Commit Graph

55720 Commits

Author SHA1 Message Date
dc0a9e6535 BMesh: remove redundant argument 2016-11-15 02:44:57 +11:00
fc9fa07c0e BMesh: BM_face_exists no longer uses return arg
Just return the face or NULL, like BM_edge_exists(),
Also for BM_face_exists_overlap & bm_face_exists_tri_from_loop_vert.
No functional changes.

Old code did some partial overlap checks where this made some sense,
but it's since been removed.
2016-11-14 04:33:35 +11:00
1b1d6ce131 Fix T50013: Blender 2.78a Link/Append Crash.
Object freeing may in some kind access its obdata (in case it has some
caches e.g.), since here obdata may have already been freed, let's set
object's data pointer to NULL (probably not ideal solution, but we don't
care much, those form archipelagos of unused linked datablocks,
we nuke'em all anyway).

Also fix stupid mistake in one of own recent commits (using ID we just
freed, tsst...).
2016-11-13 15:49:41 +01:00
cc8132b0c8 Fix T49997: don't flip texture users menu in texture properties. 2016-11-13 02:29:10 +01:00
43703fa4bf Fix T50008: camera DOF Distance picking from W key menu not working. 2016-11-12 22:31:24 +01:00
447fc7c4ce fix T50004: Removed check for empty mesh and adjusted the vertex import function to accept meshes without vertices as well 2016-11-12 22:20:07 +01:00
Julian Eisel
627141082b Sculpt UI: Make DynTopo constant detail a resolution value
This should make it easier to sculpt in high resolutions, downside is that the new way to calculate maximum edge length is a bit less intuitive. Maximum edge length used to be calculated as blender_unit * percentage_value, now it's blender_unit / value.

Reused old DNA struct member, but had to bump subversion to ensure correct compatibility conversion. Also changed default value slightly (would have had to set to 3.333... otherwise).

Was Requested by @monio (see https://rightclickselect.com/p/sculpting/zpbbbc/dyntopo-better-scale-input-in-constant-detail-mode) and I think it's worth testing.
2016-11-12 16:53:38 +01:00
e00c3ab13f BMesh: update comments, ifdef'd code 2016-11-13 01:39:40 +11:00
7fd2efa507 BMesh: Minor improvement to face-join
Pass in loops instead of edge & faces.
Nearly all callers have the loop-pairs to pass in.
2016-11-12 10:30:32 +11:00
dad0c31ceb Fix renaming error in last commit 2016-11-12 10:30:28 +11:00
8b01a6e0f1 BKE_library_make_local(): some minor improvements.
Do not set 'real user' to groups every time we run the first clearing loop.

And do fully clear properly LIB_TAG_DOIT (this is not yet enforced in
existing code, but would love to get to that stage in future, so let's
do it at least with new code!).
2016-11-11 23:17:52 +01:00
2dbcb75ed5 Minor naming cleanup. 2016-11-11 23:17:52 +01:00
f6ab97c1ae Enhance BKE_library_make_local() to make it much quicker in complex cases.
Basic idea is to split first loop in two, and run checks before making
anything actually local, to detect data-blocks that we can directly make
local (because we are sure they are only used by already/future local
datablocks).

This allows to avoid a lot of overhead in later 'cleanup' steps of this
function, here with barbershop shot it's four times quicker (from 190s to 48s).

We are still far from the instantaneous results of MakeLocal in 2.77,
but in that version main characters lose their connection to their
armature and remain static after makelocal, so guess new code is still
better. ;)

There are probably more optimizations possible here, but would rather
polish this area of code once we get rid of proxies, those really
make it a nightmare to work on.
2016-11-11 23:17:52 +01:00
f1ad2ab85f Minor optimization to BKE_library_tag_unused_linked_data(). 2016-11-11 23:17:52 +01:00
8e4066b9d3 Switch to unsafe but quick freeing of archipelagos of linked data.
This *should* work, but do not hesitate to revert in case it creates new
crashes in append or makelocal processes.
2016-11-11 23:17:52 +01:00
674c3bf894 Fix T49996: VSE opengl render crash with grease pencil if current frame is empty
If the opengl render with grease pencil is run from VSE with the current
frame outside visible frames, the render pass is wrong and the render
must be canceled because nothing to render. Related to #T49975
2016-11-11 22:27:10 +01:00
cdeaec3b0d GPencil: Create brush set when create new datablock or layer
Before this commit, the brush set was created with the first stroke
drawing, but if the user creates the datablock or the layer manually
(not drawing) the brush list was empty.

This commit complement the python fix by Sergey:
https://developer.blender.org/rB89c1f9db37cc1becdd437fcfdb1877306cc2b329
2016-11-11 20:04:58 +01:00
ed957768a0 Fix crash happening in some cases with MakeLocal operator.
Culprit here was once more proxies. Think what was happening here was:
1) Both proxy and proxified armatures' PoseChannels were cleared
   (needed after remapping due to Bone pointers being stored in pchans).
2) Proxy PoseChannels got rebuilt in `BKE_pose_rebuild_ex()`, which ends,
   in proxy cases, by actually replacing rebuilt pchans by those from
   the proxified object... which has not yet been rebuilt.

Fixed the issue by merely adding bone pointer to data copied from
original pchan into new 'from proxy' one... Sounds much, much safer and
sanier anyway, that way we can be sure bone pointer is actually pointing
to a bone of the object's armature (this is supposed to be the same
Armature datablock between proxy and proxified objects, but that may not
be always true especially during makelocal process).
2016-11-11 18:11:30 +01:00
7d33d4439f Fix T49994: Setting dupligroup which uses indirect relation will crash
Did similar trick to old dependency graph: tag invisible relations for update.

Might need some re-consideration, see the comment.

This should solve our issues with powerlib addon here in the studio.
2016-11-11 16:16:27 +01:00
2a838c71d9 Depsgraph: Add missing NULL pointer check 2016-11-11 15:28:34 +01:00
24d89a1f77 Depsgraph: Fix missing DONE flag in relations builder
Was causing relations be build twice in certain cases.
2016-11-11 15:20:17 +01:00
7dda3cf830 Fix T49993: Indirectly used taper/bevel crashes new dependency graph
New dependency graph expects strict separation between nodes and relations builder,
meaning, if we try to create relation with an object which is not in the graph yet
we'll have an error in depsgraph.

Now, so far object nodes were created from bases of the current scene, which caused
missing objects in graph in certain cases.

Didn't find better approach than to simply ensure object nodes exists when we know
they'll be used by relation builder.
2016-11-11 14:52:05 +01:00
b1743cda5a Depsgraph: Fix typo in text on curve relation builder 2016-11-11 14:41:02 +01:00
653541ea78 Depsgraph: Fix missing ID node tag
Might have caused nodes created multiple times for the same object.
2016-11-11 14:26:11 +01:00
915c74a33b Depsgraph: Add some data builder logic to corresponding function 2016-11-11 14:24:47 +01:00
9eeca9e7cd Depsgraph: cleanup, no functional changes 2016-11-11 13:54:02 +01:00
48971da4c8 Depsgraph: Fix wrong relation names 2016-11-11 11:42:43 +01:00
4710fa700c Depsgraph: Fix wrong relations in array modifier 2016-11-11 11:41:33 +01:00
80aae2b6fe Consider Numpad Enter in pose slide operators
It was annoying to only have regular Enter confirming input there.
2016-11-10 17:19:23 +01:00
e316636fa8 Fix BKE_library_make_local() trying to also make local proxified objects.
Proxified objects can never be local, we can totally ignore them here.

This 'fixes' the asserts related to usercount when trying to remap poselib
of localized proxified objects (not sure what exactly was going on wrong here,
but proxies are a giant can of worms for sane data-blocks handling anyway :/).
2016-11-10 17:09:16 +01:00
f0d53ac109 Depsgraph: Fix another issue which seems to be a bug
Similar to a previous commit.

Doing separately for an easy of bisect.
2016-11-10 15:49:33 +01:00
aef66a6be0 Depsgraph: Fix wrong relation from IK solver to pole target
Copy paste error...

How to avoid those?
2016-11-10 15:46:22 +01:00
Dalai Felinto
0b9b8ab2dd Fix Grease Pencil render in VSE crashes when no strips (#T49975)
Solution as suggested by Sergey Sharybin. Initial debugging by
Antonio Vazquez.
2016-11-10 12:24:54 +01:00
2138fdb785 Added bpy.types.ID.make_local() that can make a single ID block local.
This new `bpy.types.ID.make_local(clear_proxies=True)` allows Python
code to press the "Make Local" button on any ID block. I chose
`clear_proxies=True` as the default, since it's the default behaviour
of `id_make_local()` (defined in `library.c`).

The caller does need to take care of ensuring that linked-in objects
don't refer to local data, and that proxies aren't broken.

Reviewers: sergey, mont29

Reviewed By: mont29

Subscribers: dfelinto

Differential Revision: https://developer.blender.org/D2346
2016-11-10 10:49:57 +01:00
afc8a4f9e2 Fix UI message. 2016-11-09 19:27:43 +01:00
47759b14ab BMesh: face-join, remove redundant face assignment
Keep ifdef'd out for holes, this isn't needed currently.
2016-11-10 03:21:42 +11:00
4d9562a3ae Depsgraph: Fix crash deleting bones in armature edit mode
For the new dependency graph we have to rebuild graph when
bones "topology" are changing.
2016-11-09 17:00:31 +01:00
18be39ff17 Fix some assert when making local (due to infamous PITA ShapeKey ID). 2016-11-09 16:42:28 +01:00
e72caa513a BMesh: Cleanup, remove hole ifdef 2016-11-10 01:08:12 +11:00
49a3eaa3dc BMesh: face-flip, no need for temporary edge-array
Reverse loops in-place.
2016-11-10 00:08:26 +11:00
e9689e1a20 Fix: setting an audio callback before audio device initialization. 2016-11-09 00:06:49 +01:00
4d0f7c320c Depsgraph: Use atomics to tag ID when evaluating driver
This is required since new dependency graph evaluates drivers in threads
so it was possible to have some partially written ID tag there.
2016-11-08 17:54:14 +01:00
4f28dac872 BMesh: remove edge search when flipping faces
Replace search with direct lookup.
2016-11-09 00:18:32 +11:00
0085001eb0 Fix memory leak when Blender is build without Bullet and files with RB is opened 2016-11-08 11:54:04 +01:00
93ace71bd7 Cycles: Only use new light sample threshold for new files
This is a late follow-up commit to the light sample threshold changes which
caused difference in rendering all existing .blend files which is not something
we are happy about: it is fine to use new optimized defaults for new files, but
existing ones should always be rendering in the same way as they used to be.

Sorry for the inconveniece, but such thing should have been done to begin with.
If this setting was modified it will not be reset to zero.

Now all render tests should be passing again.

P.S. Also really annoying to bump subversion for such reasons, but currently we
don't have better way to achieve what we want.
2016-11-08 10:58:09 +01:00
508e2f0d69 Fix T49937: Blender is crashing because of Lamp Data Node
Lamp Data node requires shadow sample array which is only enabled when
Shadows are enabled in the shading settings.

This commit prevents crash but might not give expected render results
in such a configuration.
2016-11-08 10:40:21 +01:00
f19f9be1b9 BMesh: remove redundant edge-split loop initialize
Would always set both first1 and first2.
2016-11-08 07:13:20 +11:00
9912792564 Forgot this in last commit. (Brick GLSL). 2016-11-07 20:59:09 +01:00
28639a22bc Fix Brick Texture GLSL, broken after Mortar Smooth addition. 2016-11-07 20:55:36 +01:00
535914aa46 BMesh: remove redundant array size
Correct unhelpful comment & some comment edits.

Rename 'disk_is_flagged' -> 'bm_vert_is_manifold_flagged',
since the check is quite specific.
2016-11-08 06:54:20 +11:00