A collection of smaller changes that are required in the /blender/source files. A lot of them are also due to variable renaming.
Reviewed By: sergey
Maniphest Tasks: T59995
Differential Revision: https://developer.blender.org/D3855
There are no more 'layers' in Blender. I chose 'Visible Objects' rather
than 'Visible Collections' to be consistent with the other
'{Renderable,Selected} Objects Only' options.
No functional changes.
The Alembic file metadata object was created in one place, a bit of
metadata was added, then it was passed along with other properties which
were then injected as metadata in another function. This is now cleaned up.
No functional changes.
Users now can turn on in a viewport collections that are temporarily
hidden (eye) in the view layer.
Design task: T61327
As for the implementation, I had to decouple the visibility in the
depsgraph from the visibility in the view layer.
Also there is a "bug" that in a way was there before which is some
operators (e.g., writing a text inside of a text object, tab into edit
mode) run regardless of the visibility of the active object. The bug was
present already (with object type visibility restriction) in 2.80 so if
we decide to tackle it, can be done separately (I have a patch for it
though P1132).
Reviewed by: brecht (thank you)
Differential Revision: D5992
The `do_update` variable wasn't set after changing the `progress`
variable, causing the GUI only to update on redraw (f.e. when the user
was waving the mouse around).
Using pointers instead of references when passing progress variables
makes the C++ code more in line with the C code (as it doesn't transform
pointer parameters to reference parameters). Also makes it easier to
spot when a common Blender pattern is implemented incorrectly (fix will
be in the next commit).
This partially reverts commit 0b2d1badec
Post increment can deep-copy for C++ iterators, while in my own checks
GCC was able to optimize this to get the same output,
better follow C++ best practice and use pre-increment for iterators.
When the object we iterate over is not part of the depsgraph, we cannot
get the evaluated copy to export. This workaround is temporary to avoid
a BLI_assert() failure getting the evaluated mesh of this object.
This will be handled more elegantly in the new AbstractHierarchyIterator
that I'm working on, but that requires a bigger change than we should
allow this close to the 2.80 release candidate.
This fixes a problem described in T58686.
BF-admins agree to remove header information that isn't useful,
to reduce noise.
- BEGIN/END license blocks
Developers should add non license comments as separate comment blocks.
No need for separator text.
- Contributors
This is often invalid, outdated or misleading
especially when splitting files.
It's more useful to git-blame to find out who has developed the code.
See P901 for script to perform these edits.
It's now possible to export curves and NURBS as mesh data to Alembic.
This allows artists to do any crazy thing on curves and export the
visual result to Alembic for interoperability with other software (or
caching for later use, etc.). It's an often-requested feature.
This works around T60503 and the fixes export part of T51311.
Note that exporting zero-width curves is currently not supported, as
exporting a faceless mesh (e.g. just edges and vertices) is not
supported by the mesh writer at all.
To test, create a curve with thickness (for example extruded), export to
Alembic and check the 'Curves to Mesh' checkbox in the export options.
Reviewers: sergey
Differential Revision: https://developer.blender.org/D4213
OVERVIEW
* In 2.7 terminology, all layers and groups are now collection datablocks.
* These collections are nestable, linkable, instanceable, overrideable, ..
which opens up new ways to set up scenes and link + override data.
* Viewport/render visibility and selectability are now a part of the collection
and shared across all view layers and linkable.
* View layers define which subset of the scene collection hierarchy is excluded
for each. For many workflows one view layer can be used, these are more of an
advanced feature now.
OUTLINER
* The outliner now has a "View Layer" display mode instead of "Collections",
which can display the collections and/or objects in the view layer.
* In this display mode, collections can be excluded with the right click menu.
These will then be greyed out and their objects will be excluded.
* To view collections not linked to any scene, the "Blender File" display mode
can be used, with the new filtering option to just see Colleciton datablocks.
* The outliner right click menus for collections and objects were reorganized.
* Drag and drop still needs to be improved. Like before, dragging the icon or
text gives different results, we'll unify this later.
LINKING AND OVERRIDES
* Collections can now be linked into the scene without creating an instance,
with the link/append operator or from the collections view in the outliner.
* Collections can get static overrides with the right click menu in the outliner,
but this is rather unreliable and not clearly communicated at the moment.
* We still need to improve the make override operator to turn collection instances
into collections with overrides directly in the scene.
PERFORMANCE
* We tried to make performance not worse than before and improve it in some
cases. The main thing that's still a bit slower is multiple scenes, we have to
change the layer syncing to only updated affected scenes.
* Collections keep a list of their parent collections for faster incremental
updates in syncing and caching.
* View layer bases are now in a object -> base hash to avoid quadratic time
lookups internally and in API functions like visible_get().
VERSIONING
* Compatibility with 2.7 files should be improved due to the new visibility
controls. Of course users may not want to set up their scenes differently
now to avoid having separate layers and groups.
* Compatibility with 2.8 is mostly there, and was tested on Eevee demo and Hero
files. There's a few things which are know to be not quite compatible, like
nested layer collections inside groups.
* The versioning code for 2.8 files is quite complicated, and isolated behind
#ifdef so it can be removed at the end of the release cycle.
KNOWN ISSUES
* The G-key group operators in the 3D viewport were left mostly as is, they
need to be modified still to fit better.
* Same for the groups panel in the object properties. This needs to be updated
still, or perhaps replaced by something better.
* Collections must all have a unique name. Less restrictive namespacing is to
be done later, we'll have to see how important this is as all objects within
the collections must also have a unique name anyway.
* Full scene copy and delete scene are exactly doing the right thing yet.
Differential Revision: https://developer.blender.org/D3383https://code.blender.org/2018/05/collections-and-groups/
The depsgraph was always created within a fixed evaluation context. Passing
both risks the depsgraph and evaluation context not matching, and it
complicates the Python API where we'd have to expose both which is not so
easy to understand.
This also removes the global evaluation context in main, which assumed there
to be a single active scene and view layer.
Differential Revision: https://developer.blender.org/D3152
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
This is a final step of having proper ownership. Now selecting different
layers in the "top bar" will actually do what this is expected to do.
Surely, there are still things to be done under the hood, that will happen
in a less intrusive way.
- Only basis balls are exported, as they represent the resulting mesh.
As a result the mesh is written to Alembic using the name of the basis
ball.
- MetaBalls are converted to a mesh on every frame, then an
AbcMeshWriter is used to write that mesh to Alembic.
Note that some little parts of code have been dissabled because eval_ctx
was not available there. This should be resolved once DerivedMesh is
replaced.
It's now less confusing (for example, using nr_of_samples directly,
instead of using 1 / 1 / nr_of_samples). Might also have fixed a bug.
Also added unittests.