Mostly pass bmain and do not check for NULL key, keys' make_local is
suspiciously simple in fact, but think until those behave like real
full-featured IDs, it's doing enough!
At first thought it was own recent work, but think issue is there since ages actually...
Basically, id_make_local() would always localize mesh/curve/lattice shapekeys, even in case
obdata localization actually made a local copy instead of localizing original datablock.
This was causing shapekeys being localized twice, and other odd nasty effects.
libquery now passes an extra flag info to the callback, in case that specific
ID usage is considered as indirect.
In most cases, it's just set from ID_IS_LINKED_DATABLOCK() result on datablock owner,
but in proxy object case we also consider ob->data, materials and pose usages as indirect.
Does not fixes all issues yet, but should already make behavior with proxy object saner.
Now using modern features from libquery/libremap areas.
Provides same kind of fixes/improvements as for BKE_object_make_local() (see rBd1a4ae3f395a6).
Note: this enlightened broken case of proxy objects regarding make_local
(and also whole remapping, in fact). Will be fixed in near future.
Not really happy with this, could lead to a **lot** of callback executions...
But libquery foreach looper must go over **all** ID pointers,
otherwise remapping & co is broken!
A possible fix for future would be to have 'image slots' defined at root of poly/facetex layers,
and just a (short) index in each face/poly item - would also save a reasonable amount of memory...
Now using modern features from libquery/libremap areas.
Also, it should handle much better cases where localized ID was also indirectly used by non-refcounting users
(typical case: object used as modifier/constraint/whatever target from another linked object, previous
code would not take those into account and just localize original object instead of making a local copy.
Would result in local object used by linked one, which would be partially 'undone' on next file reload... Crappy behavior).
And it fixes some obvious errors too (nullifying all proxy pointers unconditionnaly,
some missing refcounted usages cases in extern_local_object(), etc.).
Totally stupid to not pass it, and then let (some) BKE_foo_make_local() use G.main!
Note: unused for now, much more refactoring still to come in make_local area!
Now test_object_materials only handles one object. New test_all_objects_materials
checks the whole bmain->object list for cases where it is actually needed.
Should avoid some useless looping over all objects!
Main issue was that BKE_libblock_relink_ex was pretty much ignoring all those...
Also, unlinking of objects was not handling correctly indirect-related flags.
Refactored code into helper functions to avoid too much duplicated code.
This should allow us to avoid a lot of useless processing when iterating over the
whole main database (unlink/remap/usages checks/etc.).
Note that some ID types report they can use any type for now, due to
fuzzyness/indefined nature of some usages (like constraints/modifiers/game logic,
or ID pointer of nodes...). Maybe we could address this (like e.g. adding defines
in relevant headers to restrict ID types used by constraints, by modifiers, etc.).
But don’t think this is top priority for now.
Idea is to replace hard-to-track (id->lib != NULL) 'is linked datablock' check everywhere in Blender
by a macro doing the same thing. This will allow to easily spot those checks in future, and more importantly,
to easily change it (see work done in asset-engine branch).
Note: did not touch to readfile.c, since there most of the time 'id->lib' check actually concerns the pointer,
and not a check whether ID is linked or not. Will have a closer look at it later.
Reviewers: campbellbarton, brecht, sergey
Differential Revision: https://developer.blender.org/D2082
Checking if faces exist was a bottleneck,
use a simpler version of this function for triangles.
Gives approx 1.6x overall speedup (when many edges are being collapsed).
Two were actual bugs, though they existed only in unused code:
* In Freestyle it was unintentionally copying a scene rather than referencing it.
* In BLI_array_store_is_valid there was use of uninitialized memory.
As pointed by Brecht, previous fix in rB61b49de44940 was actually incomplete,
we could still hit float rounding issue and hence same value in more than one consecutive
items of element_sum.
New solution is a bit different, we remove the 'minimal weight' check, and rather simply
ignores an item when the sum of its normalized weight to previous item's sum does not add
anything. Shall be safe and 100% effective this time!
Environment lighting (aka ambient) is a key component of any renderer.
It's implemented like the Environment lighting of BI render for Approximate Gather mode. It support "Sky Color" and "White" Environment lighting modes.
It would be great if the user could see actual lighting conditions right in the Blender viewport instead of waiting for the renderer to complete the final image, exporting for external renderer or for a game engine.
Before:
{F113921}
After:
{F113922}
Example file: {F319013}
Original author: valentin_b4w
Alexander (Blend4Web Team)
Reviewers: valentin_b4w, campbellbarton, merwin, brecht
Reviewed By: brecht
Subscribers: panzergame, youle, duarteframos, AlexKowel, yurikovelenov, dingto, Evgeny_Rodygin
Projects: #rendering, #opengl_gfx
Differential Revision: https://developer.blender.org/D810