Caused by rB36ca072375deea4803df4681716c1d3224095e07
[one instance of `DEG_get_original_object` was neccesary, the other one
breaks getting the parent in `BLI_ghash_lookup`]
Reviewed by: brecht
Differential Revision: https://developer.blender.org/D4154
There were at least three copies of those:
- OB_RECALC* family of flags, which are rudiment of an old
dependency graph system.
- PSYS_RECALC* which were used by old dependency graph system
as a separate set since the graph itself did not handle
particle systems.
- DEG_TAG_* which was used to tag IDs.
Now there is a single set, which defines what can be tagged
and queried for an update. It also has some aggregate flags
to make queries simpler.
Lets once and for all solve the madness of those flags, stick
to a single set, which will not overlap with anything or require
any extra conversion.
Technically, shouldn't be measurable user difference, but some
of the agregate flags for few dependency graph components did
change.
Fixes T58632: Particle don't update rotation settings
Not exactly sure why we did not have cached displist for bevel object
here... But anyway, that conversion operation should really happen
outside of depsgraph evaluation area, so makes sense to do it as when
generating geometry for rendering, imho. Also solves issues like loosing
hidden parts of the curve/surface, etc. Still using viewport resolution
for curves, though.
Only use confirmation w/ X-key since this is more likely to be pressed
by accident. Delete-key delete doesn't confirm.
Part of D3953 by @Zachman w/ edits
- new "Align to View" option when loading a new image
- automatically align to view when dropping an image into a viewport
- larger default size for image empties
- fix image empty gizmo in orthographic view
- new "Align Objects to View" operator
Reviewer: brecht
Differential: https://developer.blender.org/D3778
To follow Blender standards, the name of the new primitive stroke must be different of blank object.
Also changed the default orientation of Suzanne 2D to use the same as other objects (not aligned by default)
The initial design assumed that there was only one object for each unique name, but that was not the case when instances were created.
Now, instances are supported and speed has been greatly improved when repetitions are used.
As a result of this change, the option to create objects has been removed in the Instances modifier. This option was strange and was also against Blender's design rules, since a modifier should never create objects. The old functionality of the modifier can be achieved with instances.
Also, several memory leakage problems that were not previously detected have been eliminated, and especially in the grid and in the drawing process
Onion Skin is not supported in multi-user datablocks. Support this, makes incompatible with instances. We need find a solution in the long term, but now it's better keep disabled and make instances work. Anyway, the new instances makes unnecessary to use muli-user datablocks.
Conversion code could leave object with inconsistent material data
compared to its new obdata.
Ideally, various conversion code would handle that properly, conserving
materials when possible, but for now at least ensure we get valid
result!
This commit merge the full development done in greasepencil-object branch and include mainly the following features.
- New grease pencil object.
- New drawing engine.
- New grease pencil modes Draw/Sculpt/Edit and Weight Paint.
- New brushes for grease pencil.
- New modifiers for grease pencil.
- New shaders FX.
- New material system (replace old palettes and colors).
- Split of annotations (old grease pencil) and new grease pencil object.
- UI adapted to blender 2.8.
You can get more info here:
https://code.blender.org/2017/12/drawing-2d-animation-in-blender-2-8/https://code.blender.org/2018/07/grease-pencil-status-update/
This is the result of nearly two years of development and I want thanks firstly the other members of the grease pencil team: Daniel M. Lara, Matias Mendiola and Joshua Leung for their support, ideas and to keep working in the project all the time, without them this project had been impossible.
Also, I want thanks other Blender developers for their help, advices and to be there always to help me, and specially to Clément Foucault, Dalai Felinto, Pablo Vázquez and Campbell Barton.
`BKE_pose_rebuild()` should (ideally) always trigger a rebuild of the
depsgraph, since it can add or remove posechannels.
This function now takes a Main parameter to ensure that related
depsgraphes are tagged as dirty (kept it optional, for some corner cases).
We should also probably double-check calls to that function, think in
theory it should only be called from depsgraph itself? But for now...