Bring back per-viewport localview. This is based on Blender 2.79.
We have a limit of 16 different local view viewports.
We are using both the numpad /, as well as the regular /.
Missing features:
* Hack to make sure lights are always visible.
* Make rendered mode with external engines to support this as well
(probably just need to support this in the RNA iterators).
* Support over 16 viewports by taking existing viewports out of local view.
The code can use a cleanup pass in the future to unify the test to see
if an object is visible (or we can use TESTBASE in more places).
Without description, parameters are not documented at all in API (not
even their type)... Always nice to have a short description anyway.
Also fixed a few other issues in existing descriptions.
- Was setting active state, making it necessary to backup/restore
active object in cases where this isn't needed.
Existing scripts are explicitly setting the active object when needed.
- Use a boolean select arg (toggle selection wasn't used anywhere).
- Add an optional view layer argument since scripts should be able to
operate outside the user context.
Loop triangles are tessellated triangles create from polygons, for renderers
or exporters that need to match Blender's polygon tesselation exactly. These
are a read-only runtime cache.
Tessfaces are a legacy data structure from before Blender supported n-gons,
and were already mostly removed from the C code.
Details on porting code to loop triangles is in the release notes.
Differential Revision: https://developer.blender.org/D3539
RNA API Object.ray_cast would not normalize direction vector before
doing first quick bbox intersection test, while using its returned
distance value. This could lead to wrong exclusion of object.
Thanks to @codemanx for finding that issue.
In the outliner, right click > view layer > set indirect only. This is
like clearing camera ray visibility on objects in the collection, and is
temporary until we have more general dynamic overrides.
In the outliner, right click > view layer > set holdout. This is
temporary until we have more general dynamic overrides, but helps
Spring production for now.
For correct results these must have been set already when the depsgraph was
created and evaluated, so all dependencies have appropriate resolutions too.
For particle we no longer backup and restore the viewport particles to avoid
overwriting them during render, as copy-on-write solves this for us. Even
without COW particles seem to work ok.
This also removes the particle simplification options based on camera. This
was never used much and only available in Blender Internal.
Differential Revision: https://developer.blender.org/D3148
Cycles is no longer using this. There are still addons using it but for
correct results with the new depsgraph this API should not be used.
Differential Revision: https://developer.blender.org/D3143
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
While getting rid of Scene->base we got the following fixes:
* Fix "Convert To" operator
* Fix "NLA allowing to selected objects that are not selectable
* Fix scene.objects (readonly, no option to link/unlink)
Note: Collada needs to use the context SceneLayer for adding objects
however I added a placeholder, so Collada maintainers can fix this
properly.
Iterate over invisible objects too, so lamps can still lit the scene.
Also, now you can use a collection to set an object to invisible, not
only to visible.
For example:
Scene > Master collection > bedroom > furniture
Scene > View Layer > bedroom (visible)
> furniture (invisible)
The View Layer has two linked collections, bedroom and furniture.
This setup will make the furniture collection invisible.
Note: Unlike what was suggested on D2849, this does not make collection
visibility influence camera visibility. I will keep this as a separate
patch.
Reviewers: sergey
Subscribers: sergey, brecht, fclem
Differential Revision: https://developer.blender.org/D2849
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.