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2014-04-01Code cleanup: remove TRUE/FALSE & WITH_BOOL_COMPAT defineCampbell Barton
2014-03-21Fix T39209: Localizing materials could cause heisenbug with concurrentSergey Sharybin
depsgraph updates. Material datablocks were localized by first making a regular datablock copy, which always gets inserted into the bmain list, and then removing it again from bmain. Problem is that this localization happens in preview threads, which can run while the depsgraph is also updating GPU materials. In case the copying of materials takes any amount of time, this can cause the depsgraph call to material_changed to use an invalid, localized material and access invalid GPUMaterial lists which have already been freed for the actual material. Solution is to not add localized datablocks to the bmain lists in the first place. bmain should be totally immutable during preview or render threads.
2014-03-19Code cleanup: unreachable break/returnCampbell Barton
2014-02-12Revert own previous commit rBe2f9afbaabbd.IRIE Shinsuke
The "Cast Shadows" worked as expected, but it can cause problem in some cases. For example, when using strand render, we need disabling only buffer shadows, but the previous changes made that impossible. "Cast Shadows" should be added as a newly created option.
2014-02-11Blender Internal: Modify material property "Cast Buffer Shadows" to affect ↵IRIE Shinsuke
ray shadows also, and rename it to "Cast Shadows". This allows us to make materials that don't cast ray shadows. Turning off this property can reduce the rendering time slightly. Note: RNA path is changed to "use_cast_shadows" as well. The older path "use_cast_buffer_shadows" still can be used as its alias, but it will be removed after updating some addons. Reviewed By: brecht Differential Revision: https://developer.blender.org/D272
2014-02-07ListBase API: add utility api funcs for clearing and checking emptyCampbell Barton
2014-02-05Code cleanup: use bool for static methodsCampbell Barton
2014-01-27Code cleanup: use booleans where appropriateCampbell 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
2013-12-18Game Engine: Level of detail support and toolsDaniel Stokes
Levels of detail can be added and modified in the object panel. The object panel also contains new tools for generating levels of detail, setting up levels of detail based on object names (useful for importing), and clearing an object's level of detail settings. This is meant as a game engine feature, though the level of details settings can be previewed in the viewport. Reviewed By: moguri, nexyon, brecht Differential Revision: http://developer.blender.org/D109
2013-12-16Fix for out-of-bounds memcpy() when adding a materialCampbell Barton
2013-12-14Code cleanup: Remove "TexFace to Material Convert", from the file menu. This ↵Thomas Dinges
was used for conversion from older 2.5x files. The do_version() code is still there and functioning though.
2013-08-19Move bevel list and path from Curve to Object datablockSergey Sharybin
I know this is not so much nice to have this guys hanging around in a general Object datablock and ideally they better be wrapped around into a structure like DerivedMesh or something like this. But this is pure runtime only stuff and we could re-wrap them around later. Main purpose of this is making curves more thread safe, so no separate threads will ever start freeing the same path or the same bevel list. It also makes sense because path and bevel shall include deformation coming from modifiers which are applying on pre-tesselation point and different objects could have different set of modifiers. This used to be really confusing in the past and now data which depends on object is stored in an object, making things clear for understanding even. This doesn't make curve code fully thread-safe due to pre-tesselation modifiers still modifies actual nurbs and lock is still needed in makeDispListsCurveTypes, but this change makes usage of paths safe for threading. Once modifiers will stop modifying actual nurbs, curves will be fully safe for threading. Actually, this commit also contains wrapping runtime curve members into own structure This allows easier assignment on file loading, keeps curve- specific runtime data grouped and saves couple of bytes in Object for non-curve types. -- svn merge -r57938:57939 ^/branches/soc-2013-depsgraph_mt svn merge -r57957:57958^/branches/soc-2013-depsgraph_mt
2013-08-14fix [#36349] Separate mesh by material creates meshes with all the materials ↵Campbell Barton
from the original
2013-08-14add materials.clear() method, matching other python list method.Campbell Barton
2013-08-13make materials.pop() and more like pythons list.popCampbell Barton
- allow negative index values. - error when invalid index value are passed in. - remove last item if no index argument is given. also change behavior to remove the material slot, it was only clearning by default but the list length remained the same.
2013-07-28remove unneeded NULL checks, add one for give_matarar() return value.Campbell Barton
2013-07-23code cleanup: remove unused material/texture naming functions.Campbell Barton
2013-07-19style cleanup: switch statements, include break statements within braces & ↵Campbell Barton
indent. also indent case's within the switch (we already did both of these almost everywhere)
2013-07-13remove redundant null checks and avoid divide by zero in driver evaluationCampbell Barton
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.
2013-05-25fix [#35500] Material Copy Crash on specific scenesCampbell Barton
check material textures exist before using in a pasted material.
2013-05-12Fix material/lamp drivers not working sometimes when they were used by multipleBrecht Van Lommel
objects, found while looking into another bug.
2013-04-18Make freestyle use local Main for temporary objectsSergey Sharybin
This means main database is no longer pollutes with temporary scene and objects needed for freestyle render. Actually, there're few of separated temporary mains now. Ideally it's better to use single one, but it's not so much trivial to pass it to all classes. Not so big deal actually. Required some changes to blender kernel, to make it possible to add object to a given main, also to check on mesh materials for objects in given main. This is all straightforward changes. As an additional, solved issue with main database being infinitely polluted with text blocks created by create_lineset_handler function. This fixes: - #35003: Freestyle crashes if user expands objects in FRS1_Scene - #35012: ctrl+f12 rendering crashes when using Freestyle
2013-03-23A major code update for making the DNA file specification of Freestyle settingsTamito Kajiyama
and RNA for it independent of the build flag for enabling Freestyle. Suggested by Sergey Sharybin through a code review of the branch. * Many #ifdef WITH_FREESTYLE blocks were removed to always have Freestyle-specific DNA file specification and RNA for it built in Blender. This will allow Freestyle setting survive even when a non-Freestyle build is used for loading and saving files. It is noted that operations are still conditionally built through #ifdef WITH_FREESTYLE blocks. * To this end, new blenkernel files BKE_freestyle.h and intern/freestyle.c have been added. All API functions in FRS_freestyle_config.h as well as some of those in FRS_freestyle.h were moved to the new files. Now the relocated API functions have BKE_ prefix instead of FRS_.
2013-03-19svn merge ^/trunk/blender -r55372:55392Campbell Barton
2013-03-18Merge of the PyNodes branch (aka "custom nodes") into trunk.Lukas Toenne
PyNodes opens up the node system in Blender to scripters and adds a number of UI-level improvements. === Dynamic node type registration === Node types can now be added at runtime, using the RNA registration mechanism from python. This enables addons such as render engines to create a complete user interface with nodes. Examples of how such nodes can be defined can be found in my personal wiki docs atm [1] and as a script template in release/scripts/templates_py/custom_nodes.py [2]. === Node group improvements === Each node editor now has a tree history of edited node groups, which allows opening and editing nested node groups. The node editor also supports pinning now, so that different spaces can be used to edit different node groups simultaneously. For more ramblings and rationale see (really old) blog post on code.blender.org [3]. The interface of node groups has been overhauled. Sockets of a node group are no longer displayed in columns on either side, but instead special input/output nodes are used to mirror group sockets inside a node tree. This solves the problem of long node lines in groups and allows more adaptable node layout. Internal sockets can be exposed from a group by either connecting to the extension sockets in input/output nodes (shown as empty circle) or by adding sockets from the node property bar in the "Interface" panel. Further details such as the socket name can also be changed there. [1] http://wiki.blender.org/index.php/User:Phonybone/Python_Nodes [2] http://projects.blender.org/scm/viewvc.php/trunk/blender/release/scripts/templates_py/custom_nodes.py?view=markup&root=bf-blender [3] http://code.blender.org/index.php/2012/01/improving-node-group-interface-editing/
2013-03-18Merged changes in the trunk up to revision 55357.Tamito Kajiyama
Resolved conflicts: release/datafiles/startup.blend source/blender/editors/space_nla/nla_buttons.c Also updated source/blender/blenkernel/intern/linestyle.c as a follow-up of recent changes for the use of bool.
2013-03-09code cleanup: favor braces when blocks have mixed brace use.Campbell Barton
2013-02-10Merged changes in the trunk up to revision 54421.Tamito Kajiyama
Conflicts resolved: release/datafiles/startup.blend release/scripts/startup/bl_ui/properties_render.py source/blender/SConscript source/blender/blenloader/intern/readfile.c
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!
2013-01-27Merged changes in the trunk up to revision 54110.Tamito Kajiyama
Conflicts resolved: source/blender/blenfont/SConscript source/blender/blenkernel/intern/subsurf_ccg.c source/blender/makesdna/intern/makesdna.c source/blender/makesrna/intern/rna_scene.c
2013-01-22property change reporting now uses the context again, rather then checking a ↵Campbell Barton
dir() on context, hard-code common paths. eg: bpy.context.scene.render.resolution_x = 1921 bpy.context.object.data.use_auto_smooth = True bpy.context.object.active_material.diffuse_intensity = 1 bpy.context.scene.world.exposure = 0.1 also remove duplicate GS() defines
2013-01-06Merged changes in the trunk up to revision 53584.Tamito Kajiyama
Conflicts resolved: release/scripts/startup/bl_ui/properties_render.py source/blender/blenloader/intern/readfile.c source/blender/editors/interface/interface_templates.c source/blender/makesrna/RNA_enum_types.h Also made additional code updates for: r53355 UIList - Python-extendable list of UI items r53460 Alpha premul pipeline cleanup
2012-12-26Bugfix #33667Ton Roosendaal
Mesh had invalid face indices (number too high). On Separate in Edit Mode it crashed. Two fixes: - The Material properties viewer just showed the last material in the index array. Now it shows nothing, to indicate it's an invalid selected material. - Crash was caused by array copy magic, not checking the active index properly. (No assert, no warning prints, I think cases like this can happen too easily, and this way user gets notified nicely and can fix it).
2012-12-20Another big patch set by Bastien Montagne, thanks a lot!Tamito Kajiyama
* Made Freestyle optional (turned on by default). * Fix for missing bpath.c updates in the previous merge of trunk changes.
2012-12-19Merged changes in the trunk up to revision 53146.Tamito Kajiyama
Conflicts resolved: release/datafiles/startup.blend source/blender/blenkernel/CMakeLists.txt source/blender/blenlib/intern/bpath.c source/blender/blenloader/intern/readfile.c
2012-12-16replace strcpy with BLI_strncpy or memcpy when the size is known.Campbell Barton
2012-12-15move pbvh into BKE, it used many BKE bad level includes.Campbell Barton
now blenlib/BLI doesn't depend on any blenkern/BKE functions, there are still some bad level includes but these are only to access G.background and the blender version define.
2012-12-15move bpath module from BLI to BKE, it was making many bad level calls into BKE.Campbell Barton
2012-10-29Merged changes in the trunk up to revision 51718.Tamito Kajiyama
Conflicts resolved: source/blender/blenloader/intern/readfile.c source/blender/makesrna/intern/rna_scene.c release/datafiles/startup.blend
2012-10-22style cleanupCampbell Barton
2012-10-21style cleanup: bge, switch statements mostly.Campbell Barton
also left bmesh decimator on in previous commit.
2012-10-21style cleanup: trailing tabs & expand some non prefix tabs into spaces.Campbell Barton
2012-10-20Merged changes in the trunk up to revision 51448.Tamito Kajiyama
Conflicts resolved: source/blender/blenkernel/CMakeLists.txt source/blender/blenloader/intern/readfile.c source/blender/editors/mesh/editmesh_tools.c source/blender/makesrna/intern/rna_main_api.c
2012-10-17Render: local light group option for materials, blender internal feature fromBrecht Van Lommel
the render branch. When a material is linked in and has a light group override, this can now use a local group in the scene file, by replacing the linked light group with a local group that has the same name. A use case might be controlling the specular highlight on linked character's eyes per scene. Patch from render branch by Pablo Vazquez.
2012-09-30Merged changes in the trunk up to revision 50956.Tamito Kajiyama
Conflicts resolved: source/blender/editors/interface/resources.c
2012-09-30style cleanupCampbell Barton
2012-09-27incorrect spelling in commentsCampbell Barton