Commit Graph

15510 Commits

Author SHA1 Message Date
Bastien Montagne
f927f388f6 Fix T57288: Assert when deleting duplicated collection (id->us == 0).
Copying an ID also add a default user to new one (just like creating an
ID), by default...
2018-10-23 12:00:46 +02:00
Campbell Barton
756ac74f81 Cleanup: rename 'dm' -> 'me' for 'Mesh' types 2018-10-23 15:00:40 +11:00
Campbell Barton
5891f81f25 Cleanup: style, warning 2018-10-23 11:01:25 +11:00
Antonioya
e010d5e3b1 GP: New Time modifier
This modifier allows to offset the keyframe animated to get more variations in the animation when reuse the same datablock.
2018-10-22 18:30:26 +02:00
Bastien Montagne
7756973b0c Fix T57320: Crash when adding a linked scene, then deleting it.
You want to check collections (for NULL children) first, before you
actually go into those children collections checking for NULL objects...
2018-10-21 17:22:09 +02:00
Bastien Montagne
c989c5d37d Fix non-sense overloaded code in remapping post-process of objects and collections.
In one case, code was calling the same func on bmain for all objects or
collections inside that bmain... seriously...
2018-10-21 17:20:17 +02:00
Bastien Montagne
4e36ebf593 Optimize meta-ball basis check.
`BKE_mball_is_basis_for()` was processing whole name, when we can
actually rule out most of cases by just checking third char of the ID
names first, which is much, much cheaper.

Even though MBalls are not much used nowadays, that's a nice
optimization when this is called over a whole Main database full of
meta-balls objects...
2018-10-21 17:17:34 +02:00
Antonioya
541d07045b GP: Redesign drawing cache to support particles
Full redesign of the cache system used for drawing strokes and handle derived frame data.

Before, the cache was saved in bGPdata and a hash was used to manage several objects with the same datablock.

Old design made the use of particles very inefficient and prone to bugs and segment faults, and especially when this was mixed with onion skinning and multiple objects using same datablock. Also, there were some conflicts with the depsgrah logic (the old design was done before despgraph was in place) that made the use of hash not working.

The new design saves the data in the object runtime struct and avoid the use of any hash to find the right data. This improves the speed and reduce a lot the complexity of the code, memory allocation, hash overload and adds full support for particles and reused datablocks.

The particles can reuse the modifiers and shader effects of the original grease pencil object.
2018-10-20 09:08:34 +02:00
Dalai Felinto
f10bc11061 Remove defunct NLA_OT_bake
It's been 9 years too long.
And don't get this one confused with nla.bake (why would you even?).

The·BakeAction operator will be renamed to NLA_TO_bake next.
2018-10-19 16:14:42 -03:00
Dalai Felinto
7cc799d03d Cleanup: CTX_DATA_BEGIN_FOR_ID no longer needed 2018-10-19 15:45:34 -03:00
Bastien Montagne
fbf4c11960 Make Static Override optional/hidden by default.
That feature will not be ready (or at least, not tested enough) to be
officially part of 2.80 beta. So we disable it by default, hidding it
behind a startup option (`--enable-static-override`), and a python
app var (`bpy.app.use_static_override`).

That way, people who really want to play with it can do it easily, while
not exposing/enabling non-production-ready feature by default.

Note that underlying override code remains active, i.e. files we do have
overridden data-blocks will be loaded correctly according to static override.
2018-10-19 18:38:19 +02:00
Alexander Gavrilov
eaa527f694 Dope Sheet: remove many hard-coded color and alpha constants.
Add the necessary colors and/or alpha components to the theme instead.
Also switch the background for ordinary channels to use the likely
intended theme option, instead of the window background color.

The general rule is that the channel color is drawn full strength in the
channel list on the left, and with alpha in the actual key frame area on
the right. This alpha is also reused with bone group colors.

Reviewers: brecht, billreynish

Differential Revision: https://developer.blender.org/D3813
2018-10-19 18:30:24 +03:00
Jacques Lucke
c17f2c2eb6 Outliner: Open empty collection when something is dragged into it
Reviewers: brecht

Differential Revision: https://developer.blender.org/D3814
2018-10-19 14:30:39 +02:00
Dalai Felinto
d01e0d1ef1 CTX_DATA_BEGIN for active object only (..._from_active_object)
For now only `selected_pose_bones_from_active_object`, more options can
be added on demand.

Discussed this with Campbell Barton. We may need this only for selected
pose bones, time will tell.
2018-10-19 08:31:58 -03:00
Jacques Lucke
c92f125e75 Partial Revert: bring back some comments 2018-10-19 10:51:33 +02:00
Campbell Barton
9b5183769b Cleanup: compiler warnings 2018-10-19 14:51:55 +11:00
Campbell Barton
a30c9f710a Partial revert '#if 0' cleanup
Partially revert 41216d5ad4

Some of this code had comments to be left as is for readability,
or comment the code should be kept.
Other functions were only for debugging.
2018-10-19 09:18:22 +11:00
Brecht Van Lommel
9d318da4a7 Merge branch 'master' into blender2.8 2018-10-18 20:11:14 +02:00
Brecht Van Lommel
1d05f0dc22 Fix Copy Objects to Buffer breaking library paths.
This is a bug experienced by animators in the Blender Studio that developers
have been trying to fix for a /long/ time.

What happens is that partial file writing extracts the needed datablocks from
the main list of datablocks into a smaller one. Afterwards they are added back
to the main list, but in some cases not exactly in the same order.

There is file path remapping code that depends on the datablocks being in
exactly the same order as before, and when this was not the case filepaths
would get swapped between datablocks

The reason datablocks are not restored in the same order is because the sorting
of datablocks by name is a) case insensitive and b) undefined if there are
multiple datablocks with the same name from different libraries. This should
be made well defined, but the fix in this commit is simpler.

The way animators ran into this bug is that they use the Copy Attributes addon
a lot, which has as the first item in the menu Copy Selection to Buffer. In
some cases this would be clicked accidentally when menu is near the edge of the
window, breaking the library paths which would only be noticed a much later on
file save and reload.

The way this bug was finally tracked down is that it was suspected that the
undo system was the cause, and so Bastien added library validation for undo.
When Hjalti then did undo and noticed the error, he remembered accidentally
clicking Copy Selection to Buffer just before, and we could finally reproduce
the bug.
2018-10-18 20:10:15 +02:00
Jacques Lucke
41216d5ad4 Cleanup: Remove more #if 0 blocks
Continuation of https://developer.blender.org/D3802

Reviewers: brecht

Differential Revision: https://developer.blender.org/D3808
2018-10-18 15:43:06 +02:00
Brecht Van Lommel
a18b806004 Fix use of uninitialized variable in cloth collision.
No apparent difference in a quick simulation, but was clearly wrong.
2018-10-18 12:59:27 +02:00
Campbell Barton
4c1250570b Cleanup: style 2018-10-18 12:03:04 +11:00
Alexander Gavrilov
e5b18390fa Shrinkwrap: implement the use of smooth normals in constraint & modifier.
- Use smooth normals to displace in Above Surface mode.
- Add an option to align an axis to the normal in the constraint.

I've seen people request the alignment feature, and it seems useful.
For the actual aligning I use the damped track logic.

In order to conveniently keep mesh data needed for normal
computation together, a new data structure is introduced.

Reviewers: mont29

Differential Revision: https://developer.blender.org/D3762
2018-10-17 17:55:34 +03:00
Bastien Montagne
d31ea3b89a Merge branch 'master' into blender2.8
Conflicts:
	source/blender/blenkernel/BKE_global.h
	source/blender/editors/undo/ed_undo.c
2018-10-17 16:50:36 +02:00
Bastien Montagne
2d1b9f7841 Minor style cleanup. 2018-10-17 16:42:18 +02:00
Jacques Lucke
21744217ce Cleanup: remove some #if 0 blocks
Reviewers: brecht, campbellbarton

Differential Revision: https://developer.blender.org/D3802
2018-10-17 12:43:41 +02:00
Alexander Gavrilov
c7a84c23f1 Dope Sheet: rewrite computation of keyframe hold blocks.
Computation of hold blocks was done by storing ranges (with start and
an end, and likely overlapping) in a tree keyed only by the block start.
This cannot work well, and there even were comments that it is not
reliable in complex cases.

A much better way to deal with it is to split all ranges so they don't
overlap. The most thorough way of doing this is to split at all and every
known keyframe, and in this case the data can actually be stored in the
key column data structures, avoiding the need for a second tree.

In practice, splitting requires a pass to copy this data to newly added
keys, and the necessity to loop over all keyframes in the range being
added. Both are linear and don't add excess algorithmic complexity.

The new implementation also calls BLI_dlrbTree_linkedlist_sync for
its own needs, so the users of the *_to_keylist functions don't have
to do it themselves anymore.

Differential Revision: https://developer.blender.org/D3790
2018-10-16 19:27:10 +03:00
Campbell Barton
c5f4c69643 Cleanup: replace check for derivedFinal w/ mesh_eval 2018-10-16 10:33:44 +11:00
Campbell Barton
38828309d3 Cleanup: unused code 2018-10-15 18:12:14 +11:00
Campbell Barton
dbb35ff7c8 Cleanup: unused functions 2018-10-15 17:37:54 +11:00
Campbell Barton
27389362a4 Mesh: remove DerivedMesh for boundbox calculation
Fixes edit-mesh not having a boundbox calculated for it.
2018-10-15 17:14:05 +11:00
Campbell Barton
0941d99323 Cleanup: remove unused functions 2018-10-15 16:59:27 +11:00
Campbell Barton
2deeca4fb0 Cleanup: remove references to DerivedMesh 2018-10-15 16:06:42 +11:00
Campbell Barton
0ef4c4e12a Mesh: remove DerivedMesh for displist conversion 2018-10-15 16:01:39 +11:00
Campbell Barton
62a3dfec78 Mesh: mostly remove DerivedMesh for vertex parent
The exception is for subdivision surface which still uses derived mesh.
2018-10-15 15:31:17 +11:00
Campbell Barton
881334c499 Cleanup: remove DerivedMesh bvhtree_from_mesh_get 2018-10-15 13:40:46 +11:00
Campbell Barton
2a2db39f3a Bake: remove derived mesh for bake API
Multires baking still uses DerivedMesh.
2018-10-15 13:38:58 +11:00
Dalai Felinto
605fbad872 ED_pose_recalculate_paths: Run only for active object
New iterator CTX_DATA_BEGIN_FOR_ID, to restrict the loop to the specified object only.
This is not super efficient, but it should be fine for now.

I will talk to other developers. A more elegant solution would be to
have something like "active_object_selected_pose_bones" in the context.
2018-10-12 19:53:07 -03:00
Campbell Barton
86635402d5 Mesh: remove derivedFinal from various places 2018-10-12 19:29:40 +11:00
Campbell Barton
b15123d279 Cleanup: remove unused derived mesh wrappers 2018-10-12 18:14:11 +11:00
Campbell Barton
54ecff1fca Mesh: remove derived mesh for nurbs conversion 2018-10-12 18:05:26 +11:00
Antonioya
d12b3767f8 Add new parameter to reverse UIList items
Now, it was possible to invert the order of the UIlist using the filter, but it was impossible to know if the list was inverted or not.

The problem with this is that any other element depending of this value could not be adjusted.

See https://devtalk.blender.org/t/how-to-access-uilist-properties/2268

The new parameter allows to set the reverse order by default. When the list is set as reverse, it cannot be inverted again, so the invert button is removed of the filter.

This change is needed to fix a requested feature for Grease Pencil (T56985) and because a lot of 2D softwares use the drawing layers in the inverse order used in Blender.
2018-10-11 18:30:09 +02:00
Campbell Barton
b7363941f7 Cleanup: make BKE_mesh_ensure_normals_for_display public 2018-10-11 16:34:12 +11:00
Campbell Barton
fd2ffb0b9e RNA: remove redundant new_from_object/to_mesh arg
If the caller wants loop-tris, there is a function to calculate them.
2018-10-11 12:24:38 +11:00
Campbell Barton
121c94b082 Cleanup: mesh iterators
- Split indexed/non-indexed into separate loops.
- Avoid assigning the same value in the loop.
- Use const variables.
2018-10-11 10:34:30 +11:00
Campbell Barton
0f147bf6d6 Remove image based bitmap font support
Was used in the game engine and is no longer used.
2018-10-11 09:27:29 +11:00
Campbell Barton
66738d4aa0 Merge branch 'master' into blender2.8 2018-10-11 09:08:30 +11:00
Campbell Barton
2083a7e274 Cleanup: style (pointers) 2018-10-11 09:03:39 +11:00
Campbell Barton
95f2604ea7 Cleanup: indentation 2018-10-11 08:20:35 +11:00
Brecht Van Lommel
e65784a051 Python API: add loop triangles access, remove tessfaces.
Loop triangles are tessellated triangles create from polygons, for renderers
or exporters that need to match Blender's polygon tesselation exactly. These
are a read-only runtime cache.

Tessfaces are a legacy data structure from before Blender supported n-gons,
and were already mostly removed from the C code.

Details on porting code to loop triangles is in the release notes.

Differential Revision: https://developer.blender.org/D3539
2018-10-10 17:43:44 +02:00