Commit Graph

13106 Commits

Author SHA1 Message Date
Bastien Montagne
3d03616772 Cleanup: do not use BKE_libblock_free_ex() unless needed! 2017-06-15 16:20:51 +02:00
Bastien Montagne
880e96dd66 Fix/workaround 'convert object' messing up linked data.
'Convert To...' Object operation has very weird effect of actually
working at obdata level, not object level, which means *all* objects
(even unselected/hidden/in other scenes/...) using same obdata will be
converted to new selected type.

IMHO this is very bad behavior, but... not a bug really, so do not
change this for now.

But at least, do not do that when working on some linked data, else it
leaves Blend file in invalid (incoherent) state until next reload.

So workaround for now is to enforce the 'Keep Original' option when some
linked object/obdata is affected by the operation.

Also fixed somewhat broken usercount handling in Curve->Mesh part.
2017-06-15 15:47:16 +02:00
Bastien Montagne
7a80c34f52 Fix serious bug in 'curve-to-mesh' conversion code.
Eeeeeek!^2 Calling unconditionnaly ID freeing `BKE_libblock_free()` on a
datablock (ob->data, i.e. Curve) that may be used elsewhere...
Veryveryvery bad!
2017-06-15 12:34:12 +02:00
Bastien Montagne
b488988ab1 Fix potential memory leak in Sequencer sound strip creation code. 2017-06-15 12:32:27 +02:00
Sergey Sharybin
038b73bab1 Fix compilation error with strict cflags after recent const changes 2017-06-15 10:14:56 +02:00
Bastien Montagne
eeb9e5316a Make whole ID copying code use const source pointer.
Noisy change, but safe, and better do it sooner than later if we are to
rework copying code. Also, previous commit shows this *is* useful to
catch some mistakes.
2017-06-14 22:38:11 +02:00
Bastien Montagne
31437b0d4d Fix three obvious mistakes in brush/mask/cachefile ID copying.
They were modifying some source ID prop, instead of copied version of
it... Found while making all source of ID copying const. ;)
2017-06-14 22:38:11 +02:00
Sergey Sharybin
20e5052a72 Remove unused bmain argument from BKE_libblock_free_data 2017-06-14 11:16:34 +02:00
Sergey Sharybin
97f9f90986 Cleanup: Indentation got broken in previous commit 2017-06-14 10:54:30 +02:00
Sergey Sharybin
1e6ad49dca Add utility function to free memory used by a datablock
This function is similar to BKE_libblock_free but does no DEG
tagging or any extra things, just operates on memory.
2017-06-14 10:45:20 +02:00
Sergey Sharybin
f02e04f133 Add utility function to get size of given ID type
Optionally it'll also give name used for memory allocation.
2017-06-13 17:42:31 +02:00
Campbell Barton
00c4f49a6d Cleanup: indentation, long lines 2017-06-12 13:38:21 +10:00
Bastien Montagne
e0bc5b533c Cleanup: get rid of some now unused animdata ID management custom functions.
That's the kind of commit that are nice to do - getting rid of
half-working custom pieces of code, now that we have generic tools
to do same thing. ;)
2017-06-09 16:30:59 +02:00
Sergey Sharybin
a3bb309275 Depsgraph: Remove modifiers operation code
Was internally a no-op operation, which only caused extra work
to be done during depsgrpah traversal and evaluation, without
making any measurable improvement.
2017-06-07 14:08:11 +02:00
Campbell Barton
0d8bf4bf94 Cleanup: style 2017-06-02 15:38:04 +10:00
Campbell Barton
e2b1c70b48 Fix bad index use drawing deformed face centers 2017-06-01 15:04:22 +10:00
Bastien Montagne
8b0f968a31 Fix bad handling of 'extra' user for groups at their creation.
Was just keeping the default '1' user from `BKE_libblock_alloc()`,
instead of using correct way to handle extra virtual user needed when we
want to keep unused datablocks around...
2017-05-31 21:24:41 +02:00
Sergey Sharybin
140d9a9b15 Cleanup: Use more clear parenthesis 2017-05-31 14:25:40 +02:00
Sergey Sharybin
03469d90b2 Displace modifier: Pre-fetch all possible images to image pool prior execution
This way we reduce amount of time wasted in spin-lock later on when all threads
are starting to sample texture.
2017-05-30 15:40:14 +02:00
Sergey Sharybin
b62a7767a0 Image pool: Use memory pool for allocating elements
Reduces amount of system-wide allocation calls. Will be
mainly visible when using lots of images in texture nodes
or regular BI rendering.
2017-05-30 15:25:12 +02:00
Sergey Sharybin
be59428877 Depsgraph: Add missing update tag clear for proxy objects
This was causing proxies updates on every frame, even if they
do not really change. Additionally, it was causing second round
of armature update when used from inside dupligroup (viewport
ensures all objects from dupligroup are up to date before draw).
2017-05-30 14:36:50 +02:00
Bastien Montagne
06ca2c9d03 Fix T51390: Blender 2.78c will freeze or force close when adding particles at random.
DM evaluation code was simply never clearing the `deformedOnly` flag
when evaluating a generative modifier...

Quite astonishing this never got catched before, a lot of particle code
relies on valid value of this flag!!!
2017-05-29 16:05:35 +02:00
Bastien Montagne
2fb56e7157 Fix T51520: Broken vertex weights after two mesh joining.
Take Two, did not detect that dynapaint was also creating named vgroup cdlayer!
2017-05-29 12:06:40 +02:00
Aaron Carlisle
9f044cb422 Remove MinGW support
The Issue
=======

For a long time now MinGW has been unsupported and unmaintained and at this point,
it looks like something that we should just leave behind and move on.


Why Remove
==========

One of the big motivations for MinGW back in the day is that it was free compared to MSVC which was licensed based.
However, now that this is no longer true we have basically stopped updating the need CMake files.
Along with the CMake files, there are several patches to the extern libs needed to make this work.  For example, see:
https://developer.blender.org/diffusion/B/browse/master/extern/carve/patches/mingw_w64.patch

If we wanted to keep MinGW then we would need to make more custom patches to the external libs and
this is not something our platform maintainers are willing to do.

For example, here is the patches needed to build python: https://github.com/Alexpux/MINGW-packages/tree/master/mingw-w64-python3

Fixes T51301

Differential Revision: https://developer.blender.org/D2648
2017-05-27 15:34:55 -04:00
Campbell Barton
7df5ed14b1 Release wasn't building, limit debug scope 2017-05-27 20:47:41 +10:00
Campbell Barton
2eead82ce0 CustomData: assert on bad arguments to free
Assert the index is in-range for the layer type.
2017-05-27 14:05:44 +10:00
Bastien Montagne
4d58080e23 Fix T50851: Array modifier generating invalid geometry.
We had handling of fully duplicated polygons already, but... absolutely
nothing to sanitize partially merged polygons! This were giving us
totally invalid geometry, with duplicated vertices in single poly,
invalid edges, etc.

Now we do check for invalid loops inside polys, and generate new edges
as needed to get only valid polys.

For some reason this was a nightmare to get running fully OK, playing
with old and new indices is really, really mind breaking.
2017-05-26 21:58:29 +02:00
Sergey Sharybin
b0015686e2 Fix T50908: Motion Tracker ignored grease pencil mask
This feature got lost with new auto-track API,

Added it back by extending frame accessor class. This isn't really
a frame thing, but we don't have other type of accessor here.

Surely, we can use old-style API here and pass mask via region
tracker options for this particular case, but then it becomes much
less obvious how real auto-tracker will access this mask with old
style API.

So seems we do need an accessor for such data, just matter of
finding better place than frame accessor.
2017-05-26 15:27:49 +02:00
Campbell Barton
ac66fb193f Fix freeing all custom-data layers
Would crash when the active index was out of range,
since there is no reason to use the active layer when freeing all,
free the first instead.
2017-05-26 23:30:20 +10:00
Campbell Barton
f78ba0df02 Fix T51350: 2D curve normals flip when deformed
Deforming 2D curves & text with modifiers/shape-keys
could flip the normals.

Now check the back-facing flag instead of `z < 0`.
2017-05-26 19:03:30 +10:00
Campbell Barton
a033a7bef9 Fix error accessing tessface color in edit-mode
Was checking for loop-color in poly-layer.
2017-05-25 02:46:30 +10:00
Campbell Barton
d252ac6b95 Fix possible invalid normal use w/ tangent calc
Was using MFace normals, not MPoly
2017-05-24 21:15:35 +10:00
Campbell Barton
81e584ed17 CMake: Use GCC7's -Wimplicit-fallthrough=5
Use to avoid accidental missing break statements,
use ATTR_FALLTHROUGH to suppress.
2017-05-20 14:01:03 +10:00
Campbell Barton
a7c4b6f49c Cleanup: add braces for multi-line blocks 2017-05-19 22:18:54 +10:00
Sergey Sharybin
a5c73129c5 Fix T51556: Sequencer - White Balance Modifier - Masking is not honored 2017-05-19 11:29:18 +02:00
Campbell Barton
687ff699e9 Cleanup: warnings, style 2017-05-15 14:58:55 +10:00
Bill Currie
37bc3850ce Mesh Center: improved center-of-mass calculation
Previous method was based on face-area, giving un-even results
based on topology and gave issues with zero area faces.

This method gives matching results for concave ngons and the same geometry triangulated.
2017-05-12 11:04:38 +10:00
Campbell Barton
15038975a3 Cleanup: GPU PBVH naming
Use GPU_pbvh prefix.
2017-05-11 22:05:19 +10:00
Campbell Barton
1cfc48192c Fix T51432: Find Files case sensitive on win32 2017-05-08 09:44:11 +10:00
Bastien Montagne
622ce5672a MakeLocal: fix bad (missing) handling of proxy_from uglyness.
Those shall not be considered while checking whether a to-be-made-local
ID will end up fully local, or still be partially used by linked data...
Even less since we already do have special handling of proxies later.

Fixes main remaining issue found with 04_01_H.lighting.blend Agent327
file, and allows us to switch back to optimized post-processing in
make_local code.
2017-05-05 16:19:16 +02:00
Bastien Montagne
198248fa3d Add a new LOOPBACK flag to libquery's callbacks.
That one tags those ugly little 'from' ID pointers (shape keys and
proxies), which point back from used to user ID, and require a lot of
special care in data-block management...
2017-05-05 16:19:16 +02:00
Bastien Montagne
52e6a6c5ef MakeLocal: switch back to secure, slightly slower final steps.
Again, Agent327's 04_01_H.lighting.blend shows some problem here, it
triggers several times the 'not used at all' assert in step 5 of secure
code, and with optimized version we lose the connection between
rigs and the main characters!

Will keep investigating on this, but for now let's try to give something
working to the studio.
2017-05-05 09:56:17 +02:00
Bastien Montagne
d2cd27a39d MakeLocal: forcefully recalc affected armatures' poses.
This should not be needed imho, we already set POSE_RECALC flag
correctly there, but it still is missing actual update of poses in some
(complex and convoluted) cases. So at least for now, let's go with this
hack, it's not really harming anyone anyway.

Fixes crash in Agent327's 04_01_H.lighting.blend when making all local.
2017-05-05 09:56:17 +02:00
Bastien Montagne
fbf4b2f17a Add check (error message + assert) that pose is valid in armature evaluation.
Not sure how this happens, but in some cases we can evaluate
deformations of an armature which pose is not valid, at least put a
warning here to help identifying the issue quickly.
2017-05-05 09:56:17 +02:00
Campbell Barton
57bcc19bb3 Fix reading past bounds removing from color ramp 2017-05-05 07:41:12 +10:00
Bastien Montagne
b180900e52 Fix missing usercount update of poselib when copying Object.
Still finding such missing cases... :(
2017-05-04 15:08:57 +02:00
Bastien Montagne
e3bc021079 Add debug/timing prints in MakeLocal and remapping code. 2017-05-04 15:08:57 +02:00
Sergey Sharybin
ffa31a8421 Fix use after free of new render layer ID properites after copying scene 2017-05-04 12:27:28 +02:00
Sergey Sharybin
0f4de9336a Fix memory leak of ID properties after recent render passes commit 2017-05-04 12:18:39 +02:00
Lukas Stockner
4cf7fc3b3a Render API/Cycles: Identify Render Passes by their name instead of a type flag
Previously, every RenderPass would have a bitfield that specified its type. That limits the number of passes to 32, which was reached a while ago.
However, most of the code already supported arbitrary RenderPasses since they were also used to store Multilayer EXR images.
Therefore, this commit completely removes the passflag from RenderPass and changes all code to use the unique pass name for identification.
Since Blender Internal relies on hardcoded passes and to preserve compatibility, 32 pass names are reserved for the old hardcoded passes.

To support these arbitrary passes, the Render Result compositor node now adds dynamic sockets. For compatibility, the old hardcoded sockets are always stored and just hidden when the corresponding pass isn't available.

To use these changes, the Render Engine API now includes a function that allows render engines to add arbitrary passes to the render result. To be able to add options for these passes, addons can now add their own properties to SceneRenderLayers.
To keep the compositor input node updated, render engine plugins have to implement a callback that registers all the passes that will be generated.

From a user perspective, nothing should change with this commit.

Differential Revision: https://developer.blender.org/D2443

Differential Revision: https://developer.blender.org/D2444
2017-05-03 16:44:52 +02:00