Commit Graph

75472 Commits

Author SHA1 Message Date
Campbell Barton
6d55b522fe Merge branch 'master' into blender2.8 2018-01-31 19:03:45 +11:00
Campbell Barton
87608e66e1 WM: correct comment, variable name for addons 2018-01-31 19:02:43 +11:00
Clément Foucault
afaca68ea8 Eevee: Render: Fix crash when using a sun lamps with shadow. 2018-01-31 02:53:03 +01:00
Clément Foucault
55a238edd6 Eevee: Render: Add Normal pass output. 2018-01-31 02:53:02 +01:00
Clément Foucault
76135d6b72 Eevee: Fix indentation and fix output normal of emission shader. 2018-01-31 02:53:02 +01:00
Clément Foucault
251fd91064 Eevee: Fix Crash when rendering using Render Border. 2018-01-31 02:53:02 +01:00
Clément Foucault
85d3de94c6 Eevee: Fix crash when Rendering (F12) using camera mapping. 2018-01-31 02:53:02 +01:00
Campbell Barton
807713e4f2 UI: re-enable alt-key for editing selection
Fixes T53950 where changing node layers applies to all selected nodes.
2018-01-31 11:54:04 +11:00
Dalai Felinto
133afc07b2 Compositor / Render Layer Node: Fix wrong layer after deleting view layers
I was calling the ntree syncing function too late. So the index of the layer
was -1 since it was no longer in the ListBase, making all RenderLayer nodes
to decrease their respective `custom1` (even going to negative sometimes).
2018-01-30 18:31:38 -02:00
Sergey Sharybin
7b675e0dc4 Fix blender player (tm) 2018-01-30 16:36:15 -02:00
Sergey Sharybin
7a868d127f Fix blender player (tm) 2018-01-30 16:11:58 +01:00
Dalai Felinto
dbed11d272 Fix FOREACH_OBJECT_RENDERABLE using stack data
Since 30a966a726 when I removed the recursion, the code was still relying
on stack data. This would crash in release often, and it should crash always.

Big thanks to Sergey Sharybin for spotting the issue.
2018-01-30 13:07:08 -02:00
Sergey Sharybin
0d64857c3f Merge branch 'master' into blender2.8 2018-01-30 14:32:27 +01:00
Dalai Felinto
b5cbc8bb60 Fix FOREACH_OBJECT_RENDERABLE going over the same object twice
Which is really silly because we were already tagging the ids, but simply
never checking them back.
2018-01-30 11:27:12 -02:00
Sergey Sharybin
b3c4a2a8da Fix T52520: Metaballs in edit mode causes infinite Cycles viewport reset
The issue was introduced by eb016eb as a fix for T41258, which added depsgraph
tagging with zero flag. The comment was saying that it's to make derived caches
to be updated, however bot sure how that could possibly work: tagging ID for
update with 0 flag only sets updated tags in bmain in old dependency graph.

In the new depsgraph, where object data is a part of depsgraph, doing such a
tag forces object to be updated, which re-triggers viewport rendering, which
is causing such an infinite viewport render rest.

Can not reproduce any crashes here, so maybe it's fine to move on with this
change.
2018-01-30 14:20:23 +01:00
Dalai Felinto
30a966a726 Fix FOREACH_OBJECT_RENDERABLE recursion going over the roof
This was leading to so much recursion that it was failing here.
How to test it: Open wanderer.blend and try to render (F12).

Note: This won't fix F12 rendering for wanderer with Eevee. Something else is
going wrong there.
2018-01-30 10:53:09 -02:00
Campbell Barton
c80b1f5410 Cleanup: warning, spelling 2018-01-30 21:02:27 +11:00
Campbell Barton
d0f63d402d Fix T53943: Weight paint crash in new scene 2018-01-30 20:33:20 +11:00
Campbell Barton
e83cbf4610 Fix crash drawing light probe 2018-01-30 13:36:41 +11:00
Campbell Barton
58c92f9f0d Fix light probe callbacks
Even though this wasn't crashing here, the arg types were wrong.
2018-01-30 13:15:04 +11:00
Clément Foucault
3e8c96ae46 DRW / Render: Make render result show when using final render with eevee. 2018-01-29 22:27:22 +01:00
Clément Foucault
1fe2b4bf60 Eevee: Remove unused variable. 2018-01-29 22:00:15 +01:00
Clément Foucault
376d42304b Eevee: Add Z pass render result. 2018-01-29 22:00:15 +01:00
Clément Foucault
f107af3519 Eevee: Add support for TAA/SuperSampling for final render. 2018-01-29 22:00:15 +01:00
Clément Foucault
8cce339131 Eevee: Add new "render samples" properties. 2018-01-29 22:00:15 +01:00
Clément Foucault
ba9a4dedda Eevee: Initial Final Render support.
TAA / multiple samples is not working at the moment.
2018-01-29 22:00:15 +01:00
Clément Foucault
847613c34e Render: Abort operator if there is no render_to_image() function 2018-01-29 22:00:15 +01:00
Clément Foucault
b6dbd8723c DRW / Render: Add support for render pipeline in drawmanager.
For simplicity we choose to execute the rendering of Opengl engines in the main thread and block the interface.
This might be addressed in the future at least for video rendering.

A drawmanager wrapper (DRW_render_to_image) is called by the render pipeline to set up the Opengl state and then call the specific draw_engine->render_to_image function.
2018-01-29 22:00:15 +01:00
Clément Foucault
01a62515cb DRW: Add "hardcoded" stipples for sun ray display. 2018-01-29 22:00:15 +01:00
Dalai Felinto
0f35436bcf Outliner: Moving object context menu to Python, and adding hierarchy
As suggested by Pablo Vazquez, though I think we can refine it a bit with icons.
I will wait for his feedback on it.
2018-01-29 18:01:57 -02:00
Germano
38bc973a6c uvedit_draw: Ensure first if it has any UV to draw
Otherwise an assert could be launched
2018-01-29 16:56:52 -02:00
Germano
d072022bbf Deduplicate GLSL frag code in particle drawing
Differential Revision: D2993
2018-01-29 15:51:23 -02:00
Sergey Sharybin
9577ebde79 Fix T53598: OpenGL Render Animation does not update shadows
General idea of the fix: skip the whole draw manager callback madness which
was used to tag object's engine specific data as dirty. Use generic recalc
flag in ObjectEngineData structure instead. This gives us the following
benefits;

- Sovles mentioned bug report.
- Avoids whole interface lookup for opened viewports for EVERY changed ID.
- Fixes missing updates when viewport is temporarily invisible.

Reviewers: dfelinto, fclem

Differential Revision: https://developer.blender.org/D3028
2018-01-29 17:54:20 +01:00
Sergey Sharybin
006c66b1ff Refactor object engine data storage
Main idea is to make specific engine types be a subclass of generic
ObjectEngineData structure.

This required following changes:

- Have extra size argument to engine data allocation function.

  Not sure whether there is less error-prone way of doing this.

- Add init() callback to engine data allocation function.

Additionally, added some extra checks to Eevee's engine data getters, so we do
not silently cast lamp data to lightprobe data.

Reviewers: dfelinto, fclem

Differential Revision: https://developer.blender.org/D3027
2018-01-29 17:53:51 +01:00
Howard Trickey
cebc7bb198 Fix nan problem in previous bevel commit.
For chains, access to g_prod[0] was undefined.
And two minor style (whitespace) changes.
2018-01-29 10:01:19 -05:00
Sergey Sharybin
263efb0b9a Depsgraph: Correction for previous fix
Original fix only worked when there is one custom property.
2018-01-29 15:06:44 +01:00
Dalai Felinto
d174f3bd60 Outliner: Remove Toggle options from object RMB
Task suggested by Pablo Vazquez (venomgfx).
2018-01-29 12:05:04 -02:00
Sergey Sharybin
68c1e3c28d Depsgraph: Fix missing update when property from proxy rig drives something 2018-01-29 14:53:27 +01:00
Sergey Sharybin
6eb2b57f5a Depsgraph: Disable labels on relations
This code was disable a while back and got re-enabled by some previous debug
process. Having relation names in dot file helps understanding what's going
on in one cases, but makes things spread too far away in others.
2018-01-29 14:45:45 +01:00
Sergey Sharybin
70286a7652 Depsgraph: Cleanup, line wraps 2018-01-29 14:43:12 +01:00
Bastien Montagne
083f6af8f8 Fix more filebrowser not refreshing correctly after new message bus system.
This does not affect current blender2.8, but is mandatory for asset
engine branch.

Bottom line being, we also need to 'survey' changes in actual
SpaceFileBrowser struct, not only its FileSelectParams sub-struct.
2018-01-29 12:50:15 +01:00
Bastien Montagne
c501855eb6 Fix filebrowser not refreshing correctly after new message bus system.
Generic ED_area_do_msg_notify_tag_refresh callback only tags area for
refresh, not redraw. This was not updating view e.g. when changing
ordering options in top region, until you'd mouse-over main filelisting
region...

So now, always tag area for redraw in filbrowser's refresh callback.
2018-01-29 10:24:30 +01:00
Campbell Barton
be0b2ac18b Manipulator: ignore mouse location w/ view widgets
When pressing on a button to zoom for eg,
using zoom-to-mouse-position doesn't make any sense.

There is also zoom speed scaling which increases the closer the cursor
is to the top-edge of the screen, which was noticable since the
navigation widget is currently at the top of the screen.
2018-01-29 17:40:19 +11:00
Campbell Barton
da885b922c Merge branch 'master' into blender2.8 2018-01-29 17:32:20 +11:00
Joshua Leung
45fdea48c1 Fix T53614: New Depsgraph ignores NLA strips
The new depsgraph was only considering the active action
when attaching relations from the AnimData component/operation
to the properties that are affected by the animation data.
As a result, only properties animated by the active action
were working, while those animated by NLA strips did not change
when playing back/scrubbing the timeline.

This commit fixes this introducing a recursive method to properly
visit all NLA strips, and calling DepsRelBuilder::build_animdata_curves_targets()
on each of those strips.
2018-01-29 19:01:59 +13:00
Campbell Barton
79639ccd6b 3D View: use_mouse_init for zoom & trackball orbit 2018-01-29 17:01:51 +11:00
Campbell Barton
961602f7ae Cleanup: move boolean options into flag
- Rename eViewOpsOrbit to eViewOpsFlag
  since VIEWOPS_ORBIT_DEPTH isn't just used for orbiting.
- Move use_ensure_persp & use_mouse_init into the flag.
- Remove viewops_data_create_ex.
2018-01-29 15:38:37 +11:00
Joshua Leung
64888eabfd Fix: Disable leftover debug prints from earlier work on the rna path renaming/fixing code 2018-01-29 17:22:03 +13:00
Joshua Leung
d13b943853 Fix T53909: Joining armatures did not remap names on merged action data
Technically this was not a bug, as this functionality was not meant to
work. (Drivers were already handled though, as they are part of the rig)
It was assumed that there was little value in having this functionality
available, as in most pipelines, animation production only begins after
the rig has been locked down (see bug report comments for more details).

On reflection, in most common situations, there's probably no harm in
doing these rna path fixups. This commit takes advantage of some similar
code I recently put in place in the Grease Pencil branch (for joining GP
objects and their layers).

Important Note for Animators/Riggers/TD's:
Please be aware that after joining armatures, some of the animation may
still need to be redone (due to changes in the transform hierarchies/
transform spaces that the animation is applied in). We do not attempt
to correct for these problems, and it is unlikely that we will in future.
2018-01-29 17:22:03 +13:00
Joshua Leung
5dd5286995 Apply Pose as Rest Pose: Bendy Bone support
The "Apply Pose as Rest Pose" operator now affects Bendy Bone settings
too, making it possible to use interactive posing tools (e.g. Pose Sculpting
brushes) to get the desired shape for the rest-pose shape of Bendy Bones.
When such posing tools are available, this change makes it easier to get
the desired Bendy Bone shapes, as you are no longer restricted to using
buttons to get the desired effects.
2018-01-29 17:22:02 +13:00