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2019-04-18Fix T63332: backup and restore bPoseChannel_Runtime data during COW.Alexander Gavrilov
2019-04-17ClangFormat: apply to source, most of internCampbell Barton
Apply clang format as proposed in T53211. For details on usage and instructions for migrating branches without conflicts, see: https://wiki.blender.org/wiki/Tools/ClangFormat
2019-02-18doxygen: add newline after \fileCampbell Barton
While \file doesn't need an argument, it can't have another doxy command after it.
2019-02-06Cleanup: remove redundant doxygen \file argumentCampbell Barton
Move \ingroup onto same line to be more compact and make it clear the file is in the group.
2019-02-02Cleanup: remove author/date info from doxy headersCampbell Barton
2019-02-01Cleanup: remove redundant, invalid info from headersCampbell Barton
BF-admins agree to remove header information that isn't useful, to reduce noise. - BEGIN/END license blocks Developers should add non license comments as separate comment blocks. No need for separator text. - Contributors This is often invalid, outdated or misleading especially when splitting files. It's more useful to git-blame to find out who has developed the code. See P901 for script to perform these edits.
2019-01-28Cleanup: sort forward declarations of enum & structCampbell Barton
Done using: source/tools/utils_maintenance/c_sort_blocks.py
2019-01-15Cleanup: commas at the end of enumsCampbell Barton
Without this clang-format may wrap them onto a single line.
2018-11-23Depsgraph: add a new operation node for computing B-Bone segments.Alexander Gavrilov
Computing the shape of a B-Bone is a quite expensive operation, and there are multiple constraints that can access this information in a variety of useful ways. This means computing the shape once per bone and saving it is good for performance. Since the shape may depend on the position of up to two other bones, often in a "cyclic" manner, this computation has to be a separate node with its own dependencies. Reviewers: sergey Differential Revision: https://developer.blender.org/D3975
2018-11-14Merge branch 'master' into blender2.8Campbell Barton
2018-11-14Cleanup: comment block tabsCampbell Barton
2018-09-24Merge branch 'master' into blender2.8Brecht Van Lommel
2018-09-24Spelling fixes in comments and descriptions, patch by luzpaz.Brecht Van Lommel
Differential Revision: https://developer.blender.org/D3719
2018-07-31Fix T56170: Fake dependency cycle in new depsgraph + interleaved armature ↵Sergey Sharybin
update + proxy Make proxy copy result more atomic operation.
2018-06-29Merge branch 'master' into blender2.8Campbell Barton
2018-06-29Cleanup: trailing newlinesCampbell Barton
2018-06-17Merge branch 'master' into blender2.8Campbell Barton
2018-06-17Cleanup: trailing space for blenkernelCampbell Barton
2018-05-04Merge branch 'master' into blender2.8Sergey Sharybin
2018-05-04Cleanup: Remove G.main from framechange_poses_clear_unkeyed()Sergey Sharybin
2018-04-30Cleanup: Move FOREACH_PCHAN_*_IN_OBJECT_*() macros to BKE_armature.hJoshua Leung
This reduces the number of headers we need to import (and/or dependencies on the order of them), as these depend on PBONE_VISIBLE(), which is already in BKE_armature.h
2018-04-18Use macros for looping over pose bonesCampbell Barton
2018-04-17Removing Blender Game Engine from Blender 2.8Dalai Felinto
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.
2018-01-11Cleanup: BKE naming conventions for datablock add/localizeCampbell Barton
Conventions were already followed nearly everywhere.
2017-08-07Refactor ID copying (and to some extent, ID freeing).Bastien Montagne
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
2017-06-14Make whole ID copying code use const source pointer.Bastien Montagne
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.
2016-07-21Refactor/deduplicate even more make_local code (and fix part of T48907).Bastien Montagne
Turns out most BKE_foo_make_local datablock-specific functions are actually doing exactly the same thing, only two currently need special additional operations (object and brush ones). So added a BKE_id_make_local_generic instead of copying same code over and over. Also, changed a bit how make_local works in case we are localizing a whole library. We need to do the 'remap' step (from old linked ID to new local one) in the second loop, otherwise we miss some dependencies. This fixes main part of T48907.
2016-07-14Add option to id_make_local to force localization of datablock, even if not ↵Bastien Montagne
used locally. Will be used by link/append code.
2016-07-10Refactor/enhance BKE_action_make_local().Bastien Montagne
Now using modern features from libquery/libremap areas. Provides same kind of fixes/improvements as for BKE_object_make_local() (see rBd1a4ae3f395a6).
2016-07-10Cleanup/Refactor: pass Main pointer to all ID copy functions.Bastien Montagne
Also allows us to get rid of a few _copy_ex() versions...
2016-05-17Bendy Bones: Advanced B-Bones for Easier + Simple RiggingJoshua Leung
This commit/patch/branch brings a bunch of powerful new options for B-Bones and for working with B-Bones, making it easier for animators to create their own rigs, using fewer bones (which also means hopefully lighter + faster rigs ;) This functionality was first demoed by Daniel at BConf15 Some highlights from this patch include: * You can now directly control the shape of B-Bones using a series of properties instead of being restricted to trying to indirectly control them through the neighbouring bones. See the "Bendy Bones" panel... * B-Bones can be shaped in EditMode to define a "curved rest pose" for the bone. This is useful for things like eyebrows and mouths/eyelids * You can now make B-Bones use custom bones as their reference bone handles, instead of only using the parent/child bones. To do so, enable the "Use Custom Reference Handles" toggle. If none are specified, then the BBone will only use the Bendy Bone properties. * Constraints Head/Tail option can now slide along the B-Bone shape, instead of just linearly interpolating between the endpoints of the bone. For more details, see: * http://aligorith.blogspot.co.nz/2016/05/bendy-bones-dev-update.html * http://aligorith.blogspot.co.nz/2016/05/an-in-depth-look-at-how-b-bones-work.html -- Credits -- Original Idea: Daniel M Lara (pepeland) Original Patch/Research: Jose Molina Additional Development + Polish: Joshua Leung (aligorith) Testing/Feedback: Daniel M Lara (pepeland), Juan Pablo Bouza (jpbouza)
2016-05-10Optimize action constraint by avoid memory allocationSergey Sharybin
2015-06-12Armature: add armature dissolveCampbell Barton
Works like mesh dissolve (access from delete or Ctrl+X)
2015-05-12Depsgraph: Add utility function to tag pose for recalcSergey Sharybin
Currently this function only tags pose itself, totally matching previous behavior. But this will be needed in the future once new dependency graph is landed, because of it's granular nature which relies on the fact that pose channels are all up to date when building the graph. Should be no functional changes so far.
2015-03-28Cleanup: redundant struct declarationsCampbell Barton
2015-03-19Speedup for constraints update from python scriptSergey Sharybin
General idea is to avoid actual calculation from property update() callback and tag things for update later instead. That said, pose constraint flags are now tagged for update and handled as a part of object update. In the new depsgraph it'll be a nice dedicated operation node. Also avoid updating disabled flags for all the modifiers. This part of the path is not totally optimal since it'll still need to iterate over bones in order to get pchan, but to optimize it further would be nice to find a way to avoid pchan requirement all together. Reviewers: campbellbarton Reviewed By: campbellbarton Differential Revision: https://developer.blender.org/D1191
2014-07-09Add bone_groups.new() and bone_groups.remove() methods to RNA.Bastien Montagne
To do so, matching BKE 'API' was also refactored a bit: * Get Pose data instead of Object, as parameter; * Removed some sanity checks not needed at such a low level (callers are supposed to do that); * You can now remove an arbitrary bone group, not only the active one. Based on patch by pkrime (Paolo Acampora), with own edits. Reviewers: #python, pkrime, aligorith Reviewed By: aligorith Differential Revision: https://developer.blender.org/D522
2014-02-03Code cleanup: use bools where possibleCampbell Barton
2013-12-25Fix T37709: Memory corruption when freeing custom bone shape objectsSergey Sharybin
Summary: Issue was caused by access to pchan->custom object from channel free function when freeing all objects from main. Order of objects free is not defined and such an access might easily end up with access to freed memory. We don't need to do user counter stuff when freeing main, so added an _ex functions with do_id_user flag which is used when freeing main. We had the same issue with other datablocks, so now it should be easier to support relevant user counter. This issue was caused by the fix for T36391, so perhaps that's indeed high time to do real user counter. Reviewers: brecht, campbellbarton Reviewed By: campbellbarton Maniphest Tasks: T37709 Differential Revision: https://developer.blender.org/D137
2013-11-16code cleanup: armature functionsCampbell Barton
- added BKE_pose_channel_get_mirrored (matching editmode function ED_armature_bone_get_mirrored) - editbone_name_exists -> ED_armature_bone_find_name
2013-10-26code cleanup: merge doxygen comments into C source.Campbell Barton
2013-10-01add assert for bone renaming, to check if the chanhash is still valid.Campbell Barton
2013-09-13Moved and renamed ED_pose_channel_in_IK_chain() ->Joshua Leung
BKE_pose_channel_in_IK_chain() This was needed for depsgraph work, and it's cleaner for RNA to have fewer dependencies on editors
2013-02-05Fix #34040: Moving Normal Node with enabled Cycles Material Preview crashesSergey Sharybin
Issue was caused by couple of circumstances: - Normal Map node requires tesselated faces to compute tangent space - All temporary meshes needed for Cycles export were adding to G.main - Undo pushes would temporary set meshes tessfaces to NULL - Moving node will cause undo push and tree re-evaluate fr preview All this leads to threading conflict between preview render and undo system. Solved it in way that all temporary meshes are adding to that exact Main which was passed to Cycles via BlendData. This required couple of mechanic changes like adding extra parameter to *_add() functions and adding some *_ex() functions to make it possible RNA adds objects to Main passed to new() RNA function. This was tricky to pass Main to RNA function and IMO that's not so nice to pass main to function, so ended up with such decision: - Object.to_mesh() will add temp mesh to G.main - Added Main.meshes.new_from_object() which does the same as to_mesh, but adds temporary mesh to specified Main. So now all temporary meshes needed for preview render would be added to preview_main which does not conflict with undo pushes. Viewport render shall not be an issue because object sync happens from main thread in this case. It could be some issues with final render, but that's not so much likely to happen, so shall be fine. Thanks to Brecht for review!
2013-01-24use bool for new code.Campbell Barton
2013-01-24Armature rigging:Ton Roosendaal
Added more clear warning print for cases when a Proxy cannot be resolved.
2012-09-27incorrect spelling in commentsCampbell Barton
2012-07-03Bugfix [#31976] Bone Group Custom color set is not respected when creating anJoshua Leung
Action Custom color set colors were not getting copied over when creating new action groups. Instead, a "default set" was initialised for use instead.
2012-06-01Action Group Colors for Bones (Part 2)Joshua Leung
Colors used by Bone Groups are now copied/assigned to Action Groups too when they're created now. This completes the work started in r.46960 to restore this functionality from 2.48. Currently, there is no control over when/whether these colors are copied over (although it is possible to disable the display of these colors for relevant animation editors if desired). Originally I was going to make this a more generic Keying Sets feature, though that turned out to be a bit too complex to manage. Other notes: * Split out the code for copying colors to a common library function
2012-05-13code cleanup: header cleanup and remove some duplicate defines.Campbell Barton