Commit Graph

12291 Commits

Author SHA1 Message Date
Campbell Barton
fbb1b311ea Merge branch 'master' into blender2.8 2017-03-12 03:00:06 +11:00
Campbell Barton
bcc8c04db4 Cleanup: code style & cmake 2017-03-12 02:47:53 +11:00
Germano Cavalcante
98045648ab Add support for Objects in Drive variable Rotational Difference
Thus it is according to the Manual
https://docs.blender.org/manual/en/dev/animation/drivers/drivers_panel.html#driver-variables
2017-03-11 10:43:23 -03:00
Julian Eisel
0d7dfd9f46 Outliner: Support dragging objects into different collections
Doing so will remove the object from the old collection and insert it
into the new one.
2017-03-10 20:48:39 +01:00
Dalai Felinto
e9dd97405e Layers util function to move objects around
This is required for outliner, so we can move an object from a collection into another
2017-03-10 18:13:19 +01:00
Germano Cavalcante
b6713dcbe5 rBa81ea408367abe2f33b351ff6dcc6b09170fd088 "object" -> "target" 2017-03-10 13:54:06 -03:00
Germano Cavalcante
a81ea40836 fix T50899: Even though the Shrinkwrap options hide the possibility of using a non-mesh target, you can still circumvent this... Causing Crash 2017-03-10 13:51:04 -03:00
Dalai Felinto
1100ddeaa9 Layers: fix bug in move layer collection above/below
Reported by Julian Eisel (Severin)
2017-03-10 16:48:09 +01:00
Bastien Montagne
9d6acc34a1 Fix useless allocation of edge_vectors in threaded case of loop split generation. 2017-03-10 15:43:33 +01:00
Clément Foucault
49ef1a25b8 Edit Mesh overlay: Ported Display Normals option 2017-03-09 01:30:26 +01:00
Dalai Felinto
d9f42e5fab Layers: move LayerCollection
This is to be used from the Outliner, when dragging and dropping
collections from the Active Render Layer

It also includes a cleanup on the outliner so it calls the new
functions. Note: the outliner still needs fix to allow all the
functionality here exposed.

But this will be tackled by Julian Eisel later.
2017-03-08 23:35:54 +01:00
Dalai Felinto
3a1748146b Layers: move SceneCollection
This is to be used from the Outliner, when dragging and dropping.
It does not include moving LayerCollection (from Active Render Layer)
2017-03-08 23:35:54 +01:00
Sergey Sharybin
9522f8acf0 Task scheduler: Remove per-pool threads limit
This feature was adding extra complexity to task scheduling
which required yet extra variables to be worried about to be
modified in atomic manner, which resulted in following issues:

- More complex code to maintain, which increases risks of
  something going wrong when we modify the code.

- Extra barriers and/or locks during task scheduling, which
  causes extra threading overhead.

- Unable to use some other implementation (such as TBB) even for
  the comparison tests.

Notes about other changes.

There are two places where we really had to use that limit.

One of them is the single threaded dependency graph. This will
now construct a single-threaded scheduler at evaluation time.
This shouldn't be a problem because it only happens when using
debugging command line arguments and the code simply don't
run in regular Blender operation.

The code seems a bit duplicated here across old and new
depsgraph, but think it's OK since the old depsgraph is already
gone in 2.8 branch and i don't see where else we might want
to use such a single-threaded scheduler.

When/if we'll want to do so, we can move it to a centralized
single-threaded scheduler in threads.c.

OpenGL render was a bit more tricky to port, but basically we
are using conditional variables to wait background thread to
do all the job.
2017-03-07 17:32:01 +01:00
Sergey Sharybin
aa44b77129 Fix T50841: Scene object iterator did not get data from LinkData for the master collection
Debug session with Dalai Felinto.
2017-03-06 17:56:19 +01:00
Clément Foucault
d4e7288af9 Edit Mode overlay: Update cache on selection 2017-03-06 03:58:08 +01:00
Julian Eisel
2a82162618 Merge branch 'master' into blender2.8
Conflicts:
	source/blender/editors/armature/pose_select.c
	source/blender/editors/include/ED_armature.h
2017-03-03 12:55:35 +01:00
Bastien Montagne
df88d54284 Fix T49655: Reloading library breaks proxies.
Can't say enough how much I hate those proxies... their duality (sharing
some aspects of both direct *and* indirect users) is a nightmare to handle. :(
2017-03-03 08:52:19 +01:00
Mike Erwin
c2baf3e486 OpenGL: draw PBVH bounding box with new imm mode
It wasn't using old immediate mode, but was using
- client vertex arrays (obsolete)
- quads (obsolete)
- state attrib stack (obsolete)
- polygon mode (still allowed, but gross)
2017-03-02 21:40:13 -05:00
Julian Eisel
a99495d291 Merge branch 'master' into blender2.8
Conflicts:
	source/blender/blenkernel/intern/scene.c
2017-03-02 19:15:32 +01:00
Dalai Felinto
5ce6388f7c Outliner: add hooks for (yet to be implemented) layer reordering routines 2017-03-02 18:12:30 +01:00
Bastien Montagne
42cb93205c Fix own stupid mistake in recent mesh 'split_faces' rework.
Was assigning new edge index to ml_prev->e, and then assigning ml_pre->e
to orig_index...
2017-03-02 17:22:03 +01:00
Julian Eisel
0322700d87 Get UI ready for using drag & drop to nest a collection into another one
Nothing happen yet when it's supposed to insert the collection into
another one, that part will be handled by @dfelinto.

See gif for demo of how it works UI wise: {F500337}

Also fixed off-by-one error in utility function.
2017-03-02 17:15:30 +01:00
Dalai Felinto
209021a703 Remove all instances of OBACT from drawobject.c and related changes 2017-03-02 17:09:24 +01:00
Dalai Felinto
aa845eed1e Remove tons of OBACT
There are now only referenced in:
* drawobject.c
* particle_edit.c
* space_image.c (a single case to be handled on workspace branch)
* rigidbody_constraint.c (to be handled in the following commit)
2017-03-02 17:09:24 +01:00
Clément Foucault
561d11c5e6 Edit Mesh overlay: pack normals with face centers.
Needed for face normals.
2017-03-02 15:03:40 +01:00
Clément Foucault
0b6fa1a0fb Mesh batch cache: fix memory leak 2017-03-02 14:20:36 +01:00
Dalai Felinto
7b1de2b407 Revert "Depsgraph: Add placeholder function to handle objects update"
This reverts commit 9023abbf27.
2017-03-02 13:05:17 +01:00
Dalai Felinto
4bf9a65da9 Fix mesh edit wasn't updating for new objects
The problem was that we were updating the mesh cache on
BKE_object_eval_shading, not on mesh change.
2017-03-02 12:58:30 +01:00
Clément Foucault
b463cd2ab8 Edit Mode overlay: Moved Shaders to draw modules and resolved some draw issue.
We don't want to clutter gpu_shader.c with engine specific code
Added face's center dot
Simplified loose vert shader
2017-03-02 01:08:32 +01:00
Clément Foucault
26fc6c71c4 Edit Mode overlays: separate multiple shaders for loose edges and verts 2017-03-02 01:08:32 +01:00
Julian Eisel
0f7a664731 Fix collection renaming not checking for unique name in entire hierarchy
Only checked for unique name in direct children of the master
collection.

Also added missing listener for outliner.
2017-03-01 20:13:40 +01:00
Sergey Sharybin
7fcae7ba60 Task scheduler: Remove query for the pool's number of threads
Not really happy of per-pool threads limit, need to find better
approach to that. But at least it's possible to get rid of half
of the nastyness here by removing getter which was only used in
an assert statement.

That piece of code was already well-tested and this code becomes
obsolete in the new depsgraph and does no longer exists in blender
2.8 branch.
2017-03-01 18:00:54 +01:00
Julian Eisel
18684e546f Outliner: Make sure collection name is unique after renaming 2017-03-01 16:34:16 +01:00
Julian Eisel
b00b9dadd8 Outliner: Support dragging object into collection
Doing this will add the object to the collection.
2017-03-01 15:35:21 +01:00
Campbell Barton
8901263b5f Merge branch 'master' into blender2.8 2017-03-02 00:22:13 +11:00
Campbell Barton
714e85b534 Cleanup: code-style, duplicate header 2017-03-02 00:16:36 +11:00
Julian Eisel
c0e055fa7e Outliner: Delete all selected collections, not just active one
There were some issues with how we store outliner tree elements:
Apparently the only removable elements have been data-blocks so far.
When recreating the TreeElements, their TreeStoreElem instances were
mainly identified by their ID pointer. However non-data-blocks mostly
depend on an index. For collections, such an index isn't a reliable
measure though if we want to allow removing items. Depending on it for
identifying the TreeStoreElem instance would cause some quite noticeable
glitches (wrong highlights, two elements sharing highlight, etc).

For now I've solved that by actually removing the TreeStoreElem that
represents the removed element. A little limitation of this is that
after undoing the removal, some information might get lost, like
flags to store selection, or opened/closed state.
A better solution that would also fix this issue would be having a real
unique identifier for each non-data-block element, like an idname or even
its data-pointer. Not sure if we can get those to work reliable with
file read/write though, would have to investigate...

Also added a general Outliner tree traversal utility.
2017-02-28 21:15:51 +01:00
Clément Foucault
677f066634 Edit Mesh overlays: added looses edges and verts as triangle.
We loose a bit of memory for (more?) performance.
2017-02-28 14:31:16 +01:00
Sergey Sharybin
691ffb60b9 Similar to previous commit, but for object constraints 2017-02-27 16:19:52 +01:00
Sergey Sharybin
bf7006c15a Depsgraph: Shrinkwrap constraint actually depends on geometry 2017-02-27 16:00:39 +01:00
Dalai Felinto
edba025c92 Prevent crash when copying object
ob->collection_settings is to be handled by depsgraph, but we may as well make sure things do not crash meanwhile
2017-02-27 11:18:11 +01:00
Clément Foucault
712530eb93 Clay Engine: Edit mesh overlays
Based on the previous overlay shader from merwin.
This shader takes care of clipped vertex cases and do all edit mode face info in one pass (except face centers).
As the shading is done one the triangle itself the visual can't go beyond the surface of the mesh. That leads to half displayed edges on the outline of the mesh.
This problem can be fixed by a second pass.

This is work in progress.
2017-02-26 21:12:56 +01:00
Brecht Van Lommel
3cf2821f2f Merge branch 'master' into blender2.8 2017-02-26 00:15:59 +01:00
Dalai Felinto
2f9a0dfe64 Fix T50714: Collections: Adding object to scene without an existing collection
This was causing blender to segfault.

We now add create a new collection and link to the layer before adding
the new object

(also included unittests, and requires updated lib/tests)
2017-02-24 10:10:24 +01:00
Luca Rood
4c164487bc Add "Gravitation" option to "Force" type force fields
This adds an option to force fields of type "Force", which enables the
simulation of gravitational behavior (dist^-2 falloff).

Patch by @AndreasE

Reviewers: #physics, LucaRood, mont29

Reviewed By: #physics, LucaRood, mont29

Tags: #physics

Differential Revision: https://developer.blender.org/D2389
2017-02-23 19:23:39 -03:00
Bastien Montagne
ef60979029 Rework of BKE's mesh_render to support BMesh directly.
Note that since there is no (efficient) ways to get arrays of
MVert/MEdge/etc. out of a BMesh, I refactored quite heavily internals of
BKE_mesh_render.

Now, when you do need acess to mesh data to generate cached batches, you
create an abstract struct from mesh (either Mesh or BMesh if available),
and then use advanced helpers to extract needed data, on a per-item
basis (no more handling of arrays of verts/edges/... in batches code).

This allows to:
* Avoid having to create arrays of BMesh elements.
* Take advantage of existing advanced BMesh topology and connectivity data.

Reviewers: dfelinto, fclem, merwin

Differential Revision: https://developer.blender.org/D2521
2017-02-23 11:54:40 +01:00
Bastien Montagne
b46b2834b9 Merge branch 'master' into blender2.8 2017-02-23 10:56:28 +01:00
Julian Eisel
a8d6e41bbc Fix issues when reordering nested collections
Item was inserted at the head of the top-level collection list, instead
of parent-level one.
2017-02-23 00:09:43 +01:00
Bastien Montagne
5e1d4714fe Fix T50745: Shape key editing on bezier objects broken with Rendered Viewport Shading
So... Curve+shapekey was even more broken than it looked, this report was
actually a nice crasher (immediate crash in an ASAN build when trying to
edit a curve shapekey with some viewport rendering enabled).

There were actually two different issues here.

I) The less critical: rB6f1493f68fe was not fully fixing issues from
T50614. More specifically, if you updated obdata from editnurb
*without* freeing editnurb afterwards, you had a 'restored' (to
original curve) editnurb, without the edited shapekey modifications
anymore. This was fixed by tweaking again `calc_shapeKeys()` behavior in
`ED_curve_editnurb_load()`.

II) The crasher: in `ED_curve_editnurb_make()`, the call to
`init_editNurb_keyIndex()` was directly storing pointers of obdata
nurbs. Since those get freed every time `ED_curve_editnurb_load()` is
executed, it easily ended up being pointers to freed memory. This was
fixed by copying those data, which implied more complex handling code
for editnurbs->keyindex, and some reshuffling of a few functions to
avoid duplicating things between editor's editcurve.c and BKE's curve.c

Note that the separation of functions between editors and BKE area for
curve could use a serious update, it's currently messy to say the least.
Then again, that area is due to rework since a long time now... :/

Finally, aligned 'for_render' curve evaluation to mesh one - now
editing a shapekey will show in rendered viewports, if it does have some
weight (exactly as with shapekeys of meshes).
2017-02-22 21:56:49 +01:00
Julian Eisel
9c106ff211 Cleanup: Style 2017-02-22 18:54:56 +01:00