Commit Graph

232 Commits

Author SHA1 Message Date
b352d2705d Depsgraph: Fix crash with copy-on-write enabled
Was caused by ec0756af6c, once again, we can't pass view layer,
need to pass index.

The sad part is that currently we don't have quick way to look up
view layer by index. Can do similar thing as we do for bones and
bases.
2018-04-19 12:05:17 +02:00
42b0cd1ea0 MSVC: use 'unsigned int' 2018-04-18 18:56:27 +02:00
ec0756af6c Depsgraph: Fix base flag flush for objects from set scene
Fixes view_layer_background_set regression test.

This makes Dalai happy! :)
2018-04-18 18:05:37 +02:00
Dalai Felinto
159806140f Removing Blender Game Engine from Blender 2.8
Folders removed entirely:
* //extern/recastnavigation
* //intern/decklink
* //intern/moto
* //source/blender/editors/space_logic
* //source/blenderplayer
* //source/gameengine

This includes DNA data and any reference to the BGE code in Blender itself.
We are bumping the subversion.

Pending tasks:
* Tile/clamp code in image editor draw code.
* Viewport drawing code (so much of this will go away because of BI removal
  that we can wait until then to remove this.
2018-04-17 17:51:28 +02:00
963b1c8e41 Pose: fix wpaint + pose mode pick & linked select 2018-04-17 11:23:58 +02:00
a04b551e40 BKE_object: utility functions for pose access
Pose objects may be from the active object,
or from the weight paint mesh.

Since this is such a common check move this to a function call.
2018-04-17 10:22:40 +02:00
34ab90f546 Depsgraph: remove EvaluationContext, pass Depsgraph instead.
The depsgraph was always created within a fixed evaluation context. Passing
both risks the depsgraph and evaluation context not matching, and it
complicates the Python API where we'd have to expose both which is not so
easy to understand.

This also removes the global evaluation context in main, which assumed there
to be a single active scene and view layer.

Differential Revision: https://developer.blender.org/D3152
2018-04-16 19:55:33 +02:00
bfc9d426bb Multi-Object Editing
This adds initial multi-object editing support.

- Selected objects are used when entering edit & pose modes.
- Selection & tools work on all objects however many tools need porting
  See: T54641 for remaining tasks.

Indentation will be done separately.

See patch: D3101
2018-04-16 17:56:50 +02:00
36152afa76 Merge branch 'master' into blender2.8 2018-04-14 14:34:21 +02:00
5ab77ab4ee Cleanup: use const for BKE_object args 2018-04-14 14:27:38 +02:00
fac1892e11 Depsgraph: Bind base by it's index
For the performance we convert object bases list to an array
during view layer evaluation. This makes it possible to have
very cheap index-based base lookup.

The goal of this change is to get rid of base used for function
binding, and avoid scene datablock expansion at the depsgraph
construction time.
2018-04-12 11:05:18 +02:00
1c24c04e60 Remove workspace object mode, reverts changes w/ 2.8
This caused too many problems syncing object modes
with multiple objects/windows/workspaces, see: D3130 for details.
2018-04-05 18:21:14 +02:00
160e62b88c Merge branch 'master' into blender2.8
Conflicts:
	source/blender/blenkernel/BKE_object.h
2018-04-04 15:03:55 +02:00
d59c2d12b1 Fix modifier freeing code re. ID refcounting.
Free code should not handle ID refcounting at all. This has to be done
at higher level, since in some case we want to free (temp) data that
actually did not refcount at all its IDs.

This change seems to be working OK, but as usual in that area, only
lots of testing in real-case situation will say whether there are some
hidden bugs or not.
2018-04-04 14:58:52 +02:00
028580fd1e Merge branch 'master' into blender2.8 2018-03-13 18:39:51 +11:00
3106f18176 Cleanup: long lines, use doxy sections 2018-03-13 18:07:10 +11:00
5db950e860 Cleanup: use workspace for object_mode when possible 2018-02-09 22:14:39 +11:00
be2bd5d722 Fix mixed weight-paint & pose mode 2018-02-09 02:34:32 +11:00
345c6298e9 Object Mode: move to workspace struct
- Read-only access can often use EvaluationContext.object_mode
- Write access to go to WorkSpace.object_mode.
- Some TODO's remain (marked as "TODO/OBMODE")
- Add-ons will need updating
  (context.active_object.mode -> context.workspace.object_mode)
- There will be small/medium issues that still need resolving
  this does work on a basic level though.

See D3037
2018-02-08 21:14:26 +11:00
885d78150d Use eObjectMode for function arguments 2018-02-06 23:27:49 +11:00
c7fecab2ef Object Mode: Use eval_ctx mode for drawing, paint & modifiers 2018-02-06 18:03:28 +11:00
Dalai Felinto
b89f2276e5 Implement duplicator viewport/render visibility options
This allows a duplicator (as known as dupli parent) to be in a visible
collection so its duplicated objects are visible, however while being
invisible for the final render.

An object that is a particle emitter is also considered a duplicator.

Many thanks for the reviewers for the extense feedback.

Reviewers: sergey, campbellbarton

Differential Revision: https://developer.blender.org/D2966
2017-12-21 13:43:24 -02:00
0439733cf8 Merge branch 'master' into blender2.8 2017-11-29 16:32:50 +01:00
86847bf5ba Cleanup: Split depsgraph uber transform function callback 2017-11-29 16:22:59 +01:00
0af91d7fe6 Cleanup: Remove unused argument 2017-11-29 16:15:52 +01:00
aad711d064 Merge branch 'master' into blender2.8 2017-11-29 15:47:00 +01:00
60703e45f3 Transform: Avoid use of ob->recalc in snapping code
Do a direct update of object transform instead, without involving
manual trickery of recalc flag.

Shouldn't be functional changes as far as artists are concerned,
but will allow us to get rid of recalc flags in 2.8.

Thanks Bastien for review!
2017-11-29 15:37:09 +01:00
272da2790b Depsgraph: Correct wrong base_flags for objects coming from set scene 2017-11-24 15:46:25 +01:00
87c821ff26 Depsgraph: Flush flags from base to object as an evaluation step
Previously it was done during depsgraph iteration, which is not good at all,
since after evaluation nobody should really modify how object was evaluated.
2017-11-24 10:19:48 +01:00
a5d763a11e Depsgraph: Use depsgraph to handle edit mode selection
This is crucial bit since batch cache is stored in the evaluated object,
meaning we can't tag it's hatch cache dirty from the notifier system.
Not easily at least. Better to leave this job to depsgraph, it knows
all the copies of data.
2017-11-24 10:19:48 +01:00
Dalai Felinto
b79b8478ee Cleanup: Rename ViewLayer *sl > ViewLayer *view_layer 2017-11-23 14:58:01 -02:00
Dalai Felinto
3abe8b3292 Rename any instance of scene layer or render layer in code with view layer
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
2017-11-23 07:48:23 -02:00
Dalai Felinto
7defb27f08 Farewell BaseLegacy
Finally, bases are all using the latest, newest SceneLayer bases.
2017-11-09 15:45:19 -02:00
Dalai Felinto
206c94fea9 Farewell Scene->base
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.
2017-11-08 18:39:01 -02:00
Dalai Felinto
fc10484f7c Fix/properly implement: "make group proxy"
This was never correctly implemented. It now works as expected (ala 2.79 behaviour).
The proxy object is added to all the collections of the original empty.

Before not only this wasn't the case, but it would crash Blender.
2017-10-19 18:04:14 -02:00
Dalai Felinto
9ad2c0b615 Depsgraph and collection enable/visibility
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
2017-09-21 14:45:08 +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
1c4c288727 Pass EvaluationContext argument everywhere
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.
2017-07-21 14:47:26 +02:00
45897f12f8 Fix T51931: VBO not updating when UVs are added to shader node tree
UVs need specific data in the VBO, which is not computed unless the
shaders assigned to the mesh actually use UVs. When adding UVs to the
shader, the VBOs were not being recomputed to include the required data.

This adds a DEG relation between the shader and the mesh, and recomputes
the required data if the shader changed.

Thanks Sergey, for all the DEG stuff...
2017-07-10 14:43:57 +02:00
7439919ac0 Merge branch 'master' into blender2.8 2017-06-14 22:39:33 +02:00
eeb9e5316a Make whole ID copying code use const source pointer.
Noisy change, but safe, and better do it sooner than later if we are to
rework copying code. Also, previous commit shows this *is* useful to
catch some mistakes.
2017-06-14 22:38:11 +02:00
3b6facb3d2 Merge branch 'master' into blender2.8 2017-06-07 14:09:53 +02:00
a3bb309275 Depsgraph: Remove modifiers operation code
Was internally a no-op operation, which only caused extra work
to be done during depsgrpah traversal and evaluation, without
making any measurable improvement.
2017-06-07 14:08:11 +02:00
Dalai Felinto
db0f67f464 Collada export cleanup 2017-04-04 20:44:22 +02:00
Dalai Felinto
fa317eb69c Fix collada exporting for Blender 2.8
Instead of exporting all the scene objects, I'm exporting the scene
layer objects instead.
2017-04-04 17:45:55 +02:00
Dalai Felinto
328dcae3a9 Fix fit camera view frame to selected objects 2017-03-29 22:33:09 +02:00
79f94674fb Merge branch 'master' into blender2.8 2017-03-15 12:48:48 +01:00
9ad252d157 Fix T50938: Cache not being reset when changing simulation settings with new depsgraph
The thing i'm really starting to hate is the requirement to specify both
operation code and node type. Seems to be duplicated enums without real
need for that.
2017-03-15 11:10:42 +01:00