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2018-04-01Cleanup: remove global headerCampbell Barton
2018-01-11Cleanup: BKE naming conventions for datablock add/localizeCampbell Barton
Conventions were already followed nearly everywhere.
2017-10-19Add note about handling of root nodetree in ID copydata.Bastien Montagne
OUr beloved root nodetrees... Had to check again the code to undersand why we copy them with bmain even though they are not in bmain, so this is worth a comment. ;)
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.
2017-02-04Fix T50590: BI lamp doesn't hold a texture in this case.Bastien Montagne
BKE_lamp_free was somehow missing the refactor of datablocks handling (which, among other things, completely separated ID refcounting and linking management from ID freeing itself). Either forgot during development, or lost during merge...
2016-08-31Fix T49210: Issue with User Count on Images in some shader nodetrees when ↵Bastien Montagne
rendering previews Our usercount handling was really... infuriating :| Here, localization (i.e. 'shalow' copy that should not touch to usercounts) was incrementing usercounts of the sole Textures IDs of lamps and worlds (on the weak and fallacious pretext that related BKE_free... functions would decrement those counts)... Seriously... So now, localize funcs do not increment any usercount anymore (since matching BKE_free... ones do not decrement any either), and we do not call anymore that stupid unlink when freeing temp localized copies of lamps/materials at end of preview generation. Note that we probably still have a lot to do to cleanup that copy/localize code, pretty sure we can dedpulicate a lot more.
2016-07-25Cleanup: factorize the 'ensure local' part of datablock copy into a single ↵Bastien Montagne
BKE_id_copy_ensure_local function.
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.
2016-07-19Fix (IRC reported by Sergey) assert regarding icon_id of newly copied ↵Bastien Montagne
datablocks. BKE_previewimg_copy() would simply copy PreviewImage's icon_id, without bothering about ID one. When we duplicate an ID, we want to reset its icon_id to zero (and regenerate it on-demand), not keep same icon_id as original, so added new BKE_previewimg_id_copy helper to handle that.
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.
2016-07-11Remove usercount handling from BKE_id_expand_local.Bastien Montagne
Idea looked good, but we have too much custom situations here (some half-fake-sub-ID being copied with their 'owner', animdata, etc.), let's let datablock copy functions handle that themselves. Also allows to safely call BKE_id_expand_local from all copy functions now (only when copying linked data).
2016-07-11Cleanup: remove call to BKE_id_lib_local_paths() in make_local functions.Bastien Montagne
This one is already called by matching copy functions, no need to call it twice!
2016-07-11Revert 'use new BKE_id_expand_local()' change for Lamp's copy function.Bastien Montagne
ntree is once more time a PITA - actually, all sub-IDs that get copied together with the 'main' one are (shapekey was workedaround, as was animdata/action issue, but nodes are more touchy). For now, better not to touch that, needs careful check & rethink.
2016-07-11Use new generic BKE_id_expand_local() for both make_local() and copy() ↵Bastien Montagne
functions of obdata (armature, mesh, curve, mball, lattice, lamp, camera, and speaker). This greatly simplifies said code, once again no change expected from user PoV.
2016-07-11Fix (unreported) memory leak when making local linked databock which has a ↵Bastien Montagne
preview image. Also cleaned-up/synchronized code across al ID types that support preview.
2016-07-10Refactor/enhance BKE_lamp_make_local() and BKE_camera_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...
2016-07-06Replace of (id->lib != NULL) check by meaningful macro.Bastien Montagne
Idea is to replace hard-to-track (id->lib != NULL) 'is linked datablock' check everywhere in Blender by a macro doing the same thing. This will allow to easily spot those checks in future, and more importantly, to easily change it (see work done in asset-engine branch). Note: did not touch to readfile.c, since there most of the time 'id->lib' check actually concerns the pointer, and not a check whether ID is linked or not. Will have a closer look at it later. Reviewers: campbellbarton, brecht, sergey Differential Revision: https://developer.blender.org/D2082
2016-06-22ID-Remap - Step one: core work (cleanup and rework of generic ID datablock ↵Bastien Montagne
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.
2016-03-13Full Inverse-Quadratic-Equation Lamp FalloffJack Andersen
This patch adds a new `falloff_type` ('Inverse Coefficients') for Lamps in Blender-Internal and GLSL. The current falloff modes use a formula like this inverse-square one: `I = E × (D^2 / (D^2 + Q × r^2))` While such a formula is simple for 3D-artists to use, it's algebraically cumbersome to work with. Game-designers authoring their own shaders could benefit much more by having direct control of falloff-coefficients: `I = E × (1.0 / (coefC + coefL × r + coefQ × r^2))` In this mode, the `distance` parameter is unused (except for 'Sphere' mode); instead relying on the designer to mathematically-model the falloff-behavior. The UI has been patched like so: {F153843} Reviewers: brecht, psy-fi Reviewed By: psy-fi Subscribers: brita_, antidote, campbellbarton, psy-fi Differential Revision: https://developer.blender.org/D1194
2015-12-27Split id->flag in two, persistent flags and runtime tags.Bastien Montagne
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
2015-11-09Cleanup: avoid incrementing/decrementing id->us outside of BKE_library.Bastien Montagne
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...).
2015-10-20First step to handle missing libs/datablocks when reading a file.Bastien Montagne
Idea is, instead of ignoring completely missing linked datablocks, to create void placeholders for them. That way, you can work on your file, save it, and find again your missing data once lib becomes available again. Or you can edit missing lib's path (in Outliner), save and reload the file, and you are done. Also, Outliner now shows broken libraries (and placeholders) with a 'broken lib' icon. Future plans are also to be able to relocate missing libs and reload them at runtime. Code notes: - Placeholder ID is just a regular datablock of same type as expected linked one, with 'default' data, and a LIB_MISSING bitflag set. - To allow creation of such datablocks, creation of datablocks in BKE was split in two step: + Allocation of memory itself. + Setting of all internal data to default values. See also the design task (T43351). Reviewed by @campbellbarton, thanks a bunch! Differential Revision: https://developer.blender.org/D1394
2015-05-11Expose PreviewImage & custom icons to py API.Bastien Montagne
This commit mainly: * Exposes PreviewImage struct in RNA, including ways for user to set images data. * Adds a new kind of PreviewImage, using a file path and IMB_thumb to get image. * Adds a new kind of custom icon using PreviewImage, unrelated to ID previews system. * Adds a python API (utils.previews) to allow python scripts to access those custom previews/icons. Note that loading image from files' thumbnails is done when needed (deferred loading), not when defining the custom preview/icon. WARNING: for release addons who would want to use this, please keep it to a strict minimum, really needed level. We do not want our UI to explode under hundreds of different flashy icons! For more info, see also the release notes of Blender 2.75 (http://wiki.blender.org/index.php/Dev:Ref/Release_Notes/2.75/Addons) and the example/templates featured with Blender. Patch by Campbell (ideasman42), Inês (brita) and Bastien (mont29). Differential Revision: https://developer.blender.org/D1255
2015-04-04Cleanup: use BKE_animdata_* prefixCampbell Barton
2015-01-09Fix T43159: Copying of linked datablocks using relpath leads to invalid ↵Bastien Montagne
paths in new copies. Propper fix reverting most of rB60e70c0c6014e5, which was only partial specific fix. This code uses generic `BKE_id_lib_local_paths()` func to handle all possible paths. Reviewers: sergey, campbellbarton Differential Revision: https://developer.blender.org/D977
2014-11-29Cleanup: unused headersCampbell Barton
2014-09-29Fix T41955: lamp error: double update for all lampsSergey Sharybin
This is actually also safe for 2.72 :)
2014-04-01Code cleanup: remove TRUE/FALSE & WITH_BOOL_COMPAT defineCampbell Barton
2014-01-15Python/Depsgraph: bpy.data.*.is_updated now detects add/remove of any datablock.Tom Edwards
Previously this only worked for some datablocks relevant to rendering, now it can be used to detect if any type of datablock was added or removed (but not yet to detect if it was modified, we need many more depsgraph tags for that). Most of the changes are some function parameter changes, the important parts are the DAG_id_type_tag calls. Reviewed By: sergey, brecht Differential Revision: https://developer.blender.org/D195
2013-12-03Cleanup: Internal degrees removal.Bastien Montagne
This patch changes most of the reamining degrees usage in internal code into radians. I let a few which I know off asside, for reasons explained below - and I'm not sure to have found out all of them. WARNING: this introduces forward incompatibility, which means files saved from this version won't open 100% correctly in previous versions (a few angle properties would use radians values as degrees...). Details: - Data: -- Lamp.spotsize: Game engine exposed this setting in degrees, to not break the API here I kept it as such (using getter/setter functions), still using radians internally. -- Mesh.smoothresh: Didn't touch to this one, as we will hopefully replace it completely by loop normals currently in dev. - Modifiers: -- EdgeSplitModifierData.split_angle, BevelModifierData.bevel_angle: Done. - Postprocessing: -- WipeVars.angle (sequencer's effect), NodeBokehImage.angle, NodeBoxMask.rotation, NodeEllipseMask.rotation: Done. - BGE: -- bConstraintActuator: Orientation type done (the minloc[0] & maxloc[0] cases). Did not touch to 'limit location' type, it can also limit rotation, but it exposes through RNA the same limit_min/limit_max, which hence can be either distance or angle values, depending on the mode. Will leave this to BGE team. -- bSoundActuator.cone_outer_angle_3d, bSoundActuator.cone_inner_angle_3d: Done (note I kept degrees in BGE itself, as it seems this is the expected value here...). -- bRadarSensor.angle: Done. Reviewers: brecht, campbellbarton, sergey, gaiaclary, dfelinto, moguri, jbakker, lukastoenne, howardt Reviewed By: brecht, campbellbarton, sergey, gaiaclary, moguri, jbakker, lukastoenne, howardt Thanks to all! Differential Revision: http://developer.blender.org/D59
2013-12-01Cleanup: remove deprecated old Lamp.shadspotsize from code.Bastien Montagne
Was not used anymore, except in Collada import/export, but without any conversion code. Suggested by Brecht in comments of D59.
2013-06-12Supplementary fix for #35640, internal node group trees (inside material, ↵Lukas Toenne
lamp, world, texture and scene) still keep their original library pointer when appending, making them uneditable. Clearing the lib pointer now has been moved inside the id_clear_lib_data function, with an ugly switch statement to handle integrated node trees.
2013-06-05Fix #35640, part 1. Set the id.lib pointer for nested bNodeTree data blocks ↵Lukas Toenne
inside material, scene, etc. on lib_link, so that the UI buttons get disabled when editing linked node trees. Thanks to Brecht van Lommel for suggesting this fix.
2013-05-12Fix material/lamp drivers not working sometimes when they were used by multipleBrecht Van Lommel
objects, found while looking into another bug.
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!
2012-11-09Fix #33123: lamp nodes drivers not working, now uses same hacks as materialBrecht Van Lommel
to work around dependency graph limitations.
2012-11-08Render: make default lamp size smaller (10cm instead of 1m in typical units).Brecht Van Lommel
2012-08-22all areas of blender now do node tree id user count management, except for ↵Campbell Barton
some exceptions like making a node tree local and material clipboard.
2012-08-22node tree functions for copy/free now support optional ID user count management,Campbell Barton
this is not used yet, so no functional changes.
2012-07-08use gcc attrubutes to warn on unused return values and arguments which ↵Campbell Barton
shouldnt be NULL. also remove IDP_AppendArray's return value which wasnt the new item in the array (which is odd/misleading), but wasnt used anywhere either.
2012-05-06style cleanup: BKE_*.c files which deal with library functionsCampbell Barton
2012-05-05code cleanup: naming - pose/armature/image Campbell Barton
also use ..._find_name(..., name) rather then ..._find_named(..., name) --- both were used.
2012-05-05code cleanup: function naming, use BKE_*type* prefix.Campbell Barton
2012-05-01Merging phase 1 of the BGE Harmony branch:Daniel Stokes
* Shadow color now usable in the BGE * Simplified the shadow panel while "Blender Game" renderer is active * Added variance shadow maps for the BGE * Buffered shadows on sun lamps in the BGE (orthographic) * Light textures in the BGE
2012-03-24style cleanup: follow style guide for formatting of if/for/while loops, and ↵Campbell Barton
else if's
2012-03-04style cleanup / comment formatting for bli/bke/bmeshCampbell Barton
2011-11-30fix [#29459] Crash making a linked object group localCampbell Barton
was an error with make-local refactor & path updating.
2011-11-07minor editsCampbell Barton
- remove unneeded type check from convert grease pencil operator. - correct some error prints & use __func__. - make copy_libblock take an ID* argument rather than void*.