Age | Commit message (Collapse) | Author |
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Comments after code can cause awkward line breaks.
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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
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This should not use the original index as a unique instance index, with for
example an array modifier the same original index may be used multiple times.
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Convention was not to but after discussion on 918941483f7e we agree its
best to change the convention.
Names now mostly follow RNA.
Some exceptions:
- Use 'nodetrees' instead of 'nodegroups'
since the struct is called NodeTree.
- Use 'gpencils' instead of 'grease_pencil'
since 'gpencil' is a common abbreviation in the C code.
Other exceptions:
- Leave 'wm' as it's a list of one.
- Leave 'ipo' as is for versioning.
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Made it so that generated coordinate is always calculated.
Ideally, it will only be done depending on a current shading,
but code is quite deep, and doing smarter thing here will end
up in way bigger refactor.
First, make things working, and then make them fast if they
pop up in a profiles.
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While \file doesn't need an argument, it can't have another doxy
command after it.
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When bmesh was in a branch we had both edit_mesh and edit_btmesh,
now there is no reason to use this odd name.
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The new code already loops over all instances, don't need to be counted again.
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Seems to be rather trivial change to use proper cage mesh nowadays.
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It is supposed to be already evaluated. If for some reason it's not
doing such direct evaluation will not be reliable anyway (indirect
dependencies for example).
This fixes an assert part of T61431.
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Move \ingroup onto same line to be more compact and
make it clear the file is in the group.
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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.
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Object to be instanced should not be modified.
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Some features are incompatible with multithreading and reliable evaluation
of dependencies. We are now removing them as part of a bigger cleanup to
fix bugs in keyframing and invalid animation evaluations.
* Dupliframes have been removed. This was a hack added before there were
more powerful features like the array modifier.
* Slow parent has been removed, never worked in 2.8. It was always
unreliable for use in production due to depending on whatever frame was
previously evaluated, which was not always the previous frame.
* Particle instanced objects used to have their transform evaluated at
the particle time. Now it always gets the current time transform.
* Boids can no longer do predictive avoidance of force field objects,
but still for other particles.
Differential Revision: https://developer.blender.org/D4274
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This commit makes it so curve path parent solving accepts an explicit
arguments for both time and curve speed flag, making it so we don't
have to mock around with scene's frame.
One unfortunate issue still is that if the instancing object is used
for something else, we might be running into a threading conflict.
Possible solution would be to create a temp copy of an object, but
then it will be an issue of preventing drivers from modifying other
datablocks.
At least the original issue is fixed now, and things behave same as
in older Blender version. Additionally, the global variable which
was defining curve speed flag behavior is gone now!
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DerivedMesh is now removed from edit-mesh modifier evaluation.
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Differential Revision: https://developer.blender.org/D3719
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Terms get/set don't make much sense when casting values.
Name macros so the conversion is obvious,
use common prefix for easier completion.
- GET_INT_FROM_POINTER -> POINTER_AS_INT
- SET_INT_IN_POINTER -> POINTER_FROM_INT
- GET_UINT_FROM_POINTER -> POINTER_AS_UINT
- SET_UINT_IN_POINTER -> POINTER_FROM_UINT
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There are still lots of issues/TODOs here though, like missing 'cage'
for editmesh, etc.
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There is now a manual refresh button on the panel to update the list
of objects in case it changes, and it also gets refreshed when changing
the collection or toggling the use count option.
This is a bit more manual but the previous code of refreshing the
list while evaluating the depsgraph was unreliable.
This also fixes it to take properly take into account visibility, and
to work with linked collections for which index writing was missing.
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For physics simulation it's still fuzzy though, but this needs bigger
design for how it works with view layers and visibility.
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Conflicts:
source/blender/blenkernel/BKE_group.h
source/blender/blenkernel/BKE_object.h
source/blender/blenkernel/intern/group.c
source/blender/blenkernel/intern/library_remap.c
source/blender/blenkernel/intern/object.c
source/blender/blenloader/intern/readfile.c
source/blender/editors/object/object_group.c
source/blender/editors/object/object_relations.c
source/blender/editors/physics/rigidbody_constraint.c
source/blender/editors/physics/rigidbody_object.c
source/blender/makesrna/intern/rna_group.c
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Using G.main only to get main bled filepath, or built-in fonts, is OK.
So now using the 'valid' G_MAIN macro here instead.
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Makes generation safe for threading.
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Conflicts:
intern/cycles/blender/blender_object.cpp
source/blender/alembic/intern/abc_exporter.cc
source/blender/alembic/intern/abc_mball.cc
source/blender/alembic/intern/abc_mball.h
source/blender/blenkernel/BKE_anim.h
source/blender/blenkernel/BKE_displist.h
source/blender/blenkernel/BKE_dynamicpaint.h
source/blender/blenkernel/BKE_group.h
source/blender/blenkernel/BKE_mball.h
source/blender/blenkernel/BKE_mball_tessellate.h
source/blender/blenkernel/BKE_object.h
source/blender/blenkernel/BKE_scene.h
source/blender/blenkernel/intern/anim.c
source/blender/blenkernel/intern/depsgraph.c
source/blender/blenkernel/intern/displist.c
source/blender/blenkernel/intern/dynamicpaint.c
source/blender/blenkernel/intern/group.c
source/blender/blenkernel/intern/mball.c
source/blender/blenkernel/intern/mball_tessellate.c
source/blender/blenkernel/intern/mesh_convert.c
source/blender/blenkernel/intern/object.c
source/blender/blenkernel/intern/object_dupli.c
source/blender/blenkernel/intern/object_update.c
source/blender/blenkernel/intern/pointcache.c
source/blender/blenkernel/intern/scene.c
source/blender/blenkernel/intern/smoke.c
source/blender/depsgraph/intern/builder/deg_builder_nodes.cc
source/blender/depsgraph/intern/builder/deg_builder_relations.cc
source/blender/editors/include/ED_object.h
source/blender/editors/object/object_add.c
source/blender/editors/object/object_edit.c
source/blender/editors/object/object_modifier.c
source/blender/editors/physics/dynamicpaint_ops.c
source/blender/editors/sculpt_paint/paint_vertex.c
source/blender/editors/sculpt_paint/sculpt_uv.c
source/blender/editors/space_view3d/drawobject.c
source/blender/editors/space_view3d/view3d_draw.c
source/blender/editors/transform/transform_conversions.c
source/blender/editors/transform/transform_snap_object.c
source/blender/editors/util/ed_util.c
source/blender/gpu/intern/gpu_material.c
source/blender/makesrna/intern/rna_meta.c
source/blender/makesrna/intern/rna_object_api.c
source/blender/modifiers/intern/MOD_dynamicpaint.c
source/blenderplayer/bad_level_call_stubs/stubs.c
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This commit actually adds some G.main... but at much, much higher level
than the ones it removes, so should still be better ;)
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This caused crashes in some cases, and should be fully handled by
the depsgraph now.
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The function definitions still reside in DerivedMesh.c. Once we're done
porting all the DerivedMesh use to Mesh, we'll move the still-relevant
functions to mesh_runtime.c. This move is now cumbersome due to shared
statically-declared utility functions in DerivedMesh.c
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This way we allow animation system to make decisions based on which
context dependency graph is coming from, and whether it belongs to
an active edit window or not.
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OVERVIEW
* In 2.7 terminology, all layers and groups are now collection datablocks.
* These collections are nestable, linkable, instanceable, overrideable, ..
which opens up new ways to set up scenes and link + override data.
* Viewport/render visibility and selectability are now a part of the collection
and shared across all view layers and linkable.
* View layers define which subset of the scene collection hierarchy is excluded
for each. For many workflows one view layer can be used, these are more of an
advanced feature now.
OUTLINER
* The outliner now has a "View Layer" display mode instead of "Collections",
which can display the collections and/or objects in the view layer.
* In this display mode, collections can be excluded with the right click menu.
These will then be greyed out and their objects will be excluded.
* To view collections not linked to any scene, the "Blender File" display mode
can be used, with the new filtering option to just see Colleciton datablocks.
* The outliner right click menus for collections and objects were reorganized.
* Drag and drop still needs to be improved. Like before, dragging the icon or
text gives different results, we'll unify this later.
LINKING AND OVERRIDES
* Collections can now be linked into the scene without creating an instance,
with the link/append operator or from the collections view in the outliner.
* Collections can get static overrides with the right click menu in the outliner,
but this is rather unreliable and not clearly communicated at the moment.
* We still need to improve the make override operator to turn collection instances
into collections with overrides directly in the scene.
PERFORMANCE
* We tried to make performance not worse than before and improve it in some
cases. The main thing that's still a bit slower is multiple scenes, we have to
change the layer syncing to only updated affected scenes.
* Collections keep a list of their parent collections for faster incremental
updates in syncing and caching.
* View layer bases are now in a object -> base hash to avoid quadratic time
lookups internally and in API functions like visible_get().
VERSIONING
* Compatibility with 2.7 files should be improved due to the new visibility
controls. Of course users may not want to set up their scenes differently
now to avoid having separate layers and groups.
* Compatibility with 2.8 is mostly there, and was tested on Eevee demo and Hero
files. There's a few things which are know to be not quite compatible, like
nested layer collections inside groups.
* The versioning code for 2.8 files is quite complicated, and isolated behind
#ifdef so it can be removed at the end of the release cycle.
KNOWN ISSUES
* The G-key group operators in the 3D viewport were left mostly as is, they
need to be modified still to fit better.
* Same for the groups panel in the object properties. This needs to be updated
still, or perhaps replaced by something better.
* Collections must all have a unique name. Less restrictive namespacing is to
be done later, we'll have to see how important this is as all objects within
the collections must also have a unique name anyway.
* Full scene copy and delete scene are exactly doing the right thing yet.
Differential Revision: https://developer.blender.org/D3383
https://code.blender.org/2018/05/collections-and-groups/
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This will be handled by the new view layer override system which will
store data elsewhere, removing the code already for easier refactoring.
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Brecht authored this commit, but he gave me the honours to actually
do it. Here it goes; Blender Internal. Bye bye, you did great!
* Point density, voxel data, ocean, environment map textures were removed,
as these only worked within BI rendering. Note that the ocean modifier
and the Cycles point density shader node continue to work.
* Dynamic paint using material shading was removed, as this only worked
with BI. If we ever wanted to support this again probably it should go
through the baking API.
* GPU shader export through the Python API was removed. This only worked
for the old BI GLSL shaders, which no longer exists. Doing something
similar for Eevee would be significantly more complicated because it
uses a lot of multiplass rendering and logic outside the shader, it's
probably impractical.
* Collada material import / export code is mostly gone, as it only worked
for BI materials. We need to add Cycles / Eevee material support at some
point.
* The mesh noise operator was removed since it only worked with BI
material texture slots. A displacement modifier can be used instead.
* The delete texture paint slot operator was removed since it only worked
for BI material texture slots. Could be added back with node support.
* Not all legacy viewport features are supported in the new viewport, but
their code was removed. If we need to bring anything back we can look at
older git revisions.
* There is some legacy viewport code that I could not remove yet, and some
that I probably missed.
* Shader node execution code was left mostly intact, even though it is not
used anywhere now. We may eventually use this to replace the texture
nodes with Cycles / Eevee shader nodes.
* The Cycles Bake panel now includes settings for baking multires normal
and displacement maps. The underlying code needs to be merged properly,
and we plan to add back support for multires AO baking and add support
to Cycles baking for features like vertex color, displacement, and other
missing baking features.
* This commit removes DNA and the Python API for BI material, lamp, world
and scene settings. This breaks a lot of addons.
* There is more DNA that can be removed or renamed, where Cycles or Eevee
are reusing some old BI properties but the names are not really correct
anymore.
* Texture slots for materials, lamps and world were removed. They remain
for brushes, particles and freestyle linestyles.
* 'BLENDER_RENDER' remains in the COMPAT_ENGINES of UI panels. Cycles and
other renderers use this to find all panels to show, minus a few panels
that they have their own replacement for.
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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
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For correct results these must have been set already when the depsgraph was
created and evaluated, so all dependencies have appropriate resolutions too.
For particle we no longer backup and restore the viewport particles to avoid
overwriting them during render, as copy-on-write solves this for us. Even
without COW particles seem to work ok.
This also removes the particle simplification options based on camera. This
was never used much and only available in Blender Internal.
Differential Revision: https://developer.blender.org/D3148
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This caused too many problems syncing object modes
with multiple objects/windows/workspaces, see: D3130 for details.
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