Commit Graph

421 Commits

Author SHA1 Message Date
41b4b8ded6 Cleanup/Style Tweaks to fit rest of code 2017-12-05 17:14:55 +13:00
f9f4e20871 Merge branch 'master' into blender2.8 2017-08-28 11:27:50 +02:00
2e71927622 Make GS macro return proper IDType type
Previously it was returning short, which was really easy to (a) compare against
non-ID type value (b) forget to handle some specific value in switch statement.

Both issues happened in the nearest past, so it's time to tighten some nuts
here.

Most of the change related on silencing strict compiler warning now, but there
is also one tricky aspect: ID_NLA is not in the IDType enum. So there is still
cast to short to handle that switch. If someone has better ideas how to deal
with this please go ahead :)
2017-08-28 11:21:55 +02:00
1b462e5a51 Pass EvaluationContext instead of bContext
2.8x branch added bContext arg in many places,
pass eval-context instead since its not simple to reason about what
what nested functions do when they can access and change almost anything.

Also use const to prevent unexpected modifications.

This fixes crash loading files with shadows,
since off-screen buffers use a NULL context for rendering.
2017-08-16 12:46:04 +10:00
41830cc432 Refactor ID copying (and to some extent, ID freeing).
This will allow much finer controll over how we copy data-blocks, from
full copy in Main database, to "lighter" ones (out of Main, inside an
already allocated datablock, etc.).

This commit also transfers a llot of what was previously handled by
per-ID-type custom code to generic ID handling code in BKE_library.
Hopefully will avoid in future inconsistencies and missing bits we had
all over the codebase in the past.

It also adds missing copying handling for a few types, most notably
Scene (which where using a fully customized handling previously).

Note that the type of allocation used during copying (regular in Main,
allocated but outside of Main, or not allocated by ID handling code at
all) is stored in ID's, which allows to handle them correctly when
freeing. This needs to be taken care of with caution when doing 'weird'
unusual things with ID copying and/or allocation!

As a final note, while rather noisy, this commit will hopefully not
break too much existing branches, old 'API' has been kept for the main
part, as a wrapper around new code. Cleaning it up will happen later.

Design task : T51804
Phab Diff: D2714
2017-08-07 20:34:36 +02:00
9da7dfa158 Refactor ID copying (and to some extent, ID freeing).
This will allow much finer controll over how we copy data-blocks, from
full copy in Main database, to "lighter" ones (out of Main, inside an
already allocated datablock, etc.).

This commit also transfers a llot of what was previously handled by
per-ID-type custom code to generic ID handling code in BKE_library.
Hopefully will avoid in future inconsistencies and missing bits we had
all over the codebase in the past.

It also adds missing copying handling for a few types, most notably
Scene (which where using a fully customized handling previously).

Note that the type of allocation used during copying (regular in Main,
allocated but outside of Main, or not allocated by ID handling code at
all) is stored in ID's, which allows to handle them correctly when
freeing. This needs to be taken care of with caution when doing 'weird'
unusual things with ID copying and/or allocation!

As a final note, while rather noisy, this commit will hopefully not
break too much existing branches, old 'API' has been kept for the main
part, as a wrapper around new code. Cleaning it up will happen later.

Design task : T51804
Phab Diff: D2714
2017-08-07 16:39:55 +02:00
db28e2deb9 Merge branch 'master' into blender2.8 2017-07-08 01:02:11 +02:00
00d476976e Fix T50973: Directional blur node doesn't clamp value if using driver
The issue was caused by combination of following factors:

- Blender Internal viewport render can not distinguish between which parts of
  main database changed, so it does full database re-sync when anything is
  tagged for an update.

  This way, if any NodeTree (including compositor) is changed, Blender Internal
  viewport is tagged for full render database update.

- With old dependency graph, scene-level drivers are evaluated on every
  iteration of scene_update_tagged, even if nothing is tagged for an update.

  This causes compositor drivers be evaluated quite often.

- Driver evaluation checks whether value was changed, and if so it tags
  corresponding ID type as updated (this is what was telling viewport to do
  render database update).

  This check was quite stupid: current property value was checked against the
  one coming from driver expression. This means, if driver value is outside
  of the hard limit range of the property, the property will always be
  considered updated.

The fix is to compare current property value against clamped value from the
driver.
2017-07-07 12:08:14 +02:00
0f4f4d8754 Merge branch 'master' into blender2.8 2017-06-12 15:12:36 +02:00
f52dc2f371 Rename probe to light-probe
Probe is a real general term, the new name is used often in docs online.
2017-06-12 21:34:55 +10:00
e0bc5b533c Cleanup: get rid of some now unused animdata ID management custom functions.
That's the kind of commit that are nice to do - getting rid of
half-working custom pieces of code, now that we have generic tools
to do same thing. ;)
2017-06-09 16:30:59 +02:00
cc31d7bb49 Probe: Add new object datablock
We went for a new datablock because blending probe functionality with empties was going to be messy.
2017-06-09 01:15:17 +02:00
7b45edacab Depsgraph: Remove old header from blenkernel 2017-04-06 16:11:50 +02:00
a1b8c0bca2 Depsgraph: More type definitions to new depsgraph header 2017-04-06 15:37:46 +02:00
b997988323 Cleanup/refactor: Add new BLI_string_util.
Things like `BLI_uniquename` had nothing, but really nothing to do in
BLI_path_util files!

Also, got rid of length limitation in `BLI_uniquename_cb`, we can use
alloca here to avoid overhead of malloc while keeping free size (within
reasonable limits of course).
2017-01-16 20:36:23 +01:00
df63195d2a Cleanup id->newid usage, initial work.
This aims at always ensuring that ID.newid (and relevant LIB_TAG_NEW)
stay in clean (i.e. cleared) state by default.

To achieve this, instead of clearing after all id copy call (would be
horribly noisy, and bad for performances), we try to completely remove
the setting of id->newid by default when copying a new ID.

This implies that areas actually needing that info (mainly, object editing
area (make single user...) and make local area) have to ensure they set
it themselves as needed.

This is far from simple change, many complex code paths to consider, so
will need some serious testing. :/
2016-11-30 15:27:59 +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
1e4e140efb More fixes from coverity report. 2016-08-16 18:19:52 +02:00
61050f75b1 Basic Alembic support
All in all, this patch adds an Alembic importer, an Alembic exporter,
and a new CacheFile data block which, for now, wraps around an Alembic
archive. This data block is made available through a new modifier ("Mesh
Sequence Cache") as well as a new constraint ("Transform Cache") to
somewhat properly support respectively geometric and transformation data
streaming from alembic caches.

A more in-depth documentation is to be found on the wiki, as well as a
 guide to compile alembic: https://wiki.blender.org/index.php/
User:Kevindietrich/AlembicBasicIo.

Many thanks to everyone involved in this little project, and huge shout
out to "cgstrive" for the thorough testings with Maya, 3ds Max, Houdini
and Realflow as well as @fjuhec, @jensverwiebe and @jasperge for the
custom builds and compile fixes.

Reviewers: sergey, campbellbarton, mont29

Reviewed By: sergey, campbellbarton, mont29

Differential Revision: https://developer.blender.org/D2060
2016-08-06 10:58:13 +02:00
6e9ad094b2 Cleanup: minor changes from last commit
Un-indent blocks, rename vars.
2016-07-30 16:48:44 +10:00
4e845e0670 Py-Driver: add 'self' option
Drivers can use this to refer to the data which the driver is applied to,
useful for objects, bones, to avoid having to create a variable pointing to its self.
2016-07-30 16:46:13 +10:00
f87603662d Add option to id_make_local to force localization of datablock, even if not used locally.
Will be used by link/append code.
2016-07-14 18:33:12 +02:00
8df92988cf Refactor/enhance BKE_action_make_local().
Now using modern features from libquery/libremap areas.

Provides same kind of fixes/improvements as for BKE_object_make_local() (see rBd1a4ae3f395a6).
2016-07-10 17:14:45 +02:00
87b974caa1 Cleanup/Refactor: pass Main pointer to all ID copy functions.
Also allows us to get rid of a few _copy_ex() versions...
2016-07-10 14:52:00 +02:00
b651812721 Cleanup/fix animsys 'id_type_can_have_animdata()'.
This func now actually takes an ID type as argument, added new 'id_can_have_animdata()'
to check whether a datablock may be animated or not.
2016-07-07 21:21:33 +02:00
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
17fbce9549 Cleanup: avoid temp string edit 2016-06-04 10:55:14 +10:00
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
3fcf535d2e Split id->flag in two, persistent flags and runtime tags.
This is purely internal sanitizing/cleanup, no change in behavior is expected at all.

This change was also needed because we were getting short on ID flags, and
future enhancement of 'user_one' ID behavior requires two new ones.

id->flag remains for persistent data (fakeuser only, so far!), this also allows us
100% backward & forward compatibility.

New id->tag is used for most flags. Though written in .blend files, its content
is cleared at read time.

Note that .blend file version was bumped, so that we can clear runtimeflags from
old .blends, important in case we add new persistent flags in future.

Also, behavior of tags (either status ones, or whether they need to be cleared before/after use)
has been added as comments to their declaration.

Reviewers: sergey, campbellbarton

Differential Revision: https://developer.blender.org/D1683
2015-12-27 12:00:33 +01:00
865796375b Cleanup: avoid incrementing/decrementing id->us outside of BKE_library.
We have callbacks for that, they also do some checks and help ensure things are done
correctly. Only place where this is assumed not true is blenloader (since here we
may affect refcount of library IDs as well...).
2015-11-09 21:00:53 +01:00
2e2dc9b9e3 Refactor translation code out of blenfont
- Add blentranslation `BLT_*` module.
- moved & split `BLF_translation.h` into (`BLT_translation.h`, `BLT_lang.h`).
- moved `BLF_*_unifont` functions from `blf_translation.c` to new source file `blf_font_i18n.c`.
2015-08-18 07:01:26 +10:00
a09341469e Depsgraph: Add evaluation callbacks for granular nodes update
This commit only adds callbacks which then later be used with major dependency
graph commit, keeping the upcoming commit more clean to follow.

Should be no functional changes so far still.
2015-05-12 16:06:37 +05:00
1c96a84320 Cleanup: use BKE_animdata_* prefix 2015-04-04 15:13:56 +11:00
90e9a22eaa Fix for earlier commit - Turning off "animated" influence/time didn't work
Reshuffled order that in which NLA Strip's F-Curves vs its automatic settings are
evaluated so that the automatic settings can always override the custom settings,
since it's not that easy to get things working correctly the other way around.
2015-03-29 01:39:53 +13:00
2b4ff142ab Fix T36385: Animated Strip-Time doesnt update
This commit implements proper evaluation + keyframing support for animating influence
and time on NLA Strips (among other properties) by resolving a few long standing issues
which prevented the original design for this from working.

The original design for animating these properties (and/or some of the other settings
on NLA Strips) is that NLA Strips actually have some of their own F-Curves that are
used for animating settings which will affect how they are evaluated. As seen in this
bug report, the alternative of having these animated as part of the stack (which the
strips work above/outside/on-top of) means that glitches can occur.

Although one of the original considerations for why this wasn't implemented earlier
was that introducing keyframes there isn't so clean cut, and causes UI design issues
for how we expose these via the animation editors for editing (NOTE: support for that
is still to come). Another concern is that this sets a precedent for how FModifiers
might get evaluated.
2015-03-29 01:39:50 +13:00
b44201d8b9 Fix for NLA Solo/Mute behaviour
The Solo and Mute functionality for the NLA system should really be mutually
exclusive features. They both affect whether a given track applies or not.
The only difference is that the Solo option mutes all the others, while the Mute
only does this on a per track basis.

Before this fix, muting a strip and then making it solo meant that the solo'd
track would not play at all, which isn't really what we want.
2015-03-01 02:34:43 +13:00
fca515838e Cleanup: strcmp/strncmp -> STREQ/STREQLEN (in boolean usage).
Makes usage of those funcs much more clear, we even had mixed '!strcmp(foo, bar)'
and 'strcmp(foo, bar) == 0' in several places...
2015-01-26 16:59:24 +01:00
e0ee74a171 Fix T38619: Confusing logic for Keying Set keyframing Settings
The logic used for determining whether certain keyframing settings (i.e. visual,
only needed, xyz -> rgb) got applied was wonky. The original intention here was
that the Keying Set settings would override the global settings, and the path
settings would override what was used for the Keying Set. However, that was not
happening in all cases previously, as it was only possible to add flags and not
to turn them off.

This commit fixes that by introducing separate toggles to control whether the
Keying Set/Path's settings override the settings inherited from its parent
(i.e. the Keying Set for the Path, and the User Prefs for the Keying Set).
The icons used for these toggles could get revised a bit (we need something
which communicates "override this"; the current one is the closest I could find)

WARNING: If you have old keying sets, this may cause some breakage!
2015-01-27 02:10:26 +13:00
a730cda72f Fix: Joining armatures fixes up the drivers accordingly
Finally! At long last, I've gotten this working! This ended up being far trickier
to get right than anticipated; the normal remapping API's cannot be used as-is
as they will just clobber over subtleties whenever datablock changes are involved.
So, for now, we have to duplicate the logic a bit.
2015-01-23 02:33:32 +13:00
3df93d063e Fix: Joining armatures loses drivers
Currently, when joining two armatures, the drivers of the armatures being merged
in are lost. This commit introduces a new AnimData API function for merging
animation data into another AnimData block.

NOTE:
* For now, this only copies the drivers over. As a result, manual effort will
  still be needed to go through and fix the drivers.

  I am working on automating that process, but it's more important that the
  drivers don't have to be created from scratch for now (since this is needed
  for the Goosberry rigging work).
2015-01-22 02:09:16 +13:00
20a1778148 Cleanup: more int->bool. 2014-12-01 17:11:55 +01:00
14b951747f Grease Pencil - Storyboarding Features (merge from GPencil_EditStrokes branch)
This merge-commit brings in a number of new features and workflow/UI improvements for
working with Grease Pencil. While these were originally targetted at improving
the workflow for creating 3D storyboards in Blender using the Grease Pencil,
many of these changes should also prove useful in other workflows too.

The main highlights here are:
1) It is now possible to edit Grease Pencil strokes
   - Use D Tab, or toggle the "Enable Editing" toggles in the Toolbar/Properties regions
     to enter "Stroke Edit Mode". In this mode, many common editing tools will
     operate on Grease Pencil stroke points instead.
   - Tools implemented include Select, Select All/Border/Circle/Linked/More/Less,
     Grab, Rotate, Scale, Bend, Shear, To Sphere, Mirror, Duplicate, Delete.
   - Proportional Editing works when using the transform tools

2) Grease Pencil stroke settings can now be animated
   NOTE: Currently drivers don't work, but if time allows, this may still be
         added before the release.

3) Strokes can be drawn with "filled" interiors, using a separate set of
   colour/opacity settings to the ones used for the lines themselves.

   This makes use of OpenGL filled polys, which has the limitation of only
   being able to fill convex shapes. Some artifacts may be visible on concave
   shapes (e.g. pacman's mouth will be overdrawn)

4) "Volumetric Strokes" - An alternative drawing technique for stroke drawing
   has been added which draws strokes as a series of screen-aligned discs.

   While this was originally a partial experimental technique at getting better
   quality 3D lines, the effects possible using this technique were interesting
   enough to warrant making this a dedicated feature. Best results when partial
   opacity and large stroke widths are used.

5) Improved Onion Skinning Support
   - Different colours can be selected for the before/after ghosts. To do so,
     enable the "colour wheel" toggle beside the Onion Skinning toggle, and set
     the colours accordingly.
   - Different numbers of ghosts can be shown before/after the current frame

6) Grease Pencil datablocks are now attached to the scene by default instead of
   the active object.
   - For a long time, the object-attachment has proved to be quite problematic
     for users to keep track of. Now that this is done at scene level, it is
     easier for most users to use.
   - An exception for old files (and for any addons which may benefit from object
     attachment instead), is that if the active object has a Grease Pencil datablock,
     that will be used instead.
   - It is not currently possible to choose object-attachment from the UI, but
     it is simple to do this from the console instead, by doing:
     context.active_object.grease_pencil = bpy.data.grease_pencil["blah"]

7) Various UI Cleanups
   - The layers UI has been cleaned up to use a list instead of the nested-panels
     design. Apart from saving space, this is also much nicer to look at now.

   - The UI code is now all defined in Python. To support this, it has been necessary
     to add some new context properties to make it easier to access these settings.
     e.g. "gpencil_data" for the datablock
          "active_gpencil_layer" and "active_gpencil_frame" for active data,
          "editable_gpencil_strokes" for the strokes that can be edited

   - The "stroke placement/alignment" settings (previously "Drawing Settings" at the
     bottom of the Grease Pencil panel in the Properties Region) is now located in
     the toolbar. These were more toolsettings than properties for how GPencil got drawn.

   - "Use Sketching Sessions" has been renamed "Continuous Drawing", as per a
     suggestion for an earlier discussion on developer.blender.org

   - By default, the painting operator will wait for a mouse button to be pressed
     before it starts creating the stroke. This is to make it easier to include
     this operator in various toolbars/menus/etc.   To get it immediately starting
     (as when you hold down DKEy to draw), set "wait_for_input" to False.

   - GPencil Layers can be rearranged in the "Grease Pencil" mode of the Action Editor

   - Toolbar panels have been added to all the other editors which support these.

8) Pie menus for quick-access to tools
   A set of experimental pie menus has been included for quick access to many
   tools and settings. It is not necessary to use these to get things done,
   but they have been designed to help make certain common tasks easier.

   - Ctrl-D = The main pie menu. Reveals tools in a context sensitive and
              spatially stable manner.
   - D Q    = "Quick Settings" pie. This allows quick access to the active
              layer's settings. Notably, colours, thickness, and turning
              onion skinning on/off.
2014-12-01 01:52:06 +13:00
46e2d5ee41 Cleanup: typo 2014-11-21 14:16:35 +01:00
8cb1b35bee Fix T40350: Some texture prop did not have visual feedback they were driven.
This is only a (hacky) partial fix, actually, since `RNA_property_animated()` will still
not work in those cases... Better that than nothing, though.

Thanks to Campbell for review.
2014-10-06 17:08:24 +02:00
ea9d94cf28 Spelling 2014-08-06 05:41:14 +10:00
9c3025cd26 Spelling 2014-08-02 16:53:52 +10:00
54472df750 Fix T41236: Rendered viewport doesn't update with material actions
The issue was caused by NLA evaluation without actions not setting
id's flag as updated (as that's happening when action writes data
to the ID datablock).

Added the same flag set for the NLA evaluation as what's happening
for actions.
2014-07-31 22:06:05 +06:00
00b29156e0 Defines: replace ELEM3-16 with ELEM(...), that can take varargs 2014-07-20 01:33:40 +10:00
145998c776 Code cleanup
- Fixed incorrect section heading
- Missed one place where short was still used when the specific enum type would be
  more appropriate
2014-07-06 19:35:24 +12:00
caf609cda3 Fix T40727: Renaming nodes did not correctly fix animation paths. 2014-06-21 06:49:12 +02:00