Commit Graph

151 Commits

Author SHA1 Message Date
60ff803998 Fix missing ID pointer handling in materials in ID remapping code. 2018-03-20 11:32:16 +01:00
f47a41a3d9 Cleanup: iterator macros
- put render iterator in own scope
  (would shadow it's own variable if used multiple times).
- enforce semicolon at end of iterator macros.
- no need to typedef one-off macro structs.
2018-03-09 11:52:11 +11:00
f02af0407f Cleanup: use _BEGIN suffix for group iterators 2018-03-07 20:46:27 +11:00
7aed2de798 Cleanup: macro's w/ an _END need a matching _BEGIN
Convention from 2.7x, since some looping macros don't need an '_END',
it avoids confusion to keep this.
2018-03-01 19:01:53 +11:00
769c9a2363 Object Mode: remove Scene.obedit
This means we can support having the same scene in different windows
with different edit-objects.
2018-02-14 08:49:20 +11:00
17577c53c6 Merge branch 'master' into blender2.8 2018-02-07 11:19:01 +11:00
1e4b612d6a Cleanup: add _types.h suffix to DNA headers 2018-02-07 11:14:08 +11:00
Dalai Felinto
7628961391 Collections/Layer cleanup: Remove all reference to filter objects
This was not implemented yet. So it's a bit pointless to have all this
placeholder code around without any functionality coming out of it.
2018-01-22 12:43:19 -02:00
c26da06ae6 Merge branch 'master' into blender2.8 2018-01-08 09:39:32 +01:00
a7b4f98e73 Fix T53713: User remap failed w/ texface images 2018-01-08 16:58:58 +11:00
Dalai Felinto
9454359a16 Workspace: Clarifying library remap workaround
WorkSpaceLayout->screen will be made public soon, but meanwhile this makes it
clear why we are not passing layout->screen to CALLBACK_INVOKE in this case.
2017-12-08 13:35:31 -02:00
392c23bdb9 Library remap: Fix issue remapping pointer of object coming from group[s base
We can not store pointer to an object ion temporary variable here, since then
pointer will not be updated in the base itself.

This fixes missing modifiers on objects coming from dupli-group.
2017-12-08 16:07:25 +01:00
Dalai Felinto
be9e469ead Groups and collection: initial integration
Since we are ditching layers from Blender (2.8) we need a replacement to
control groups visibility. This commit introduces collections as the building
blocks for groups, allowing users to control visibility as well as overrides
for groups.

Features
========

* Groups now have collections
    This way you can change the visibility of a collection inside a group, and add
    overrides which are part of the group and are prioritized over other overrides.

* Outliner
    Groups can inspect their collections, change visibility, and add/remove members.

    To change an override of a group collection, you need to select an instance of
    the group, and then you can choose "group" in the collection properties editor
    to edit this group active collection instead of the view layer one.

* Dupli groups overrides
    We can now have multiple instances of the same group with an original "override"
    and different overrides depending on the collection the instanced object is part
    of.

Technical
=========

* Layers
    We use the same api for groups and scene as much as possible.

Reviewers: sergey (depsgraph), mont29 (read/write and user count)
Differential Revision: https://developer.blender.org/D2892
2017-12-01 14:15:54 -02:00
39b8a33068 Merge ID static override, part I: core changes in DNA, BKE and .blend read/write.
See https://developer.blender.org/D2417 for details.

Note that since static overrides rely heavily on RNA, this commit is
essentially invisible from user PoV, more in next commits.
2017-11-29 17:23:25 +01:00
Dalai Felinto
3abe8b3292 Rename any instance of scene layer or render layer in code with view layer
The RenderResult struct still has a listbase of RenderLayer, but that's ok
since this is strictly for rendering.

* Subversion bump (to 2.80.2)
* DNA low level doversion (renames) - only for .blend created since 2.80 started

Note: We can't use DNA_struct_elem_find or get file version in init_structDNA,
so we are manually iterating over the array of the SDNA elements instead.

Note 2: This doversion change with renames can be reverted in a few months. But
so far it's required for 2.8 files created between October 2016 and now.

Reviewers: campbellbarton, sergey

Differential Revision: https://developer.blender.org/D2927
2017-11-23 07:48:23 -02:00
Dalai Felinto
3a95bdfc65 SceneRenderLayer Removal/Refactor
This patch moves all the functionality previously in SceneRenderLayer to SceneLayer.
If we want to rename some of these structs now would be a good time to do it, before they are in SceneLayer.

Everything should be working, though I will test things further tomorrow. Once this is committed depsgraph can get
rid of the workaround added in rna_Main_meshes_new_from_object and finish whatever this patch was preventing from being finished.

This patch also adds a few placeholders for the overrides (samples, ...). These are obviously not working, so some unittests that rely on 'lay', and 'zmask' will fail.

This patch does not addressed the change of moving samples to ViewRender (I have this as a separate patch and needs some separate discussion).

Following next is the individual note of the individual parts that were committed.

Note 1: It is up to Cycles to still get rid of exclude_layer internally.
Note 2: Cycles still need to handle its own doversion for the use_layer_samples cases and

(1) Remove the override as it is
(2) Add a new override (scene.cycles.samples) if scene.cycles.use_layer_samples != IGNORE

Respecting the expected behaviour when scene.cycles.use_layer_samples == BOUNDED.

Note 3: Cycles still need to implement the per-object holdout
(similar to how we do shadow catcher).

Note 4: There are parts of the old (Blender Internal) rendering pipeline that is still
using lay, e.g., in shi->lay.

Honestly it will be easier to purge the entire Blender Internal code away instead of taking things from it bit by bit.

Reviewers: sergey, campbellbarton, brecht

Differential Revision: https://developer.blender.org/D2919
2017-11-22 07:13:33 -02:00
Dalai Felinto
05306d9766 SceneRenderLayer > SceneLayer: Convert material_override 2017-11-22 07:13:33 -02:00
Dalai Felinto
f15c63b0c2 SceneRenderLayer > SceneLayer: Remove light_override 2017-11-22 07:13:33 -02:00
Dalai Felinto
206c94fea9 Farewell Scene->base
While getting rid of Scene->base we got the following fixes:

* Fix "Convert To" operator
* Fix "NLA allowing to selected objects that are not selectable
* Fix scene.objects (readonly, no option to link/unlink)

Note: Collada needs to use the context SceneLayer for adding objects
however I added a placeholder, so Collada maintainers can fix this
properly.
2017-11-08 18:39:01 -02:00
91af8f2ae2 Merge branch 'master' into blender2.8
Conflicts:
	intern/cycles/device/device.cpp
	source/blender/blenkernel/intern/library.c
	source/blender/blenkernel/intern/material.c
	source/blender/editors/object/object_add.c
	source/blender/editors/object/object_relations.c
	source/blender/editors/space_outliner/outliner_draw.c
	source/blender/editors/space_outliner/outliner_edit.c
	source/blender/editors/space_view3d/drawobject.c
	source/blender/editors/util/ed_util.c
	source/blender/windowmanager/intern/wm_files_link.c
2017-11-06 18:02:46 +01:00
66a6d160fe Rename ID_IS_LINKED_DATABLOCK to ID_IS_LINKED.
This makes code closer to id_override/assent-engine ones, which
introduce a new type of linked data, and hence reserve
ID_IS_LINKED_DATABLOCK to real linked datablocks.
2017-11-06 17:17:10 +01:00
58dc114615 Merge branch 'master' into blender2.8 2017-11-06 00:12:28 +11:00
43f3cfd584 Cleanup: spelling 2017-11-05 14:33:18 +11:00
e6be5b8a2c Merge branch 'master' into blender2.8 2017-06-27 09:59:36 +10:00
d4ca2ec9d5 Fix T51902: Severe problem with relocating linked libraries when using proxies.
Fix is a bit ugly, but cannot think of another solution for now, at
least this **should** not break anything else.

And now I go find myself a very remote, high and lonely mountain, climb
to its top, roar "I hate proxies!" a few times, and relax hearing the echos...
2017-06-26 18:55:30 +02:00
f52dc2f371 Rename probe to light-probe
Probe is a real general term, the new name is used often in docs online.
2017-06-12 21:34:55 +10:00
f6898f9ae5 Probe: fix some missing bits / errors in RNA ... 2017-06-09 01:15:17 +02:00
Julian Eisel
7f564d74f9 Main Workspace Integration
This commit does the main integration of workspaces, which is a design we agreed on during the 2.8 UI workshop (see https://wiki.blender.org/index.php/Dev:2.8/UI/Workshop_Writeup)

Workspaces should generally be stable, I'm not aware of any remaining bugs (or I've forgotten them :) ). If you find any, let me know!
(Exception: mode switching button might get out of sync with actual mode in some cases, would consider that a limitation/ToDo. Needs to be resolved at some point.)

== Main Changes/Features
* Introduces the new Workspaces as data-blocks.
* Allow storing a number of custom workspaces as part of the user configuration. Needs further work to allow adding and deleting individual workspaces.
* Bundle a default workspace configuration with Blender (current screen-layouts converted to workspaces).
* Pressing button to add a workspace spawns a menu to select between "Duplicate Current" and the workspaces from the user configuration. If no workspaces are stored in the user configuration, the default workspaces are listed instead.
* Store screen-layouts (`bScreen`) per workspace.
* Store an active screen-layout per workspace. Changing the workspace will enable this layout.
* Store active mode in workspace. Changing the workspace will also enter the mode of the new workspace. (Note that we still store the active mode in the object, moving this completely to workspaces is a separate project.)
* Store an active render layer per workspace.
* Moved mode switch from 3D View header to Info Editor header.
* Store active scene in window (not directly workspace related, but overlaps quite a bit).
* Removed 'Use Global Scene' User Preference option.
* Compatibility with old files - a new workspace is created for every screen-layout of old files. Old Blender versions should be able to read files saved with workspace support as well.
* Default .blend only contains one workspace ("General").
* Support appending workspaces.

Opening files without UI and commandline rendering should work fine.

Note that the UI is temporary! We plan to introduce a new global topbar
that contains the workspace options and tabs for switching workspaces.

== Technical Notes
* Workspaces are data-blocks.
* Adding and removing `bScreen`s should be done through `ED_workspace_layout` API now.
* A workspace can be active in multiple windows at the same time.
* The mode menu (which is now in the Info Editor header) doesn't display "Grease Pencil Edit" mode anymore since its availability depends on the active editor. Will be fixed by making Grease Pencil an own object type (as planned).
* The button to change the active workspace object mode may get out of sync with the mode of the active object. Will either be resolved by moving mode out of object data, or we'll disable workspace modes again (there's a `#define USE_WORKSPACE_MODE` for that).
* Screen-layouts (`bScreen`) are IDs and thus stored in a main list-base. Had to add a wrapper `WorkSpaceLayout` so we can store them in a list-base within workspaces, too. On the long run we could completely replace `bScreen` by workspace structs.
* `WorkSpace` types use some special compiler trickery to allow marking structs and struct members as private. BKE_workspace API should be used for accessing those.
* Added scene operators `SCENE_OT_`. Was previously done through screen operators.

== BPY API Changes
* Removed `Screen.scene`, added `Window.scene`
* Removed `UserPreferencesView.use_global_scene`
* Added `Context.workspace`, `Window.workspace` and `BlendData.workspaces`
* Added `bpy.types.WorkSpace` containing `screens`, `object_mode` and `render_layer`
* Added Screen.layout_name for the layout name that'll be displayed in the UI (may differ from internal name)

== What's left?
* There are a few open design questions (T50521). We should find the needed answers and implement them.
* Allow adding and removing individual workspaces from workspace configuration (needs UI design).
* Get the override system ready and support overrides per workspace.
* Support custom UI setups as part of workspaces (hidden panels, hidden buttons, customizable toolbars, etc).
* Allow enabling add-ons per workspace.
* Support custom workspace keymaps.
* Remove special exception for workspaces in linking code (so they're always appended, never linked). Depends on a few things, so best to solve later.
* Get the topbar done.
* Workspaces need a proper icon, current one is just a placeholder :)

Reviewed By: campbellbarton, mont29

Tags: #user_interface, #bf_blender_2.8

Maniphest Tasks: T50521

Differential Revision: https://developer.blender.org/D2451
2017-06-01 19:59:37 +02:00
7a9ad029dd Remove TexFace, per-face images
TexFace complicates the now more popular shading pipeline by having
per-face images, see: T51382 for details.

To keep the ability to select a per-material edit-image
(used with UV-mapping workflow), the material now stores an image
which will be set when changing images in edit-mode.

This is used as a bake-target when not using Cycles too.
2017-05-24 23:38:15 +10:00
90ebf4832f Merge branch 'master' into blender2.8 2017-05-06 22:54:28 +10:00
198248fa3d Add a new LOOPBACK flag to libquery's callbacks.
That one tags those ugly little 'from' ID pointers (shape keys and
proxies), which point back from used to user ID, and require a lot of
special care in data-block management...
2017-05-05 16:19:16 +02:00
2010dbe8a5 Merge branch 'master' into blender2.8 2017-04-24 22:11:05 +10:00
aff30aaf2d Cleanup: style 2017-04-24 22:00:46 +10:00
6a5b53fe6f Merge branch 'master' into blender2.8 2017-04-19 22:11:53 +02:00
1c28e12414 Fix (unreported) missing handling of GPencil Layer's parent Object pointer in BKE_library_query.
Grrrr... still finding missing pointers here... :/
2017-04-19 21:47:01 +02:00
6f268ac55d Merge branch 'master' into blender2.8 2017-04-13 13:02:39 +03:00
a7b3047cef Datablock ID Properties
The absence of datablock properties "will certainly be resolved soon as the need for them is becoming obvious" said the [[http://wiki.blender.org/index.php/Dev:Ref/Release_Notes/2.67/Python_Nodes|Python Nodes release notes]]. So this patch allows Python scripts to create ID Properties which reference datablocks.
This functionality is implemented for `PointerProperty` and now such properties can be created with Python.

In addition to the standard update callback, `PointerProperty` can have a `poll` callback (standard RNA) which is useful for search menus. For details see the test included in this patch.

Original author: @artfunkel

Alexander (Blend4Web Team)

Reviewers: brecht, artfunkel, mont29, campbellbarton

Reviewed By: mont29, campbellbarton

Subscribers: jta, sergey, campbellbarton, wisaac, poseidon4o, mont29, homyachetser, Evgeny_Rodygin, AlexKowel, yurikovelenov, fjuhec, sharlybg, cardboard, duarteframos, blueprintrandom, a.romanov, BYOB, disnel, aditiapratama, bliblubli, dfelinto, lukastoenne

Maniphest Tasks: T37754

Differential Revision: https://developer.blender.org/D113
2017-04-13 12:33:05 +03:00
Dalai Felinto
1ff3d5bc9a Layer Macros: create the instance as part of the macro
Instead of pre-initializing an instance prior to the macro, we do it as part of the macro itself now.
2017-02-14 18:21:46 +01:00
Dalai Felinto
aeb8e81f27 Render Layers and Collections (merge from render-layers)
Design Documents
----------------

* https://wiki.blender.org/index.php/Dev:2.8/Source/Layers

* https://wiki.blender.org/index.php/Dev:2.8/Source/DataDesignRevised

User Commit Log
---------------

* New Layer and Collection system to replace render layers and viewport layers.

* A layer is a set of collections of objects (and their drawing options) required for specific tasks.

* A collection is a set of objects, equivalent of the old layers in Blender. A collection can be shared across multiple layers.

* All Scenes have a master collection that all other collections are children of.

* New collection "context" tab (in Properties Editor)

* New temporary viewport "collections" panel to control per-collection
visibility

Missing User Features
---------------------

* Collection "Filter"
  Option to add objects based on their names

* Collection Manager operators
  The existing buttons  are placeholders

* Collection Manager drawing
  The editor main region is empty

* Collection Override

* Per-Collection engine settings
  This will come as a separate commit, as part of the clay-engine branch

Dev Commit Log
--------------

* New DNA file (DNA_layer_types.h) with the new structs
  We are replacing Base by a new extended Base while keeping it backward
  compatible with some legacy settings (i.e., lay, flag_legacy).

  Renamed all Base to BaseLegacy to make it clear the areas of code that
  still need to be converted

  Note: manual changes were required on - deg_builder_nodes.h, rna_object.c, KX_Light.cpp

* Unittesting for main syncronization requirements
  - read, write, add/copy/remove objects, copy scene, collection
  link/unlinking, context)

* New Editor: Collection Manager
  Based on patch by Julian Eisel
  This is extracted from the layer-manager branch. With the following changes:

    - Renamed references of layer manager to collections manager

    - I doesn't include the editors/space_collections/ draw and util files

    - The drawing code itself will be implemented separately by Julian

* Base / Object:
  A little note about them. Original Blender code would try to keep them
  in sync through the code, juggling flags back and forth. This will now
  be handled by Depsgraph, keeping Object and Bases more separated
  throughout the non-rendering code.

  Scene.base is being cleared in doversion, and the old viewport drawing
  code was poorly converted to use the new bases while the new viewport
  code doesn't get merged and replace the old one.

Python API Changes
------------------

```
- scene.layers
+ # no longer exists

- scene.objects
+ scene.scene_layers.active.objects

- scene.objects.active
+ scene.render_layers.active.objects.active

- bpy.context.scene.objects.link()
+ bpy.context.scene_collection.objects.link()

- bpy_extras.object_utils.object_data_add(context, obdata, operator=None, use_active_layer=True, name=None)
+ bpy_extras.object_utils.object_data_add(context, obdata, operator=None, name=None)

- bpy.context.object.select
+ bpy.context.object.select = True
+ bpy.context.object.select = False
+ bpy.context.object.select_get()
+ bpy.context.object.select_set(action='SELECT')
+ bpy.context.object.select_set(action='DESELECT')

-AddObjectHelper.layers
+ # no longer exists
```
2017-02-07 11:11:00 +01:00
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
2dbcb75ed5 Minor naming cleanup. 2016-11-11 23:17:52 +01:00
f6ab97c1ae Enhance BKE_library_make_local() to make it much quicker in complex cases.
Basic idea is to split first loop in two, and run checks before making
anything actually local, to detect data-blocks that we can directly make
local (because we are sure they are only used by already/future local
datablocks).

This allows to avoid a lot of overhead in later 'cleanup' steps of this
function, here with barbershop shot it's four times quicker (from 190s to 48s).

We are still far from the instantaneous results of MakeLocal in 2.77,
but in that version main characters lose their connection to their
armature and remain static after makelocal, so guess new code is still
better. ;)

There are probably more optimizations possible here, but would rather
polish this area of code once we get rid of proxies, those really
make it a nightmare to work on.
2016-11-11 23:17:52 +01:00
f1ad2ab85f Minor optimization to BKE_library_tag_unused_linked_data(). 2016-11-11 23:17:52 +01:00
417847c161 Fix T49775: Appending data with internal dependency cycles prevents correct clearing of linked data-blocks.
This is not a simple fix, but imho still needs to be backported to 2.78a...
2016-10-19 14:32:08 +02:00
0f88a3546c Datablock management: remove 'proxy_from' pointer from 'is ID used' checks.
Pretty much same reason as for the 'from' pointer of shapekeys - runtime
data creating loops and 'ghost' dependencies between datablocks.

We need to handle them in cases like remapping, but whall not take them
into account to check dependencies between datablocks... :/
2016-10-07 10:20:40 +02:00
e5c3284467 Fix T49553: Blender 2.78 crashes when File->Data Previews ->Refresh Datablock Previews
New recursive iteration over IDs in BKE_library_foreach_ID_link() was
broken by the infamous nodetree case. We cannot really recusively call
this function in that case, so better to deffer handling of
non-datablock NodeTrees as if real IDs here.

Also fixed initial ID not being stored as handled, in rare cases this
could also lead to infinite looping.

To be backported to 2.78a.
2016-10-04 15:05:56 +02:00
85d543b4ac Fix T49489: Pose marker in camera action + marker bound to camera -> crash.
'camera' Object pointer of TimeMarkers is a 'temp' hack since Durian project...
Would need to be either made definitive now, or removed/reworked/whatever.

But since we intend to use that object pointer for other needs, and current code
could lead to crashing .blend files, for now let's fix that mess (was missing
some bits in read code, and also totally ignored in libquery code).

Should be safe for 2.78a.
2016-09-30 10:14:12 +02:00