New dependency graph puts materials to the graph in order to deal with animation
assigned to them and things like that. This leads us to a requirement to update
relations when slots changes.
This fixes: T49075 Assignment of a keyframed material using the frame_change_pre handler
doesn't update the keyframe using the new dependency graph
Checking a condition right after we’ve checked it (and it hasn’t
changed). Most of these are trivial to understand.
split_quads in convertblender.c:
It seems quads should be processed and triangles should be marked as
not needing split. So I removed the outer vlr->v4 check.
Found with PVS-Studio T48917
Now test_object_materials only handles one object. New test_all_objects_materials
checks the whole bmain->object list for cases where it is actually needed.
Should avoid some useless looping over all objects!
Toggling edit-node after joining objects is redundant as far as I can see -
(dates back to first revision).
Also caused all edges to be drawn w/ meshes, redundant undo step w/ curves.
Idea is to replace hard-to-track (id->lib != NULL) 'is linked datablock' check everywhere in Blender
by a macro doing the same thing. This will allow to easily spot those checks in future, and more importantly,
to easily change it (see work done in asset-engine branch).
Note: did not touch to readfile.c, since there most of the time 'id->lib' check actually concerns the pointer,
and not a check whether ID is linked or not. Will have a closer look at it later.
Reviewers: campbellbarton, brecht, sergey
Differential Revision: https://developer.blender.org/D2082
Two were actual bugs, though they existed only in unused code:
* In Freestyle it was unintentionally copying a scene rather than referencing it.
* In BLI_array_store_is_valid there was use of uninitialized memory.
This is quite tricky situation which combined:
- Boolean modifier which accesses other object's derived mesh
(in fact, it's nothing to do with boolean modifier, any other
modifier which uses other's DM will have same bug).
- Dependency cycles in the scene which is rather russian-roulette
from the cycle solver point of view.
- Multiple instanced objects used as boolean operand.
With all this things combined boolean modifier was accessing operand's derived
mesh which was referencing data from Mesh datablock. The issue is that those
references are becoming invalid after EDBM_mesh_load().
This function already had code to make sure object itself does not end up with
dangling pointers from derived mesh. Make it now so no possible instanced objects
are left with dangling pointers.
And who said it's a good idea to reference something from derived mesh..
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.
Also, can use numeric input to set segments and profile when
in those respective value-adjusting modes (as per S or P toggle).
Finally, fixed problem with previous bevel commit: when changing
value-adjusting mode, would like to start off resumed value adjustment
where it was before.
- the name of the enumerator `SNAP_NOT_OBEDIT` was changed to `SNAP_NOT_ACTIVE`.
- the parameter `snap_to_flag` was moved to outside `SnapObjectParams`.
- the member `use_object_edit` was renamed to `use_object_edit_cage`.
- added the arg `params` in `ED_transform_snap_object_project_ray`.
- simplifications in the loop of the function `snapObjectsRay`.
Previously a whole mesh was stored between undo steps,
This commit uses BLI_array_store to de-duplicate memory use between undo steps.
Memory saving depends entirely on kinds of edits performed,
in own tests 5x-15x less memory use is common.
Compacting the memory does give some overhead however its done in a background thread
so its not blocking in most cases.
New behavior and threading can be ifdef'd out to check for regressions.
See D2026 for details.
Commit 86abddc9, caused an error when the face-region included boundary edges.
Since removing the faces first, caused the edges along the boundaries to be removed.
Add support for deleting faces and internal edges, that keeps boundaries.
Separate the creation of trees from EditMesh from the creation of trees from DerivedMesh.
This was meant to simplify the API, but didn't work out so well.
`bvhtree_from_mesh_*` actually is working as `bvhtree_from_derivedmesh_*`.
This is inconsistent with the trees created from EditMesh. Since for create them does not use the DerivedMesh.
In such cases the dm is being used only to cache the tree in the struct DerivedMesh. What is immediately released once
bvhtree is being used in functions that change(tag) the DM cleaning the cache.
- Use a filter function so users of SnapObjectContext can define how edit-mesh elements are handled.
- Remove em_evil.
- bvhtree of EditMesh is now really cached in the snap functions.
- Code becomes organized and easier to maintain.
This is an important patch for future improvements in snapping functions.
Now CD_SHAPEKEY_INDEX customdata is stored in edit-mode when hooks and vertex parents are used.
This also fixes a bug where undo would loose key-index data.
Move to structs for BM_mesh_bm_to/from_me to avoid passing many argument, which mostly aren't used.
This introduces a snap-context that can be re-used for casting rays into the scene
(by operators such as walk-mode, ruler and transform code).
This can be used to cache data between calls too.
This patch depends on D1747, which upgrades the Recast version. It exposes the new Recast partitioning methods in the navmesh generation.
Reviewers: campbellbarton, moguri
Reviewed By: moguri
Projects: #bf_blender
Differential Revision: https://developer.blender.org/D1748
The version of Recast that Blender ships with is from 2009. This patch updates the Recast version to the latest version, 1.5.0. The Detour version remains untouched.
Reviewers: campbellbarton, moguri
Reviewed By: moguri
Projects: #bf_blender
Differential Revision: https://developer.blender.org/D1747
Steps to reproduce were:
* Go to edit mode, select geometry
* Spacebar -> search for bevel OP
* Activate *using enter key*
* Immediately stops when releasing enter key
To fix we simply make sure the initial release event is ignored. For mouse events that wasn't an issue since activating an element is done on key release in menus. An alternative fix would be to do the same for enter key, but that's more risky. Also, checking event value is highly recommended anyway.