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).
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
'Convert To...' Object operation has very weird effect of actually
working at obdata level, not object level, which means *all* objects
(even unselected/hidden/in other scenes/...) using same obdata will be
converted to new selected type.
IMHO this is very bad behavior, but... not a bug really, so do not
change this for now.
But at least, do not do that when working on some linked data, else it
leaves Blend file in invalid (incoherent) state until next reload.
So workaround for now is to enforce the 'Keep Original' option when some
linked object/obdata is affected by the operation.
Also fixed somewhat broken usercount handling in Curve->Mesh part.
Previous code (same as what `BKE_libblock_free_us()` is doing when
usercount reach 0) was probably OK in that specific case, but still not
good idea, and potentially risky.
Reported by Andy Goralczyk (@eyecandy) over IRC, thanks!
Simply nuke all that poor broken custom one-by-one handling in
object_relations.c code, and use highly complex but powerful and
well-tested BKE_library_make_local() in all cases of MakeLocal!
ID management, especially related to linking, is very hairy matters,
better to have as few as possible core functions managing all the dirty
details. ;)
If users wanted to bake only a few of the mesh materials, they would
still need to create dummy textures for the other parts.
This commit report (as RPT_INFO) the materials with no texture, but move
on to bake the others materials.
Properly remap nodes' pointers to copied IDs in copied ntrees.
Note that this only affects root trees, node groups are not concerned
here, since they are assumed to be reusable chunks and hence *not*
duplicated.
Basically upon invoking cycles baking we could canell it which would
leave G.is_break hanging as true. Since we were not setting is_break to
false before exec baking, it would misbehave.
That's a quick hack to address that specific case, new pointer IDProp
actually enlights a generic problem - datablocks using themselves - which
is not really handled by current code, would consider this not-so-urgent
TODO though.
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
Meshes w/o modifiers wouldn't have their derived mesh applied.
Check was to avoid crash but its in fact meaningless,
since the modifier might be disabled, or there may be virtual modifiers.
The custom poll function for surfacedeform_bind seems to have caused
issues when calling it from Python. Fixed by using the generic modifier
poll function, and setting the button to be active or not in the
Python UI code instead. (there might be a better way, but for now this
works fine)
New logic of split_faces was leaving mesh in a proper state
from Blender's point of view, but Cycles wanted loop normals
to be "flushed" to vertex normals.
Now we do such a flush from Cycles side again, so we don't
leave bad meshes behind.
Thanks Bastien for assistance here!
Pretty straight forward actually, just do not bother about obdata part
of vgroups in that case, only copy object part of it.
And let's curse once again those stuff spread accross several types of
data-blocks...
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...
Things like `BLI_uniquename` had nothing, but really nothing to do in
BLI_path_util files!
Also, got rid of length limitation in `BLI_uniquename_cb`, we can use
alloca here to avoid overhead of malloc while keeping free size (within
reasonable limits of course).
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!
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!
This aims at always ensuring that ID.newid (and relevant LIB_TAG_NEW)
stay in clean (i.e. cleared) state by default.
To achieve this, instead of clearing after all id copy call (would be
horribly noisy, and bad for performances), we try to completely remove
the setting of id->newid by default when copying a new ID.
This implies that areas actually needing that info (mainly, object editing
area (make single user...) and make local area) have to ensure they set
it themselves as needed.
This is far from simple change, many complex code paths to consider, so
will need some serious testing. :/
- Remove 'rotate_m2', unlike 'rotate_m4' it created a new matrix
duplicating 'angle_to_mat2' - now used instead.
(better avoid matching functions having different behavior).
- Add 'axis_angle_to_mat4_single',
convenience wrapper for 'axis_angle_to_mat3_single'.
- Replace 'unit_m4(), rotate_m4()' with a single call to 'axis_angle_to_mat4_single'.