The issue was caused by render result identifier only consist of scene name,
which could indeed cause conflicts.
On the one hand, there are quite some areas in Blender where we need identifier
to be unique to properly address things. Usually this is required for sub-data
of IDs, like bones. On another hand, it's not that hard to support this
particular case and avoid possible frustration.
The idea is, we add library name to render identifier for linked scenes. We use
library name and not pointer so we preserve render results through undo stack.
Reviewers: campbellbarton, mont29, brecht
Reviewed By: mont29
Differential Revision: https://developer.blender.org/D2836
Previously it was returning short, which was really easy to (a) compare against
non-ID type value (b) forget to handle some specific value in switch statement.
Both issues happened in the nearest past, so it's time to tighten some nuts
here.
Most of the change related on silencing strict compiler warning now, but there
is also one tricky aspect: ID_NLA is not in the IDType enum. So there is still
cast to short to handle that switch. If someone has better ideas how to deal
with this please go ahead :)
We have a hardcored limit of 1000 images to be baked.
However anything anove 100 would be leading to overflow in the code.
Caught by warning from builder bot (my compiler doesn't even complain
about this, but it should).
- NOCHECK -> ALL
- ALL -> MAYBE_ALL
Where 'MAYBE_ALL' checks to see if the mesh has changed.
This is clearer that `BKE_MESH_BATCH_DIRTY_ALL` is dirty and
going to be updated without any guess-work.
2.8x branch added bContext arg in many places,
pass eval-context instead since its not simple to reason about what
what nested functions do when they can access and change almost anything.
Also use const to prevent unexpected modifications.
This fixes crash loading files with shadows,
since off-screen buffers use a NULL context for rendering.
We do have an history of those pieces of evil in our code, would be nice
to get fully rid of it, but at the very least let's not add more of them
in new code. :)
New code was handling correctly ID's internal references to self, but
not references between 'made real' different objects...
Regression, to be backported in 2.79.
This will allow much finer controll over how we copy data-blocks, from
full copy in Main database, to "lighter" ones (out of Main, inside an
already allocated datablock, etc.).
This commit also transfers a llot of what was previously handled by
per-ID-type custom code to generic ID handling code in BKE_library.
Hopefully will avoid in future inconsistencies and missing bits we had
all over the codebase in the past.
It also adds missing copying handling for a few types, most notably
Scene (which where using a fully customized handling previously).
Note that the type of allocation used during copying (regular in Main,
allocated but outside of Main, or not allocated by ID handling code at
all) is stored in ID's, which allows to handle them correctly when
freeing. This needs to be taken care of with caution when doing 'weird'
unusual things with ID copying and/or allocation!
As a final note, while rather noisy, this commit will hopefully not
break too much existing branches, old 'API' has been kept for the main
part, as a wrapper around new code. Cleaning it up will happen later.
Design task : T51804
Phab Diff: D2714
This will allow much finer controll over how we copy data-blocks, from
full copy in Main database, to "lighter" ones (out of Main, inside an
already allocated datablock, etc.).
This commit also transfers a llot of what was previously handled by
per-ID-type custom code to generic ID handling code in BKE_library.
Hopefully will avoid in future inconsistencies and missing bits we had
all over the codebase in the past.
It also adds missing copying handling for a few types, most notably
Scene (which where using a fully customized handling previously).
Note that the type of allocation used during copying (regular in Main,
allocated but outside of Main, or not allocated by ID handling code at
all) is stored in ID's, which allows to handle them correctly when
freeing. This needs to be taken care of with caution when doing 'weird'
unusual things with ID copying and/or allocation!
As a final note, while rather noisy, this commit will hopefully not
break too much existing branches, old 'API' has been kept for the main
part, as a wrapper around new code. Cleaning it up will happen later.
Design task : T51804
Phab Diff: D2714
- New manipulator tracks lamps to position under cursor.
- Works with multiple lamps, keeping relative offsets.
- Holding Ctrl moves the lamp.
- Access via manipulator or Shift-T.
Code could be improved, but like to get feedback from users.
Note that some little parts of code have been dissabled because eval_ctx
was not available there. This should be resolved once DerivedMesh is
replaced.
This also renames some flags/variables to be more generic for updating
purposes. The call used here was previously only used for updating
paint data, but as it was reused here, flags and variables were renamed
to accomodate more clearly to the new usages.
Although we are calling all of them light probes, there are a lot of
differences between them. This commit does the following:
* Prevent user from changing the probe type once added
* Unify "sphere" and "cube" probes into reflection cubemap
(as before you can switch between them from the probe UI)
To be done
==========
* Don't show add probe menus unless we are on Eevee
* Light probes panels should not be visible in Clay. Light probe objects
should not be visible in Clay viewport (nor on Cycles).
Notes
=====
* We need icons for the different light probes, and for lightprobes as a
whole (we are using RADIO for now).