREACH -> LISTBASE LinkList's are a different API, no need to confuse things. |
Revision e46c49f by Sergey Sharybin January 19, 2018, 10:12 (GMT) |
Fix T53788: Camera animation not working Both object level and camera datablock properties animation did not work with copy on write enabled. The root of the issue is going to the fact, that all interface elements are referencing original datablock. For example, View3D has pointer to camera it's using, and all areas which does access v3d->camera should in fact query for the evaluated version of that camera, within the current context. Annoying part of this change is that we now need to pass depsgraph in lots of places. Which is rather annoying. Alternative would be to cache evaluated camera in viewport itself, but then it makes it annoying to keep things in sync. Not sure if there is nicer solution here. Reviewers: dfelinto, campbellbarton, mont29 Subscribers: dragoneex Differential Revision: https://developer.blender.org/D3007 |
Revision 0cddc7e by Campbell Barton January 19, 2018, 10:05 (GMT) |
WM: operator flag to check repeat/redo execution |
Revision 5a61c1d by Campbell Barton January 19, 2018, 10:05 (GMT) |
Fix T53786: Proportional size from redo ignored Changing PET size while transforming stores the size in the tool settings, but changing in the redo panel didn't. |
Revision 9cac97f by Campbell Barton January 19, 2018, 08:34 (GMT) |
Revision 5477452 by Campbell Barton January 19, 2018, 06:56 (GMT) |
Merge branch 'master' into blender2.8 |
Revision 53e062d by Campbell Barton January 19, 2018, 06:49 (GMT) |
Cleanup: sync w/ blender2.8 branch Split screen_draw.c from screen_edit.c (avoid conflicts syncing). |
Revision 4444ea4 by Campbell Barton January 19, 2018, 06:28 (GMT) |
Merge branch 'master' into blender2.8 |
Revision c850320 by Campbell Barton January 19, 2018, 06:21 (GMT) |
Merge branch 'master' into blender2.8 |
January 19, 2018, 06:07 (GMT) |
WM: window draw callbacks and split preview snap This moves window overlay from hard coded flags into drawing callbacks. It also supports snapping (holding Ctrl). |
Revision 7a24e0d by Campbell Barton January 19, 2018, 04:29 (GMT) |
Cleanup: typos |
Revision abb3a86 by Mai Lavelle January 19, 2018, 03:40 (GMT) |
Fix T53833: Particle Info node and Displacement Crash The displacement shared was running before particle data was copied to the device causing bad memory access when the particle info node was used. Fix is simply to move particle update before mesh update so the data is available to displacement shaders. (Altho this fixes the crash the particle info node is still mostly useless with displacement for now...) |
Revision 368414e by Campbell Barton January 19, 2018, 01:21 (GMT) |
Fix T53823: Particle weight brush crash Entering particle edit mode w/ the weight brush enabled crashed on non-hair particle systems. |
Revision 2b9fb72 by Campbell Barton January 19, 2018, 01:07 (GMT) |
Fix T53832: Particle weight paint crash Drawing hair weights read before the hair array start. This code could be improved since it currently copy-pastes, from do_particle_interpolation, but this would need larger changes. For now just correct existing logic. |
Revision 4d3d002 by Clément Foucault January 18, 2018, 21:43 (GMT) |
Eevee: Fix translucency light powers. |
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