Commit Graph

12014 Commits

Author SHA1 Message Date
Campbell Barton 9c96585f3c Cleanup: remove bad-level call 2016-06-25 21:19:54 +10:00
Campbell Barton 0a99072f0d GPU: move select index code out of WM
This avoids bad-level calls.
2016-06-25 21:13:33 +10:00
Campbell Barton 05a60aaa07 Fix T48723: Curve bevel creates invalid geometry 2016-06-25 13:57:35 +10:00
Campbell Barton 8f0a44a5d5 Cleanup: use BLI_bitmap for bevel-split 2016-06-25 11:24:25 +10:00
Campbell Barton 25866aa149 BKE_blender: Add own atexit functions
Runs before guarded-alloc leaks print.
2016-06-24 10:05:18 +10:00
Campbell Barton 29448bd99b Fix T48658: Cycles render & render preview corrupts particles
Replaces `G.is_rendering` with `use_render_params` argument.

This is needed for Cycles, which attempts to restore render-preview settings from particles,
after it gets its own particle data, but fails to restore because
`G.is_rendering` was being checked in psys_cache_paths (and other places).
2016-06-23 07:54:35 +10:00
Campbell Barton 3b0a5dd158 Merge branch 'master' into blender2.8 2016-06-23 07:52:58 +10:00
Bastien Montagne 897e97f078 ID-Remap - Step one: core work (cleanup and rework of generic ID datablock handling).
This commit changes a lot of how IDs are handled internally, especially the unlinking/freeing
processes. So far, this was very fuzy, to summarize cleanly deleting or replacing a datablock
was pretty much impossible, except for a few special cases.

Also, unlinking was handled by each datatype, in a rather messy and prone-to-errors way (quite
a few ID usages were missed or wrongly handled that way).

One of the main goal of id-remap branch was to cleanup this, and fatorize ID links handling
by using library_query utils to allow generic handling of those, which is now the case
(now, generic ID links handling is only "knwon" from readfile.c and library_query.c).

This commit also adds backends to allow live replacement and deletion of datablocks in Blender
(so-called 'remapping' process, where we replace all usages of a given ID pointer by a new one,
or NULL one in case of unlinking).

This will allow nice new features, like ability to easily reload or relocate libraries, real immediate
deletion of datablocks in blender, replacement of one datablock by another, etc.
Some of those are for next commits.

A word of warning: this commit is highly risky, because it affects potentially a lot in Blender core.
Though it was tested rather deeply, being totally impossible to check all possible ID usage cases,
it's likely there are some remaining issues and bugs in new code... Please report them! ;)

Review task: D2027 (https://developer.blender.org/D2027).
Reviewed by campbellbarton, thanks a bunch.
2016-06-22 17:53:50 +02:00
Campbell Barton b204bdad47 EditMesh: Avoid creating deform-vert layer every redraw
Getting a new edit-derived-bmesh was always creating a deform-vert array, even when it wasn't needed.
Since this was called on redraw, in many cases it was doing it unnecessarily.

Now pass in a custom-data mask and only fill in deform-verts when needed.

Gives noticeable drawing speedup (~10-30% here).
2016-06-22 21:31:00 +10:00
Bastien Montagne 97ee7f8609 Merge branch 'master' into blender2.8
Conflicts:
	source/blender/blenloader/intern/readfile.c
	source/blender/editors/physics/particle_edit.c
2016-06-22 13:12:44 +02:00
Campbell Barton 994dd5c7c1 Cleanup: rename curve align-x flags 2016-06-21 12:45:25 +10:00
Dalai Felinto cb5a77253a Text Object: Vertical Alignment
A new option for Font/Text objects vertical alignment:

* Top Base-Line (current mode)
* Top
* Center
* Bottom

The Top is the equivalent as the Top-Baseline with an empty line at the begin of the
text. It's nice to have this option too though, since if we are driving
the alignment via Python we don't want to add extra lines to the text
only to accomodate to the desired vertical alignment.

The Center and Bottom are as intuitive as their name suggest.

When working with text boxes, the vertical alignment only work for
paragraphs that are not vertically full.

Many thanks to Campbell Barton (ideasman42 / @campbellbarton) for the
code review, code comments, and overall suggestions and changes :)

Reviewers: campbellbarton

Differential Revision: https://developer.blender.org/D2061
2016-06-20 23:21:24 -03:00
Campbell Barton 48c58bd913 Merge branch 'master' into blender2.8 2016-06-21 12:14:49 +10:00
Bastien Montagne 61b49de449 Fix once more time particle distribution.
rB046adde64f16 was actually pretty useless (and broken), since issue ends up not being
in binary search code, but in generation of the 'summed weights' array used to distribute
particles over mesh items - looks like very small weights could lead to null accumulated
weights, wich was breaking binary search.

Fixed simply by adding a minimal, non-zero weight for mesh items to be allowed to emit particles.

Hopefully we are done with this distribution mess!
2016-06-20 11:12:33 +02:00
Campbell Barton 2465bd90d5 Cleanup: style, whitespace, doxy filepaths 2016-06-19 06:33:29 +10:00
Bastien Montagne d747bfbe29 Fix/cleanup BKE libquery's ID looper.
Some area were still not in sync with readfile.c, now should be better.

Note that readfile.c has been used as référence here re us refcounting,
not sure how accurate it is, time will say :|
2016-06-16 21:12:12 +02:00
Bastien Montagne 046adde64f Fix some rare asserts with new simple/random particle distribution code.
Optimization in binary search could lead to equality instead of expected strictly greater than value.
Harmless but noisy, and better be strict here.

reported by sergey on irc (with koro cycles benchmark file), thanks.
2016-06-16 14:08:44 +02:00
Campbell Barton eedcc4a6a0 Merge branch 'master' into blender2.8 2016-06-15 17:29:11 +10:00
Sergey Sharybin 6d111a233c Fix T48613: Bump mapping in cycles is not shown on the viewport when the material use node groups 2016-06-14 11:31:00 +02:00
Campbell Barton f2c5ea2516 Fix own error w/ undefined behavior
This happened to work for me but caused issues on OSX.
2016-06-13 21:57:22 +10:00
Campbell Barton 5864269b2c Merge branch 'master' into blender2.8 2016-06-13 19:26:56 +10:00
Campbell Barton 617c4d6adb Fix glShadeModel being left flat in edit-mode draw 2016-06-13 19:21:46 +10:00
Bastien Montagne 4ec1c76afc Fix T48634: Interpolation and distribution of Children Particles breaks.
Own stupid off-by-one regression in rB019ce363b01bba0afe1 and later...
2016-06-11 14:37:47 +02:00
Alexander Romanov 6798809c7e Flat shading for basic shader
The purpose of the patch is to replace deprecated  glShadeModel.

To decrease glShadeModel calls I've set GL_SMOOTH by default

Reviewers: merwin, brecht

Reviewed By: brecht

Subscribers: blueprintrandom, Evgeny_Rodygin, AlexKowel, yurikovelenov

Differential Revision: https://developer.blender.org/D1958
2016-06-10 05:38:17 +10:00
Campbell Barton a151806698 Merge branch 'master' into blender2.8 2016-06-10 05:17:33 +10:00
Campbell Barton 10d57f991b Merge branch 'master' into blender2.8 2016-06-10 05:15:06 +10:00
Campbell Barton e02679f71e Cleanup: typos 2016-06-08 22:25:23 +10:00
Campbell Barton 5e063ce6c9 Fix edit-mesh draw not disabling stipple
Caused problem w/ basic-shader
2016-06-08 21:37:34 +10:00
Campbell Barton fc60689a25 Correct assert 2016-06-08 16:31:40 +10:00
Bastien Montagne 9081adf097 Cleanup - size_t is unsigned, so always >= 0! 2016-06-07 21:53:17 +02:00
Bastien Montagne f08018f928 Fix (unreported) EditNormal modifier: broken 'flip poly' feature.
Newly computed custom normals were forgotten during poly flipping, leading
to wrong custom normals being assigned to wrong loop...

Dead simple, but was tough to track down this one!
2016-06-07 13:07:01 +02:00
Campbell Barton 0036ffb3e6 Cleanup: warning 2016-06-07 19:23:43 +10:00
Alexander Romanov 1e5735ab99 World space switch for BI nodes.
At the moment light shading in Blender is produced in viewspace. Apparently, that's why
shader nodes work with normals in camera space. But it is not convenient for artists.
The more convenient approach is implemented in Cycles where normals are represented in world space.
Blend4Web Team designed the engine keeping in mind shader parameters readability,
so normals are interpreted in world space as well. And now our users have to use some tweaks, like
empty node group with the name "Replace", which is replacing one input by another on the engine side
(replacing working configuration in Blender Viewport by the configuration that has the same behavior in the engine).

This patch adds the ability to switch to world space for normals and lamp vector in BI and Viewport.
This patch is very important to us and we crave to see this patch in Blender 2.7 because
it will significantly simplify Blend4Web material creation workflow.

{F315547}

{F315548}

Reviewers: campbellbarton, brecht

Reviewed By: brecht

Subscribers: homyachetser, Evgeny_Rodygin, AlexKowel, yurikovelenov

Differential Revision: https://developer.blender.org/D2046
2016-06-07 10:21:55 +02:00
Campbell Barton ed6f86a510 Merge branch 'master' into blender2.8 2016-06-07 18:06:46 +10:00
Bastien Montagne 24d29f2e50 Merge branch 'master' into blender2.8
Conflicts:
	source/blender/blenkernel/intern/particle.c
	source/blender/editors/transform/transform_snap_object.c
2016-06-07 09:59:26 +02:00
Alexander Romanov 0da13ad1eb World space switch for BI nodes.
At the moment light shading in Blender is produced in viewspace. Apparently, that's why
shader nodes work with normals in camera space. But it is not convenient for artists.
The more convenient approach is implemented in Cycles where normals are represented in world space.
Blend4Web Team designed the engine keeping in mind shader parameters readability,
so normals are interpreted in world space as well. And now our users have to use some tweaks, like
empty node group with the name "Replace", which is replacing one input by another on the engine side
(replacing working configuration in Blender Viewport by the configuration that has the same behavior in the engine).

This patch adds the ability to switch to world space for normals and lamp vector in BI and Viewport.
This patch is very important to us and we crave to see this patch in Blender 2.7 because
it will significantly simplify Blend4Web material creation workflow.

{F315547}

{F315548}

Reviewers: campbellbarton, brecht

Reviewed By: brecht

Subscribers: homyachetser, Evgeny_Rodygin, AlexKowel, yurikovelenov

Differential Revision: https://developer.blender.org/D2046
2016-06-07 10:42:29 +03:00
Campbell Barton 441a440cbb readfile: optimization for undo
Was using O(n^2) lookup on ID's with undo.

This caused undo to hang with 1000's of data-blocks
(especially with heavy scenes & outliner-space, which doesn't even need to be visible to cause a slow-down).

Internally this uses a ghash per id-type, which is lazy-initialized.
Each key uses the name and library since there may be name collisions between libraries.

Developer Notes:

- Adds small `BKE_main_idmap_*` API.
- Needed to change linking order for this to build.
2016-06-07 17:27:52 +10:00
Campbell Barton 3054e33d67 BLO_idcode: Move ID_ID last
This lets us use MAX_LIBARRAY to loop over id-codes in Main.
2016-06-07 16:42:11 +10:00
Campbell Barton 420bd15262 Cleanup: warning 2016-06-07 00:34:16 +10:00
Sergey Sharybin 47d0d9cca4 Depsgraph: Russian electric tape bodge to have multiple proxies work
Makes behavior of proxy_from backlink working similar to the old dependency graph.

it's nasty, but needed here in the studio to get proxies fixes ASAP.
2016-06-06 12:09:04 +02:00
Campbell Barton 17fbce9549 Cleanup: avoid temp string edit 2016-06-04 10:55:14 +10:00
Campbell Barton c6cc599311 Fix T48234: Glitch w/ action constraints sharing an action
FCurve evaluation depended on FCurve.curval, which isn't threadsafe.
Now only use this value for debug display,
and pass the value instead of storing in the FCurve for all but debug-display.
2016-06-04 00:57:44 +10:00
Campbell Barton 8c154d67b2 Fix T48111: Auto-run fails w/ empty paths
Enabling auto-run, then excluding a path but leaving it set to a blank value would ignore all paths.
2016-06-03 15:28:32 +10:00
Campbell Barton 528539ef59 Fix T48575: Particle crash using 'Parting' setting 2016-06-03 15:13:20 +10:00
Campbell Barton c5b2f12b36 Fix T48456: 2x pixel size clamps min brush size
Using double pixel size prevented 1px brushes

D2044 by @jeske
2016-06-03 01:11:12 +10:00
Bastien Montagne 68d1348ca2 Fix T47637: Multiple multires objects in Sculpt mode make blender crash.
That was a nice and funny hunt, albeit rather time consumming!

To summarize, so far code was using a static global gpu_buffer for pbvh vbo drawing
of 'grid' types (multires mostly?).

There were two issues here:
1) Global gpu buffer was assigned to GPU_PBVH_Buffers->index_buf, but then nearly no
check was done when freeing that buffer, to ensure we were not freeing the global one
(not totally sure this one was actually causing any issue, but was bad and unsafe anyway).
Was solved by adding a flag to GPU_PBVH_Buffers to indicate when we are using some
'common' buffer here, which freeing is handled separately.

2) Main issue: if several multires objects in sculpt mode with different grid size
were present simultaneously, the global gpu buffer had to be resized for each object draw
(i.e., freed and re-allocated), but then the pbvh nodes from other objects storing freed reference
to that global buffer had no way to know that it had been freed, which was causing the segfault & crash.
Was solved by getting rid of that global buffer, and instead allocating one 'grid_commmon_gpu_buffer' per pbvh.

Told ya baby, globals are *PURE EVIL*!
2016-06-02 16:14:21 +02:00
Sergey Sharybin ac8246cd89 Fix for GLSL uniform being update from inside glBegin/glEnd
This seems to be illegal and not productive anyway. Do it ahead of
a time now, which solves shading issues in edit mode and prevents
assert from happening.
2016-06-02 14:01:07 +02:00
Bastien Montagne b1704d18a1 Fix T48415: Segfault on opening .blend in which a 'surface' force object was saved in Edit mode.
In that case, surface modifier won't run (until surface object goes back to Object mode),
and its bvhtree remains NULL.
2016-06-01 15:29:19 +02:00
Bastien Montagne 11af9e9a5b Merge branch 'master' into blender2.8
Conflicts:
	intern/cycles/blender/blender_curves.cpp
	intern/cycles/blender/blender_particles.cpp
	source/blender/depsgraph/intern/builder/deg_builder_relations.h
	source/blender/depsgraph/intern/depsgraph_build.cc
2016-06-01 14:34:11 +02:00
Sergey Sharybin 9ed4233d9d Fix wrong vertex colors in edit mode 2016-06-01 11:53:28 +02:00