Own previous fix (rBd5d626df236b) was not valid, curves are actually
supported by SoftBodies. It was rather a mere UI bug, which was not
including Surfaces and Font obect types in those valid for softbody UI.
Thanks to @brecht for the head up!
Also, fix safe for 2.79, btw.
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
*Sigh* One more example of why we should keep ID management handling in
as few places as possible! It's impossible to keep more than a few
places in sync regarding which ID pointer is refcounted etc.
Root of the issue here was that two stupid modifiers could create named
vgroup CD layers (vgroup editing ones... shame on me :") ).
Fix that, and added some versionning code to also fix 'corrupted' blend
files created by those so far.
Sanitize a bit how cache path is handled by fluidsim (there is much more
to be done here though :( ), and forbid empty path (we reset to default
path relative to current .blend file in case it's empty).
If people really, really want to use current OS-wise directory, they can at
least use '.' as path. ;)
This slightly changes SDef behavior, by now respecting object transforms
at bind time, thus not requiring the objects to be aligned in their
respective local spaces, but instead using world space.
The title says it all actually. Use BLI task to loop over vertices
and distort their locations. Gives 2x FPS increase in a file with
just time-dependent displace modifier on my desktop.
This version will give less spin locks and now well-tested by render engines.
This should reduce amount of threading overhead when having multiple objects
with displace modifier enabled.
In the future this will also help us threading the modifier.
There are more modifiers which could benefit from this, but let's first
investigate the new behavior with one of them.
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.
Checking only whether mverts is same as base mesh one is not enough in
all cases, some modifiers (deform ones) can only generate new mvert
data, while keeping others from original mesh.
Now checking both mvert or medge, hopefully this will be enough to catch
all problematic cases this time.
Thanks @gaia for finding that problem. :)
- 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'.