Commit Graph

30 Commits

Author SHA1 Message Date
b5682a6fdd Cleanup: use 'cb_flag', not 'cd_flag' for library_query callbacks.
`cd_flag` tends to be used for CustomData flags in mesh area, while for
library_query those are rather callback flags...
2017-01-31 10:41:25 +01:00
60e387f5e3 Cleanup: Rename callback flags from library_query to IDWALK_CB_...
Better to have clear way to tell whether flag is parameter for
BKE_library_foreach_ID_link(), parameter for its callback function, or
return value from this callback function.
2017-01-31 09:47:59 +01:00
eadfd901ad Optimization: pass Main to BKE_library_foreach_ID_link() and use its relations.
Use Main->relations in BKE_library_foreach_ID_link(), when possible
(i.e. IDWALK_READONLY is set), and if the data is available of course.

This is quite minor optimization, no sensible improvements are expected,
but does not hurt either to avoid potentially tens of looping over e.g.
objects constraints and modifiers, or heap of drivers...
2017-01-30 22:33:20 +01:00
fbd28d375a Fix missing non-ID nodetrees in ID relationships built from library_query.c
This shall fix both existing code (bpy mapping, and local/lib usages
checks), and new Main->relations generation.
2017-01-30 22:33:20 +01:00
9c756162ae Fix T50385: Deadlock in BKE_libblock_remap_locked.
Am pretty sure node update should not touch to Main database like that,
but for now let's allow it, I guess the hack is needed for things like
Sverchok. ;)
2017-01-09 10:43:23 +01:00
a9163f7d22 Fix (IRC reported) bad handling of Text data-block user count.
Reported on IRC by dfelinto, thanks.

Root of the issue was that opening a new text file would create
datablock with one user, when Text editor is actually a 'user one' user.

This was leaving Text datablocks in inconsitent user count, and
generating asserts in BKE_library area.

Also changed a weird piece of code related to that extra user thing in
main remapping func.
2017-01-04 14:07:38 +01:00
351a9d084f Fix T50369: Objects can't be deleted from scene when using "link group objects to scene"
Main issue here was that in old usercount system 'user_real' did simply
not allow that kind of thing to work. With new pait of 'USER_EXTRA'
tags, it becomes possible to handle the case correctly, by merely refining
checks about indirectly use objects whene removing them from a scene.

Incidently, found another related bug, 'link group objects to scene' was not
incrementing objects' usercount - bad, very very bad!
2017-01-04 10:28:59 +01:00
b708dce34f Cleanup: Rename BKE_libblock_relink, and move it to BKE_library_remap.h
Was a waaaaayyyyy to much generic name for such a specific func, renamed
to much more descriptive BKE_libblock_relink_to_newid().

In near future (few weeks, to limit as much as possible silent mismatch
in branches), will rename BKE_libblock_relink_ex to BKE_libblock_relink,
this is the real generic data-block relinking func!
2016-12-12 14:58:10 +01:00
369872a2c5 Fix T49991: reloading librairies doesn't update node groups.
We need to check node tree links are still valid, after we remapped
some NodeGroup.

Note: In fact, we have to run that for *all* ID types, since nodes may
use any kind of data-block (in theory)... :/
2016-11-19 12:31:40 +01:00
eb9e9f7f1a Cleanup: Remove unused function 2016-11-16 10:10:07 +01:00
f2690673ba Get rid of 'drivers unlinking' code in BKE_libblock_free_data()
This has nothing to do here (freeing is not unlinking/remapping!), and
was actually redoing something already taken care of by
`BKE_libblock_relink_ex()` call in `BKE_libblock_free_ex()`.

Also, gives some noticeable speedup when removing datablocks with
do_unlink=True, about 5 to 10% quicker e.g. when deleting all objects
from a py console, in a big production file...
2016-11-15 16:39:48 +01:00
625db1d86e Avoid interface ID remapping when freeing the whole database
This makes heavy scenes to be freed almost instantly (so now
quadbot scene takes only 0.06sec to free),
2016-11-15 15:56:40 +01:00
85e51b0638 Avoid driver target remapping when freeing the whole database
Added BKE_libblock_free_data_ex() which takes special do_id_user
argument which basically indicates whether main database was already
taken care about not having "dead" pointers.

Gives about 40% speedup of main database free with quadbot scene
(3.4sec vs. 5.4 sec on quite powerful desktop).
2016-11-15 15:56:40 +01:00
776a8548f0 Fix T49430: append scene with gamelogic broken.
In fact, it was the whole remapping process that was broken in logic bricks area,
due to terrible design of links between those bricks...

Object copying was also broken in that case, fixed as well.

To be backported to 2.78.

Note that issue was actually probably there since ages, hidden behind dirty hacks
used in previous append code (though likely visible in some corner cases).

Listen kids: do not, never, ever, do what has been done for links between logic bricks. Never. Ever.
Even as pure runtime data it would have been bad, but as stored data...
2016-09-23 14:25:15 +02:00
ab09a80d33 Fix T49425: Freestyle in viewport keeps updating over and over.
Regression caused by rBb27ba26, we would always tag datablocks to update in G.main,
ignoring given bmain, now always use this one instead.

To be backported to 2.78.
2016-09-22 14:57:16 +02:00
b27ba26b44 Fix T49299: Removing offset object in modifiers doesn't update mesh.
Own fault in new ID management work, thought rebuild the DAG itself was
enough to actually update whole scene, but we actually need to tag datablocks
for update as well, when we change (or remove) one of their ID pointers...
2016-09-09 10:44:49 +02:00
062cf99fd1 Cleanup: Indentation 2016-08-30 10:29:53 +02:00
61050f75b1 Basic Alembic support
All in all, this patch adds an Alembic importer, an Alembic exporter,
and a new CacheFile data block which, for now, wraps around an Alembic
archive. This data block is made available through a new modifier ("Mesh
Sequence Cache") as well as a new constraint ("Transform Cache") to
somewhat properly support respectively geometric and transformation data
streaming from alembic caches.

A more in-depth documentation is to be found on the wiki, as well as a
 guide to compile alembic: https://wiki.blender.org/index.php/
User:Kevindietrich/AlembicBasicIo.

Many thanks to everyone involved in this little project, and huge shout
out to "cgstrive" for the thorough testings with Maya, 3ds Max, Houdini
and Realflow as well as @fjuhec, @jensverwiebe and @jasperge for the
custom builds and compile fixes.

Reviewers: sergey, campbellbarton, mont29

Reviewed By: sergey, campbellbarton, mont29

Differential Revision: https://developer.blender.org/D2060
2016-08-06 10:58:13 +02:00
eaea4ea51f Grease Pencil v2 Branch
Improve current Grease Pencil in order to get a better 2D animation tool.

More info in WIKI pages: https://wiki.blender.org/index.php/User:Antoniov

Reviewed By: Severin, aligorith, campbellbarton

Patch by @antoniov, with edits by @Severin.

Differential Revision: https://developer.blender.org/D2115
2016-08-03 23:39:36 +02:00
af2deb5438 Fix (unreported) crash in some case when remapping armature data.
Those bone pointers in object's pose bite again - turns out they can be accessed
before pose actually gets rebuilt in some cases (e.g. from undo writefile), so
we need to clear the pointers immediately.
2016-07-21 16:54:36 +02:00
95da68822b Fix missing break in libblock relink 2016-07-19 10:27:37 +10:00
282de867d4 Initial fix for proxy issues regarding new libquery/libremap ID handling code.
libquery now passes an extra flag info to the callback, in case that specific
ID usage is considered as indirect.

In most cases, it's just set from ID_IS_LINKED_DATABLOCK() result on datablock owner,
but in proxy object case we also consider ob->data, materials and pose usages as indirect.

Does not fixes all issues yet, but should already make behavior with proxy object saner.
2016-07-08 19:33:22 +02:00
cf19055236 Fix (unreported) missing special updates in case we are remapping obdata (mesh/curve/metaball at least). 2016-07-08 18:11:20 +02:00
71f5df9f44 Refactor remapping's pre/post process of special cases.
Main issue was that BKE_libblock_relink_ex was pretty much ignoring all those...
Also, unlinking of objects was not handling correctly indirect-related flags.

Refactored code into helper functions to avoid too much duplicated code.
2016-07-08 18:11:20 +02:00
3fb2c1e4a2 Make use of new 'idtype can use idtype' check (in ID usages code, and ID remapping one too).
Reduces calls to BKE_library_foreach_ID_link() from 312 to 105 when relocating a library in a
rather simple lib reload test...
2016-07-07 21:21:33 +02:00
514700b307 Fix (unreported) crash when remapping armatures.
Objects' Pose holds references to the armature bones, so we have to force POSE_RECALC in those cases...
2016-07-07 15:07:51 +02:00
85c9aefe0f "Fix" crash when deleting linked object which has indirect usages.
This is in fact very hairy situation here... Objects are only refcounted by scenes,
any other usage is 'free', which means once all object instanciations are gone Blender
considers it can delete it.

There is a trap here though: indirect usages. Typically, we should never modify linked data
(because it is essencially useless, changes would be ignored and ost on next reload or
even undo/redo). This means indirect usages are not affected by default 'safe' remapping/unlinking.

For unlinking preceeding deletion however, this is not acceptable - we are likely to end with
a zero-user ID (aka deletable one) which is still actually used by other linked data.

Solution choosen here is double:
I) From 'user-space' (i.e. outliner, operators...), we check for cases where deleting datablocks
should not be allowed (indirect data or indirectly used data), and abort (with report) if needed.
II) From 'lower' level (BKE_library_remap and RNA), we also unlink from linked data,
which makes actual deletion possible and safe.

Note that with previous behavior (2.77 one), linked object would be deleted, including from linked data -
but then, once file is saved and reloaded, indirect usage would link back the deleted object,
without any instanciation in scene, which made it somehow virtual and unreachable...

With new behavior, this is no more possible, but on the other hand it means that in situations of dependency cycles
(two linked objects using each other), linked objects become impossible to delete (from user space).

Not sure what's best here, behavior with those corner cases of library linking is very poorly defined... :(
2016-07-01 18:29:12 +02:00
0971749f4c Cleanup: spelling, indentation 2016-06-29 20:37:54 +10:00
e2c7ee7733 Fix T48740: User could remap indirect libdata usages from outliner.
Remapping indirect usage of IDs is forbidden from user space, this is calling for
nice nightmare with libraries handling (and undo crash, among other things).

Not sure why I was 'laxist' about indirect usage cases detection like that,
for now just consider any ID used by another linked datablock as indirect usage case!

Also, added some error/warning reports to Outliner's remap code.
2016-06-27 15:46:43 +02:00
897e97f078 ID-Remap - Step one: core work (cleanup and rework of generic ID datablock handling).
This commit changes a lot of how IDs are handled internally, especially the unlinking/freeing
processes. So far, this was very fuzy, to summarize cleanly deleting or replacing a datablock
was pretty much impossible, except for a few special cases.

Also, unlinking was handled by each datatype, in a rather messy and prone-to-errors way (quite
a few ID usages were missed or wrongly handled that way).

One of the main goal of id-remap branch was to cleanup this, and fatorize ID links handling
by using library_query utils to allow generic handling of those, which is now the case
(now, generic ID links handling is only "knwon" from readfile.c and library_query.c).

This commit also adds backends to allow live replacement and deletion of datablocks in Blender
(so-called 'remapping' process, where we replace all usages of a given ID pointer by a new one,
or NULL one in case of unlinking).

This will allow nice new features, like ability to easily reload or relocate libraries, real immediate
deletion of datablocks in blender, replacement of one datablock by another, etc.
Some of those are for next commits.

A word of warning: this commit is highly risky, because it affects potentially a lot in Blender core.
Though it was tested rather deeply, being totally impossible to check all possible ID usage cases,
it's likely there are some remaining issues and bugs in new code... Please report them! ;)

Review task: D2027 (https://developer.blender.org/D2027).
Reviewed by campbellbarton, thanks a bunch.
2016-06-22 17:53:50 +02:00