This error was introduced wit the change in commit https://developer.blender.org/rB6a850f3cc840
As the brushes were not created, all modes except Edit were broken.
Now, the brushes and palette are not created when load the file in versioning code, but when the mode is enabled.
Also, if the brush already exist, the parameters are not reset as it was done in the versioning code in order to keep user settings.
The same logic is used for the default palette.
All the driver-specific code in `fcurve.c` has been moved into a new file
`fcurve_driver.c`. The corresponding declarations have been moved from
`BKE_fcurve.h` to `BKE_fcurve_driver.h`.
All the `#include "BKE_fcurve.h"` statements have been investigated and
replaced with `BKE_fcurve_driver.h` where necessary.
No functional changes.
Now it's possible to select the material in context menu and new menu to select material.
The patch and workflow has been tested in greasepencil-object branch.
* New Material selector in Draw mode Context menu:
{F8499259}
* Pressing `U`key in Draw mode display material menu.
{F8503224}
Reviewed By: mendio, pepeland
Differential Revision: https://developer.blender.org/D7554
The dopesheet needs to have a frame to display the channel, so an empty frame is created in the current frame.
See T66505 for details of why an empty channel cannot be displayed.
The dopesheet needs to have a frame to display the channel, so an empty frame is created in the current frame.
See T66505 for details of why an empty channel cannot be displayed.
Note this only changes cases where the variable was declared inside
the for loop. To handle it outside as well is a different challenge.
Differential Revision: https://developer.blender.org/D7320
The `BKE_animsys.h` and `anim_sys.c` files already had a an "AnimData
API" section. The code in that section has now been split off, and
placed into `BKE_anim_data.h` and `anim_data.c`.
All files that used to include `BKE_animsys.h` have been adjusted to
only include the animation headers they need (sometimes none).
No functional changes.
Follow up of b2ee1770d4 and 10c2254d41, part of T74432.
Now the area and region naming conventions should be less confusing.
Mostly a careful batch rename but had to do few smaller fixes.
Also ran clang-format on affected files.
This was only reported for the 'Change Active Layer' operator [which was
not setting the channel as selected in the dopesheet], but this is also
the case elsewhere [where BKE_gpencil_layer_active_set is used], namely:
- gp_layer_remove_exec
- gp_layer_copy_exec
- gp_merge_layer_exec
- gp_layer_change_exec
- gp_layer_active_exec
- gp_stroke_separate_exec
We could set GP_LAYER_SELECT "by hand" in
BKE_gpencil_layer_active_set(), but there is already
animchan_sync_gplayer() that does that. For this, we need the
NA_SELECTED notifier though.
Maniphest Tasks: T75250
Differential Revision: https://developer.blender.org/D7311
When use the dopesheet add layer operator a new blank frame is created. It's very strange to create a layer and don't see anything in dopesheet.
If the layer is added in properties, the frame is not created.
Reviewed by: @pepeland @mendio
This commit is a full refactor of the grease pencil modules including Draw Engine, Modifiers, VFX, depsgraph update, improvements in operators and conversion of Sculpt and Weight paint tools to real brushes.
Also, a huge code cleanup has been done at all levels.
Thanks to @fclem for his work and yo @pepeland and @mendio for the testing and help in the development.
Differential Revision: https://developer.blender.org/D6293
- Use 'BKE_object_defgroup' prefix for object functions.
- Rename 'defvert_verify_index' to 'defvert_ensure_index'
since this adds the group if it isn't found.
- Use 'BKE_object_material_*', 'BKE_id_material_*' prefix
for functions that operate on Object and ID types.
- Use '_len' suffix for length (matching BLI naming).
- Use '_p' suffix for functions that return a pointer to values
where the value would typically be returned.
Functions renamed:
- BKE_object_material_resize was BKE_material_resize_object
- BKE_object_material_remap was BKE_material_remap_object
- BKE_object_material_remap_calc was BKE_material_remap_object_calc
- BKE_object_material_array_p was BKE_object_material_array
- BKE_object_material_len_p was BKE_object_material_num
- BKE_id_material_array_p was BKE_id_material_array
- BKE_id_material_len_p was BKE_id_material_num
- BKE_id_material_resize was BKE_material_resize_id
- BKE_id_material_append was BKE_material_append_id
- BKE_id_material_pop was BKE_material_pop_id
- BKE_id_material_clear was BKE_material_clear_id
This patch replaces D5787. Now instead to replace the startup.blend file, all the changes are done in versioning and moved to shared module to be reused by Brush reset.
Reviewers: brecht, mendio
Reviewed By: brecht
Subscribers: pepeland, mendio
Differential Revision: https://developer.blender.org/D5913
As the layer and frame memory was duplicated, the pointers were connected to old data. This was solved when saved the file, but this was a bug. Also this required a duplication and clean all listbase items.
Now, instead to duplicate and clear memory for layers and frames, just create a new layer and frame. This solution fix the problem, it's faster and also keeps the code cleaner.
The operator set as active object material the material used in the selected stroke.
Access to the operator were added in the stroke menu and context stroke menu.
Reviewers: antoniov, pepeland
Tags: #bf_blender, #grease_pencil
Differential Revision: https://developer.blender.org/D5692
When a material slot is empty, the default material is used.
The default color used is Gray to get a good contrast in dense scenes with dark and white background.
Reviewers: brecht, dfelinto, mendio, pepeland
Differential Revision: https://developer.blender.org/D5625
Before, the evaluation of modifers were done in draw manager. The reason of the old design was grease pencil was designed before depsgraph was in place.
This commit moves this logic to depsgraph to follow general design and reduce Draw Manager complexity. Also, this is required in order to use modifiers in Edit modes.
Really, there is nothing really new in the creation of derived data, only the logic has been moved to depsgraph, but the main logic is the same. In order to get a reference to the original stroke and points, a pointer is added to Runtime data as part of the evaluated data. These pointers allow to know and use the original data.
As the modifiers now are evaluated in Depsgraph, the evaluated stroke is usable in Edit modes, so now it's possible to work with the evaluated version instead to use a "ghost" of the final image over the original geometry as work today.
Reviewed By: brecht
Differential Revision: https://developer.blender.org/D5470
The old layout of `PointerRNA` was confusing for historic reasons:
```
typedef struct PointerRNA {
struct {
void *data;
} id;
struct StructRNA *type;
void *data;
} PointerRNA;
```
This patch updates it to:
```
typedef struct PointerRNA {
struct ID *owner_id;
struct StructRNA *type;
void *data;
} PointerRNA;
```
Throughout the code base `id.data` was replaced with `owner_id`.
Furthermore, many explicit pointer type casts were added which
were implicit before. Some type casts to `ID *` were removed.
Reviewers: brecht, campbellbarton
Differential Revision: https://developer.blender.org/D5558
This change ensures that operators which needs access to evaluated data
first makes sure there is a dependency graph.
Other accesses to the dependency graph made it more explicit about
whether they just need a valid dependency graph pointer or whether they
expect the graph to be already evaluated.
This replaces OPTYPE_USE_EVAL_DATA which is now removed.
Some general rules about usage of accessors:
- Drawing is expected to happen from a fully evaluated dependency graph.
There is now a function to access it, which will in the future control
that dependency graph is actually evaluated.
This check is not yet done because there are some things to be taken
care about first: for example, post-update hooks might leave scene in
a state where something is still tagged for update.
- All operators which needs to access evaluated state must use
CTX_data_ensure_evaluated_depsgraph().
This function replaces OPTYPE_USE_EVAL_DATA.
The call is generally to be done in the very beginning of the
operator, prior other logic (unless this is some comprehensive
operator which might or might not need access to an evaluated state).
This call is never to be used from a loop.
If some utility function requires evaluated state of dependency graph
the graph is to be passed as an explicit argument. This way it is
clear that no evaluation happens in a loop or something like this.
- All cases which needs to know dependency graph pointer, but which
doesn't want to actually evaluate it can use old-style function
CTX_data_depsgraph_pointer(), assuming that underlying code will
ensure dependency graph is evaluated prior to accessing it.
- The new functions are replacing OPTYPE_USE_EVAL_DATA, so now it is
explicit and local about where dependency graph is being ensured.
This commit also contains some fixes of wrong usage of evaluation
functions on original objects. Ideally should be split out, but in
reality with all the APIs being renamed is quite tricky.
Fixes T67454: Blender crash on rapid undo and select
Speculation here is that sometimes undo and selection operators are
sometimes handled in the same event loop iteration, which leaves
non-evaluated dependency graph.
Fixes T67973: Crash on Fix Deforms operator
Fixes T67902: Crash when undo a loop cut
Reviewers: brecht
Reviewed By: brecht
Subscribers: lichtwerk
Maniphest Tasks: T67454
Differential Revision: https://developer.blender.org/D5343
This change makes it so current frame is queried from a scene rather
than from a dependency graph. This makes it possible to avoid the
fact that dependency graph might not be fully evaluated yet.
There are still some cases where it frame is queried from the graph,
but those seems to be in a code path where we need to ensure valid
dependency graph anyway.
Reviewers: brecht
Reviewed By: brecht
Differential Revision: https://developer.blender.org/D5349
When the slot of the material is empty, the loop to lock the materials tried to use the material but this was NULL.
Check if material is NULL before using it in other operators too.