Commit Graph

75472 Commits

Author SHA1 Message Date
Germano
522bee3fc8 Refactoring: bvhutils: Use a function that gets the bvhtree through an identifier type.
Reviewed By: @campbellbarton
Differential Revision: https://developer.blender.org/D3192
2018-05-01 10:03:28 -03:00
Sergey Sharybin
008a5d9106 Depsgraph: Add missing relations needed for nested datablock relations 2018-05-01 13:22:55 +02:00
Sergey Sharybin
314420e193 Fix crash opening file saved in weight paint mode 2018-05-01 12:07:38 +02:00
Sergey Sharybin
f0982220be Nodes: Remove workaround for action copy
Actions shouldn't be copying by new library management code.
Or at least should be possible to make it to not copy actions
or do unneeded user management.

This way we avoid modification of original data which could
and does cause threading conflict with copy-on-write which
could be happening for viewport.
2018-05-01 12:07:38 +02:00
Campbell Barton
70d352d994 Tool System: add paint poll which ignores the tool
Needed for tools which ensure paint context but aren't brushes
(color sample & gradient).
2018-05-01 11:42:25 +02:00
Campbell Barton
2c9670b92d Tool System: support non-brush tools w/ paint modes
Allows select, gradient tools not to conflict with brush keymap.
2018-05-01 11:23:46 +02:00
Dalai Felinto
1e8021a58a Fix missing copy-on-write update when changing edit mode selection mode 2018-05-01 11:15:48 +02:00
Sergey Sharybin
0be4b0f7a5 Fix edit mesh selection with copy-on-write enabled 2018-05-01 11:02:55 +02:00
Jeroen Bakker
98c767244d Merge branch 'blender2.8' of git.blender.org:blender into blender2.8 2018-05-01 10:44:31 +02:00
Jeroen Bakker
aad0e52e38 Workbench: Shading popover
- Moved random object color and object outline to shading popover as
these are draw options.
2018-05-01 10:43:27 +02:00
Sergey Sharybin
2ce94cc24b Fix crash opening files saved in sculpt/vertex paint modes
Skip access to any evaluated data when operator is run on file load,
we don't have depsgraph evaluated yet. In this case we skip part of
sculpt session initialization, since it will be done during depsgraph
evaluation which happens after DEG_on_visible_update().

We can not skip sculpt session initialization since during normal
operation we want all the data to be initialized on mode change,
and not on initial brush stroke.
2018-05-01 10:14:20 +02:00
Sergey Sharybin
af508a1e39 Mark localized node trees and materials as such
Makes it easier to see where the datablock is coming from.
2018-05-01 09:17:17 +02:00
Sergey Sharybin
2bd2a2ac03 Depsgraph: Extra sanity checks for copy-on-write tagging 2018-05-01 09:17:17 +02:00
Sergey Sharybin
8cf9c58906 Depsgraph: Put original and evaluated ID node pointers to graphviz 2018-05-01 09:17:17 +02:00
Sergey Sharybin
04ee606383 Depsgraph: use human readable node type for graphviz debug output 2018-05-01 09:17:17 +02:00
Sergey Sharybin
2daab40717 Depsgraph: Cleanup, simplify operation code stringification 2018-05-01 09:17:17 +02:00
Sergey Sharybin
2a89ef3da7 Depsgraph: Cleanup, remove unused code 2018-05-01 09:17:17 +02:00
Sergey Sharybin
e52dce6408 Animation: Don't user-copunter copy-on-written action block 2018-05-01 09:17:17 +02:00
Dalai Felinto
c21ceb3317 Edit-Mesh: multi-object mark freestyle face
Freestyle face drawing is not working, but I tested it in 2.79, all good.
2018-04-30 22:38:06 +02:00
Dalai Felinto
9ce4a7e824 Edit Mesh: multi-object mark freestyle edge
Freestyle edge drawing is not working though.
2018-04-30 22:38:06 +02:00
Dalai Felinto
0ac3d5f7db Edit Mesh: multi-object mark sharp 2018-04-30 22:38:06 +02:00
Dalai Felinto
61f0608b4a Edit Mesh: multi-object mark seams
Note that I'm using bm->totedgesel instead of bm->totfacesel to skip objects.
2018-04-30 22:38:06 +02:00
Lukas Stockner
2e98524b58 Add support for area lights to the Apply Transform operator
Since area lights are affected by scaling them, it only makes sense to support applying the scale to the lamp size.
Of course, applying location or rotation does not work.

If a scaling that changes the aspect ratio is applied to a square lamp, the mode is automatically changed to Rectangle.
2018-04-30 22:09:23 +02:00
Germano
7770d38303 Cleanup: simplify GLSL logic in outlines drawing.
No functional changes.
2018-04-30 16:55:16 -03:00
Dalai Felinto
32c4158047 Fix Merge > To Cursor
In master this is working fine, but in 2.8 ob->imat was identity matrix.
Committing this in master to simplify merging.
2018-04-30 21:42:16 +02:00
Dalai Felinto
aaf85e29a1 Popover: tiny cleanup 2018-04-30 21:13:37 +02:00
Campbell Barton
40f27e520f Fix T54901: Crash renaming UV layer 2018-04-30 21:03:16 +02:00
Campbell Barton
ba339379fe Fix linking brushes crashing on load
We need to link brushes for all windows that use a workspace.
2018-04-30 20:09:39 +02:00
Brecht Van Lommel
33bb8b785a Fix T54900: radial control drawing in wrong place after recent WM changes. 2018-04-30 20:02:39 +02:00
Campbell Barton
f56b7fb863 Cleanup: de-duplicate paint access from object 2018-04-30 19:42:58 +02:00
Campbell Barton
188c4a22c9 Cleanup: de-duplicate paint access from object 2018-04-30 18:58:43 +02:00
Joshua Leung
6e67d8e3bb Cleanup: Move FOREACH_PCHAN_*_IN_OBJECT_*() macros to BKE_armature.h
This reduces the number of headers we need to import (and/or dependencies
on the order of them), as these depend on PBONE_VISIBLE(), which is already
in BKE_armature.h
2018-04-30 18:46:52 +02:00
Joshua Leung
0020a326ee Copy on write support for Bone Group operators 2018-04-30 18:38:56 +02:00
Joshua Leung
005f4748c1 Multi-Object Pose: POSE_OT_group_assign/unassign
Like the select/deselect operators, we only support doing this for the
active object for now. From the UI panels, it doesn't make sense to be
operating on bone groups which may not appear/line up with those in the panel
that we're currently dealing with.

This can be reviewed later, but for now, it's easier and makes more sense
this way.
2018-04-30 18:23:05 +02:00
Joshua Leung
9114ebe850 Multi-Object Pose Fixes for POSE_OT_armature_apply()
This operator was only partially converted to multi-object editing,
as on one hand, it was using the new "objects in mode" iterator,
while on the other hand, it was also using the context iterator inside
that, making all selected bones across armatures get included.
2018-04-30 16:40:50 +02:00
Joshua Leung
09dcb6d60c Multi-Object Pose: Fix POSE_OT_group_select and POSE_OT_group_deselect
We only want these to operate on the "active" armature only at a time
(where the "active" one is whichever the groups from the UI came from).
The fix therefore is to make it not use the context functions
(which were changed to always take bones from all selected armatures
instead).
2018-04-30 16:40:50 +02:00
Clément Foucault
8e78282a94 Eevee: Use GPU_RG16 for velocity pass instead of GPU_RG32F. 2018-04-30 16:39:26 +02:00
Clément Foucault
0a73000dfc GPUTexture: Add support for GPU_RG16. 2018-04-30 16:39:26 +02:00
Clément Foucault
eb7188802d DRW: Remove DRWTextureFormat in favor or GPUTextureFormat.
Because:
- Less redundancy.
- Better suffixes.

Also a few modification to GPU_texture_create_* to simplify the API:
- make the format explicit to the texture creation process.
- remove the component count as it's specified in the GPUTextureFormat.
2018-04-30 16:39:26 +02:00
Clément Foucault
41431eacfa Eevee: TAA: Use safe color when outputing the final color.
This prevent any NANs pixel to spear accross the history. This does not
mean we should allow NANs at all!
2018-04-30 16:39:26 +02:00
Jeroen Bakker
630c24fc61 Overlay: missed in last commit 2018-04-30 16:27:34 +02:00
Jeroen Bakker
5dab34df50 Overlay: Integration of TexturePaint with Workbench 2018-04-30 16:16:07 +02:00
Jeroen Bakker
cbe57acddf Workbench: Integration VertexPaint and WeightPaint modes
- Disable VertexPaint and WeightPaint for OB_MATERIAL and OB_RENDER. Users want to see the final result
 - When in OB_SOLID, the active object should be rendered without any color. The lighting information is multiplied with the VertexPaint/WeightPaint color
 - Removed the use_shading flag from VertexPaint and WeightPaint
 - add method to check if render engine should draw without color (DRW_object_in_only_lighting_mode)

Reviewers: fclem

Tags: #code_quest

Maniphest Tasks: T54894

Differential Revision: https://developer.blender.org/D3191
2018-04-30 15:54:38 +02:00
Julian Eisel
e76a65e359 UV editing: Make 'Select Linked' work consistent to 3D View
Don't see a good reason for the old behavior, so better have it consistent.
2018-04-30 15:42:29 +02:00
Sergey Sharybin
b5f5e6ce29 Depsgraph: Fix missing node tree update when adding keyframes
Need to make sure animation data is copied from original tree to a copy,
it is NOT enough to only copy node socket values.
2018-04-30 15:16:51 +02:00
Joshua Leung
7714d6dd65 COW Fix: Material property update callbacks need to tag depsgraph for COW updates
Otherwise, trying to change color/material properties of EEVEE materials
that have been keyframed doesn't work until a new keyframe has been inserted.

NOTE: There's still some wonkiness if you edit more than one keyframed value
before keyframing (i.e. the other unkeyed value temporarily gets reset). But
that's more of a general COW+animation issue.
2018-04-30 14:49:07 +02:00
Joshua Leung
36324f9dab ANIM_apply_keyingset() - Tag modified datablocks for copy on write update for good measure 2018-04-30 14:49:07 +02:00
Brecht Van Lommel
5f8ad885e1 Fix some popup menus that don't support it refreshing and crashing. 2018-04-30 14:27:44 +02:00
Brecht Van Lommel
85221f6fa7 Fix Eevee shadows not working in certain cases, after recent WM changes. 2018-04-30 13:52:25 +02:00
Campbell Barton
310bfe1a77 3D View: refresh on Overlay & Shading changes 2018-04-30 12:36:23 +02:00