Commit Graph

74040 Commits

Author SHA1 Message Date
e767d21b74 Cleanup: BLI_kdopbvh avoid negative array access
It's harder to reason about array access with negative indices.
2018-01-21 20:17:29 +11:00
a7dc5e12ac Cleanup: style 2018-01-21 11:41:52 +11:00
e53447c137 Fix old files with changed node socket type not loading correctly.
This would lead to sock.default_value pointing to the wrong data type,
possibly causing crashes. Unfortunately, this bug will still exist for
older Blender versions that try to load newer files, which makes
changing the type of a node socket problematic.
2018-01-20 22:42:59 +01:00
99efebd2dd Merge branch 'master' into blender2.8 2018-01-21 01:47:49 +11:00
dd35048602 Cleanup: doxy groups for screen_ops.c 2018-01-21 01:41:58 +11:00
a177d64213 Merge branch 'master' into blender2.8 2018-01-21 00:55:08 +11:00
949e56dff1 Fix screen split preview refresh issues
Switching direction didn't refresh, also cursors were flipped.
2018-01-21 00:41:48 +11:00
da53eb3748 Manipulator: tweak shape drawing
Draw triangles over wire for a more subtle outline.
2018-01-20 19:41:41 +11:00
a3716f5945 GPU_batch: Add GPU_batch_wire_from_poly_2d_encoded
Draws wire around polygon shapes:
better visibility w/ any background color.
2018-01-20 18:45:27 +11:00
Dalai Felinto
e969ac6413 Fix collections names no longer unique when moved around
We were not checking for uniqueness after moving. And in some cases the new
siblings of our collection may have conflicting names.
2018-01-19 18:44:11 -02:00
Dalai Felinto
4dfccf8b7f Collections: Fix for auto-named children when parent name is MAX_NAME
Reported via IRC by Vuk Gardašević (lijenstina).
2018-01-19 17:24:35 -02:00
Dalai Felinto
244fb3ebe0 Merge remote-tracking branch 'origin/master' into blender2.8 2018-01-19 17:06:32 -02:00
Dalai Felinto
431d5772bb Fixup for integer digits commit 2018-01-19 17:04:19 -02:00
Dalai Felinto
4d0bb7de64 Merge remote-tracking branch 'origin/master' into blender2.8 2018-01-19 17:01:48 -02:00
Dalai Felinto
075def8fbd Util function to determine number of digits from an integer 2018-01-19 16:54:07 -02:00
Dalai Felinto
efe1af3d11 Outliner: Remove User Preferences
This was introduced to the outliner when we had no User Preference
window back in 2.5x. Right now it makes no sense to keep this around.

But how about addon user preferences:
* They belong in the user preference window under the addon.

How about the user preferences themselves:
* You find them in the user preference window.

And templates?
* Why are they here in the first place?

After talking to Pablo Vazquez (who in turn poked Sergey Sharybin) we found
it reasonable to get rid of this. If it turns out that we were wrong we
revert this.

As for leaving this exposed as a debug option (as suggested on IRC) I would say
no, please. This end up polluting the code and never cleaned up in the end.
(this was specific talking about templates).

Technical note: I left the functions in outliner still hanging around.
While I used UNUSED_FUNCTION for one of them, for the other one I had to use:
`#if 0` because the function was calling itself, which would fail to build if
I used UNUSED_FUNCTION.
2018-01-19 16:06:14 -02:00
fa91b43e8c Cycles: Make it more proper check on vectorization flags from DebugFlags
Mimics to checks in system_cpu_support() checks.
2018-01-19 15:48:42 +01:00
Dalai Felinto
d9858d5897 Merge remote-tracking branch 'origin/master' into blender2.8 2018-01-19 12:46:23 -02:00
Dalai Felinto
edf053ff63 Outliner Python UI cleanup: remove KEYMAPS
This was removed since 2013 (ef765b3606). It should have been removed back
then from the UI file too.
2018-01-19 12:45:57 -02:00
Dalai Felinto
7866870a9a Outliner: Fix unparenting poll (when drag'n'droping an object) 2018-01-19 12:28:16 -02:00
ccec1e7667 Cycles: Cleanup, stop using debug flags in system utilities
Debug flags are to be controlling render behavior, nothing to do with low level
system utilities.

it was simple to hack, but logically is wrong. Lets do things where they are
supposed to be done!
2018-01-19 15:22:32 +01:00
54632dc830 Cycles: Remove util_debug include from kernel code
Not sure why it was in there, all the debug flags stuff is to be handled outside
of kernel.
2018-01-19 15:21:34 +01:00
8e1dd7ed81 Cycles: Remove unneeded include statements
Also try to move them from headers to implementation files as much as possible.
2018-01-19 15:19:45 +01:00
Dalai Felinto
db9f0527e8 Outliner: Change All Scenes to Scenes and make it focus on compositing
We have different ways of explore the scene objects, namely View Layer and
Collections. This change let us focus on compositing elements only such as:

* View Layers
** Collections
** Render Passes
* Freestyle
* Grease Pencil?

Not included in this commit is an option to handle filtering of
collections passes, ... Not sure if we would like, though.
Since they are all properly nested under a "Collections" / "Passes"
parent.
2018-01-19 12:13:40 -02:00
Dalai Felinto
37913cf532 Outliner Filtering System + Cleanup
User notes:

The outliner so far was a great system to handle the object oriented workflow
we had in Blender prior to 2.8. However with the introduction of collections
the bloated ammount of data we were exposed at a given time was eventually
getting on the way of fully utilizing the outliner to manage collections and
their objects.

We hope that with this filtering system the user can put together the outliner
with whichever options he or she seem fit for a given task.

Features:
* Collection filter: In case users are only focused on objects.
* Object filter: Allow users to focus on collections only.
* (Object) content filter: Modifiers, mesh, contrainst, materials, ...
* (Object) children filter: Hide object children [1].
* Object State (visible, active, selected).
* Compact header: hide search options under a search toggle.
* Preserve scrolling position before/after filtering [2].

[1] - Note we still need to be able to tell if a children of an object is in a
      collection, or if the parent object is the only one in the collection.
      This in fact was one of the first motivations for this patch. But it is to
      be addressed separately now that we can at least hide children away.

[2] - We look at the top-most collection in the outliner, and try to find it again
      after the filtering and make sure it is in the same position as before.
      This works nice now. But to work REALLY, REALLY nice we need to also store
      the previous filter options to be sure the element we try to keep on top
      was valid for both old and new filters. I would rather do this later though
      since this smell a lot like feature creeping ;)

Remove no longer needed display options:
 * Current Scene (replaced by View Layer/Collections)
 * Visible (replaced by filter)
 * Selected (same)
 * Active (same)
 * Same Type (same-ish)

How about All Scenes? I have a patch that will come next to replace the current
behaviour and focus only on compositing. So basically stop showing the objects
and show only view layers, their passes and collections, besides freestyle.

Also, while at this I'm also reorganizing the menu to keep View Layer and
Collections on top.

Developer notes:

* Unlike the per-object filtering, for collections we need to filter at tree
creation time, to prevent duplication of objects in the outliner.

Acknowledgements:

Thanks Pablo Vazquez for helping testing, thinking some design questions
together and pushing this to its final polished state as you see here.

Thanks Sergey Sharybin and Julian Eisel for code review. Julian couldn't do a
final review pass after I addressed his concerns. So blame is on me for any
issue I may be introducing here. Sergey was the author of the "preserve
scrolling position" idea. I'm happy with how it is working, thank you.

Reviewers: sergey, Severin, venomgfx
Subscribers: lichtwerk, duarteframos

Differential Revision: https://developer.blender.org/D2992
2018-01-19 12:13:10 -02:00
76f374052c Depsgraph: Fix freeing of evaluated mesh
Was accessing wrong pointer to get original version of the mesh.
2018-01-19 14:20:22 +01:00
25739ada0b Correct view3d_draw_bgpic_test declaration
Was extern, which got out of sync, move into header.
2018-01-19 23:11:57 +11:00
08fe885d06 Merge branch 'master' into blender2.8 2018-01-19 21:47:57 +11:00
889321e22b Cleanup: reaname LINKLIST_FOREACH -> LISTBASE
LinkList's are a different API, no need to confuse things.
2018-01-19 21:39:18 +11:00
0fe41009f0 Fix T53830: Cycles OpenCL debug assert on macOS,
This was probably harmless besides some unnecessary memory usage due to
aligning allocations too much.
2018-01-19 11:35:07 +01:00
e46c49ff3d Fix T53788: Camera animation not working
Both object level and camera datablock properties animation did not work with
copy on write enabled.

The root of the issue is going to the fact, that all interface elements are
referencing original datablock. For example, View3D has pointer to camera it's
using, and all areas which does access v3d->camera should in fact query for
the evaluated version of that camera, within the current context.

Annoying part of this change is that we now need to pass depsgraph in lots
of places. Which is rather annoying.

Alternative would be to cache evaluated camera in viewport itself, but then
it makes it annoying to keep things in sync.

Not sure if there is nicer solution here.

Reviewers: dfelinto, campbellbarton, mont29

Subscribers: dragoneex

Differential Revision: https://developer.blender.org/D3007
2018-01-19 11:12:22 +01:00
5a61c1de82 Fix T53786: Proportional size from redo ignored
Changing PET size while transforming stores the size in the
tool settings, but changing in the redo panel didn't.
2018-01-19 21:09:16 +11:00
0cddc7e300 WM: operator flag to check repeat/redo execution 2018-01-19 21:07:43 +11:00
9cac97fb3c Fix sculpt error freeing NULL vertex buffer
Relates to T53806 which needs further investigation
2018-01-19 19:36:36 +11:00
5477452194 Merge branch 'master' into blender2.8 2018-01-19 18:03:43 +11:00
53e062da94 Cleanup: sync w/ blender2.8 branch
Split screen_draw.c from screen_edit.c (avoid conflicts syncing).
2018-01-19 17:57:37 +11:00
4444ea42f2 Merge branch 'master' into blender2.8 2018-01-19 17:37:01 +11:00
c850320b35 Merge branch 'master' into blender2.8 2018-01-19 17:21:15 +11:00
ebf01d44ee WM: window draw callbacks and split preview snap
This moves window overlay from hard coded flags into drawing callbacks.

It also supports snapping (holding Ctrl).
2018-01-19 17:15:45 +11:00
7a24e0d175 Cleanup: typos 2018-01-19 15:34:54 +11:00
abb3a86e10 Fix T53833: Particle Info node and Displacement Crash
The displacement shared was running before particle data was copied to the
device causing bad memory access when the particle info node was used. Fix
is simply to move particle update before mesh update so the data is
available to displacement shaders.

(Altho this fixes the crash the particle info node is still mostly useless
with displacement for now...)
2018-01-18 22:40:48 -05:00
368414efac Fix T53823: Particle weight brush crash
Entering particle edit mode w/ the weight brush enabled crashed
on non-hair particle systems.
2018-01-19 12:25:09 +11:00
2b9fb723ed Fix T53832: Particle weight paint crash
Drawing hair weights read before the hair array start.
This code could be improved since it currently copy-pastes,
from do_particle_interpolation, but this would need larger changes.

For now just correct existing logic.
2018-01-19 12:14:53 +11:00
4d3d002b65 Eevee: Fix translucency light powers. 2018-01-18 22:43:05 +01:00
59989fd4e0 Eevee: Volumetrics: Update/fix the lamp power convertion.
Include a better fit for area lights.
2018-01-18 21:52:36 +01:00
03e432bcdb Eevee: Implement Sun area lighting and few fixes/opti.
Sun is treated as a unit distant disk like in cycles.

Opti: Since computing the diffuse contribution via LTC is the same as not using the Linear Transformation, we can bypass most of the LTC code.
This replaces the sphere analytical diffuse computation as it gives a more pleasing result very close to cycles' AND cheaper.

Lights power have been retweaked to be coherent with cycles (except sun lamp with large radius where cycles has a non-uniform light distribution).
2018-01-18 21:52:36 +01:00
0cec092eca Eevee: Optimize rectangle area light.
Use the latest LTC optimisation techniques. That said, the final output is a bit more biased (and a bit further away from cycles).
2018-01-18 21:52:36 +01:00
220f1ad67e Eevee: Use inversesqrt() when possible. 2018-01-18 21:52:36 +01:00
8ed0161aa7 Eevee: Implement new LTC algorithm for Sphere Lights.
This is an improvement on the old spining quad method that was giving artifacts when the reflection ray was nearly aligned with the sphere center.
This might be a bit heavier but it's worth it.
2018-01-18 21:52:36 +01:00
Dalai Felinto
97e2b0c594 Outliner: Follow up on "Alphabetical sorting"
Technicall this works for collections modes too (View Layer and Collections) even
if only for objects. So it should be in the menu as well.
2018-01-18 18:23:19 -02:00