Commit Graph

14657 Commits

Author SHA1 Message Date
Brecht Van Lommel
8aebcf8b7d Fix crash in modifier stack after recent changes. 2018-05-22 19:10:30 +02:00
Brecht Van Lommel
2fb9a50a4f Fix T55146: hair + subsurf modifier not positioning hair correctly.
ORIGSPACE data was not being preserved correctly through subsurf.
2018-05-22 18:43:20 +02:00
Campbell Barton
c080c096ce Fix crash when HDR images are missing 2018-05-22 18:36:36 +02:00
Sybren A. Stüvel
3c44c67e96 Removed no-longer-required workaround for doubly-deformed meshes 2018-05-22 17:38:27 +02:00
Sybren A. Stüvel
f5d911f8b0 Modifiers: ported Cloth DerivedMesh → Mesh
The modifier is still quite slow; this could be due to caches being written
to a CoW datablock instead of the original one. More investigation is
needed.
2018-05-22 17:11:30 +02:00
Sybren A. Stüvel
e89fa4c85b Cloth Modifier: get time from depsgraph instead of scene 2018-05-22 17:08:57 +02:00
Brecht Van Lommel
6953c57d2c Fix T55149: missing mesh custom data after modifier stack, after recent changes. 2018-05-22 17:07:59 +02:00
Ines Almeida
8644eef5c3 COw operators: Fix VIEW3D_OT_snap_selected_to_grid 2018-05-22 16:44:34 +02:00
Campbell Barton
96a7ed8a15 Tool System: store operator properties in the tool
This replaces last-used property use which wasn't reliable since
properties were not considered 'set' - causing them to be ignored.
2018-05-22 15:31:06 +02:00
Jeroen Bakker
d97471ddf7 Workbench: Fixed memory leak
ImBuf radiance buffers were freed incorrectly
2018-05-22 15:05:11 +02:00
Jeroen Bakker
ff19b527e8 Workbench: Calculate irradiance using radiance buffers 2018-05-22 14:55:50 +02:00
Germano
f99197fb2d Transform: Support mixed snap in 3d View.
Allows more than one snap mode to be enabled. So different combinations are possible.

Reviewers: campbellbarton

Reviewed By: campbellbarton

Subscribers: Christopher_Anderssarian, duarteframos

Tags: #bf_blender_2.8

Differential Revision: D3400
2018-05-22 08:58:56 -03:00
Campbell Barton
ee1327a84c Multi-Object-Mode: EditLattice Select All
D3164 by @ranjian0
2018-05-22 08:11:13 +02:00
Campbell Barton
17778ddeb7 Cleanup: naming
Use 'ob' prefix for objects, 'eval' suffix for evaluated data.
2018-05-22 07:48:12 +02:00
Campbell Barton
ac476375b1 Cleanup: style, whitespace 2018-05-22 07:39:16 +02:00
Ines Almeida
161ab6109e COW Operators: Fix VIEW3D_OT_ rotate move zoom dolly orbit roll pan smoothview and the ndof versions
Fixes camera view locking, camera related transitions and movements with the active object as pivot point
Note there can still be problems if the active object is not selectable
2018-05-21 20:33:12 +02:00
Campbell Barton
7959617fb6 Cleanup: line length 2018-05-20 09:04:18 +02:00
Campbell Barton
12eb29fe35 Cleanup: whitespace, duplicate includes 2018-05-20 08:52:56 +02:00
Joshua Leung
de7635f607 Fix: Use DEG_get_ctime() for rigidbody sims instead of BKE_scene_frame_get()
There are still probably other massive problems to solve (i.e. which copies
of data cache/sim gets written/read from for COW eval) that need to be solved
before we can get the sims actually running though.
2018-05-18 18:04:35 +02:00
Brecht Van Lommel
d7ba8611e2 Fix crash with shape keys and modifier stack, after recent changes. 2018-05-18 15:50:08 +02:00
Brecht Van Lommel
17bd5c9d4b Collections and groups unification
OVERVIEW

* In 2.7 terminology, all layers and groups are now collection datablocks.
* These collections are nestable, linkable, instanceable, overrideable, ..
  which opens up new ways to set up scenes and link + override data.
* Viewport/render visibility and selectability are now a part of the collection
  and shared across all view layers and linkable.
* View layers define which subset of the scene collection hierarchy is excluded
  for each. For many workflows one view layer can be used, these are more of an
  advanced feature now.

OUTLINER

* The outliner now has a "View Layer" display mode instead of "Collections",
  which can display the collections and/or objects in the view layer.
* In this display mode, collections can be excluded with the right click menu.
  These will then be greyed out and their objects will be excluded.
* To view collections not linked to any scene, the "Blender File" display mode
  can be used, with the new filtering option to just see Colleciton datablocks.
* The outliner right click menus for collections and objects were reorganized.
* Drag and drop still needs to be improved. Like before, dragging the icon or
  text gives different results, we'll unify this later.

LINKING AND OVERRIDES

* Collections can now be linked into the scene without creating an instance,
  with the link/append operator or from the collections view in the outliner.
* Collections can get static overrides with the right click menu in the outliner,
  but this is rather unreliable and not clearly communicated at the moment.
* We still need to improve the make override operator to turn collection instances
  into collections with overrides directly in the scene.

PERFORMANCE

* We tried to make performance not worse than before and improve it in some
  cases. The main thing that's still a bit slower is multiple scenes, we have to
  change the layer syncing to only updated affected scenes.
* Collections keep a list of their parent collections for faster incremental
  updates in syncing and caching.
* View layer bases are now in a object -> base hash to avoid quadratic time
  lookups internally and in API functions like visible_get().

VERSIONING

* Compatibility with 2.7 files should be improved due to the new visibility
  controls. Of course users may not want to set up their scenes differently
  now to avoid having separate layers and groups.
* Compatibility with 2.8 is mostly there, and was tested on Eevee demo and Hero
  files. There's a few things which are know to be not quite compatible, like
  nested layer collections inside groups.
* The versioning code for 2.8 files is quite complicated, and isolated behind
  #ifdef so it can be removed at the end of the release cycle.

KNOWN ISSUES

* The G-key group operators in the 3D viewport were left mostly as is, they
  need to be modified still to fit better.
* Same for the groups panel in the object properties. This needs to be updated
  still, or perhaps replaced by something better.
* Collections must all have a unique name. Less restrictive namespacing is to
  be done later, we'll have to see how important this is as all objects within
  the collections must also have a unique name anyway.
* Full scene copy and delete scene are exactly doing the right thing yet.

Differential Revision: https://developer.blender.org/D3383

https://code.blender.org/2018/05/collections-and-groups/
2018-05-18 13:34:24 +02:00
Campbell Barton
8faa594413 Cleanup: unused DNA 2018-05-18 08:14:36 +02:00
Campbell Barton
edf6676a77 Tool System: per space/mode tool support
This patch adds support for:

- Per space-type tools (3D view and edit).
- Per mode tools (object, edit, weight-paint .. etc).

The top-bar shows the last activated tools options, this is a design
issue with using a global topbar to show per-space settings.

See D3395
2018-05-17 15:57:33 +02:00
Sybren A. Stüvel
9edc64e255 Tag scene & objects for COW update after physics settings changed via RNA 2018-05-17 15:48:23 +02:00
Sybren A. Stüvel
a2438373b3 Modifiers: ported Collision DerivedMesh → Mesh 2018-05-17 15:28:51 +02:00
Sybren A. Stüvel
ca1f1043d3 Particle System: fixed dupliobject drawing by getting time from depsgraph 2018-05-17 11:42:24 +02:00
Dalai Felinto
83e35b682c Remove ViewLayer settings - cleanup 2/2 2018-05-16 23:13:28 +02:00
Dalai Felinto
e51bf11b15 Remove ViewLayer settings - cleanup 1/2 2018-05-16 23:13:28 +02:00
Dalai Felinto
09e419fa8d Move Clay properties into scene
Per collection overrides are gone now.
2018-05-16 23:13:28 +02:00
Dalai Felinto
15c2801aac Move EEVEE properties into scene
We handle doversion for the scene properties, but not for the
view layer overrides.

Overrides will be implemented in a different way via dynamic overrides.
For now this data is completely lost.
2018-05-16 23:13:28 +02:00
Germano
b4648ee379 Cleanup: BKE_bvhuitls: Use a struct rather than re-create each member of it. 2018-05-16 15:26:33 -03:00
Germano
91d3a5c1f7 Fix crash when duplicating an object type mesh with raycast operation enabled. 2018-05-16 14:28:28 -03:00
Sergey Sharybin
df963a47fb Particle edit: Fix disappearing child particles when toggling edit mode
Going to object edit mode and back to particle edit mode used to loose all
children from being displayed.
2018-05-16 17:45:48 +02:00
Bastien Montagne
5308e31e41 Fix memleak with meshes having IDProps in modifier stack evaluation.
*Always* use BKE_library API to handle IDs allocation and freeing,
unless you have a very, very, very good reason not to do so - and
perfectly know what you are doing.
2018-05-16 17:35:54 +02:00
Bastien Montagne
48645e55e1 Fix again bloody locked proxy bones...
No idea why that was working this morning, now we do not get CoW tag
anymore (which kind of makes sense since it's set *after* copying
happens...), so just resorting to using the NO_MAIN flag instead.
2018-05-16 17:25:20 +02:00
Clément Foucault
f1a5fd90ba Shader Node Editor: Add Closure to RGB convertion node.
Patch D3205 by Kanzaki Wataru

Only implemented in Eevee for now. Collapse a closure to RGBA so we can
do NPR stuff on the resulting color.

Use an emission shader to convert the color back to a closure.

Doing this will break PBR and will kill any SSR and SSS effects the shader
the shader rely on. That said screen space refraction and ambient occlusion
are supported due to the way they are implemented.
2018-05-16 16:58:32 +02:00
Jeroen Bakker
e862bcd6c8 Workbench: World based studio lighting
Disabled shadows for now as the calculation of the light direction is
still to bogus.
2018-05-16 16:43:10 +02:00
Sybren A. Stüvel
def1c3eb4b Particle System: ported most DerivedMesh → Mesh
There are a few places where DerivedMesh is still used, most notably
when calling the (not yet ported) cloth simulation. There is also still
the use of Object.derivedDeform and Object.derivedFinal. Those places are
marked with a TODO.

Some functions in the editors module were copied to accept Mesh. Those
already had 'mesh' in the name; the copies are suffixed with '__real_mesh'
for easy renaming later when the DM-based functionality is removed.
2018-05-16 16:31:38 +02:00
Sybren A. Stüvel
76b5e38a76 Mesh: Set deformed_only=1 when copied mesh is from main library 2018-05-16 16:13:13 +02:00
Sybren A. Stüvel
739c3e8102 Particle System: use DEG to get current time in psys_get_particle_state() 2018-05-16 16:09:52 +02:00
Bastien Montagne
f0c0d11ea2 Fix T55076: Hack around to break correct behavior of 2.8 and get back broken-used-as-feature one from 2.7.
Locked bones of proxies should not be editable, at all. But lack of
update from linked rest pose in 2.7 allows to pose and animate locked
bones (not to pose them without animation though, or you'd lose your
pose on next file save & reload).

this is used by artists to always lock all their bones in a rig, so that
proxies fully update when lib rig is modified...

For now, restore that broken behavior in 2.8 by not updating proxies
against lib armature in CoW context (makes sense anyway, we are
currently doing a lot of useless thing when copying data for depsgraph
evaluation!).
2018-05-16 15:47:50 +02:00
Sybren A. Stüvel
7fd44e2498 Reverted copying mesh->runtime.deformed_only in CDDM_from_mesh_ex
Doing that copy is the right thing, but only if the mesh has its own
deformed_only flag set correctly. This isn't generally the case, so
keeping dm->deformedOnly = 1 is better.
2018-05-16 13:06:57 +02:00
Mai Lavelle
d095eea19c Silence warning about functions having no prototype 2018-05-16 06:45:54 -04:00
Sybren A. Stüvel
dbe4189dcd Save 'deform_only' flag in Mesh.runtime
This flag is copied when converting between DM and Mesh.

This flag is set to true in get_mesh(), to mimick the behaviour of
CDDM_from_mesh_ex. This is necessary for the particle system to work
correctly.
2018-05-16 12:41:48 +02:00
Mai Lavelle
f7c37c8344 Modifiers: Port mesh_calc_modifiers from DerivedMesh to Mesh
This ports the main modifier eval loop.

A few things haven't been ported yet: tessface and shapekey related code. As
far as I can tell, shapekey code was never entered into.

https://developer.blender.org/D3342
2018-05-16 06:07:50 -04:00
Mai Lavelle
c43dbc2bc2 Add modifier_deformVerts_ensure_normals, modifier_applyModifier_ensure_normals
Same as `modwrap_deformVerts` and `modwrap_applyModifier` but for `Mesh`.
2018-05-16 06:07:50 -04:00
Mai Lavelle
fee50f830d Add BKE_mesh_is_valid
Non modifying version of `BKE_mesh_validate`, mirrors `DM_is_valid` more
closely. Will be used in port of `mesh_calc_modifiers`
from `DerivedMesh` to `Mesh`.
2018-05-16 06:07:50 -04:00
Sybren A. Stüvel
a6e804eaee Particle system: get current time from depsgraph
This makes the particle animation work again!
2018-05-16 10:50:49 +02:00
Jeroen Bakker
ca8e9c881f Workbench: Read studiolights from USER + SYSTEM datafiles 2018-05-16 09:14:20 +02:00
Campbell Barton
599bf05c56 Merge branch 'master' into blender2.8 2018-05-15 19:53:34 +02:00