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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
January 19, 2018, 13:20 (GMT)
Depsgraph: Fix freeing of evaluated mesh

Was accessing wrong pointer to get original version of the mesh.
January 19, 2018, 12:04 (GMT)
Correct view3d_draw_bgpic_test declaration

Was extern, which got out of sync, move into header.
January 19, 2018, 10:40 (GMT)
Merge branch 'master' into blender2.8
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.
January 19, 2018, 10:33 (GMT)
Cleanup: reaname LINKLIST_FOREACH -> LISTBASE

LinkList's are a different API, no need to confuse things.
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
January 19, 2018, 10:05 (GMT)
WM: operator flag to check repeat/redo execution
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.
January 19, 2018, 08:34 (GMT)
Fix sculpt error freeing NULL vertex buffer

Relates to T53806 which needs further investigation
January 19, 2018, 06:56 (GMT)
Merge branch 'master' into blender2.8
January 19, 2018, 06:49 (GMT)
Cleanup: sync w/ blender2.8 branch

Split screen_draw.c from screen_edit.c (avoid conflicts syncing).
January 19, 2018, 06:28 (GMT)
Merge branch 'master' into blender2.8
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).
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...)
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.
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.
January 18, 2018, 21:43 (GMT)
Eevee: Fix translucency light powers.
Tehnyt: Miika HämäläinenViimeksi päivitetty: 07.11.2014 14:18MiikaH:n Sivut a.k.a. MiikaHweb | 2003-2021