Age | Commit message (Collapse) | Author |
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That kind of implicit includes should really only be done when totally,
absolutely necessary, and ideally only with rather simple 'second-level'
headers.
Otherwise not being explicit with includes always end up biting in
unexpected ways...
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Continuation of https://developer.blender.org/D3802
Reviewers: brecht
Differential Revision: https://developer.blender.org/D3808
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Differential Revision: https://developer.blender.org/D3719
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BKE_image was an ugly nest, could fix all but the ones from compositor,
so moved ugly G.main there, at least we know where the Evil is that way ;)
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Tabs in middle of code (mostly for no reason / by accident).
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This makes code closer to id_override/assent-engine ones, which
introduce a new type of linked data, and hence reserve
ID_IS_LINKED_DATABLOCK to real linked datablocks.
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Previously it was returning short, which was really easy to (a) compare against
non-ID type value (b) forget to handle some specific value in switch statement.
Both issues happened in the nearest past, so it's time to tighten some nuts
here.
Most of the change related on silencing strict compiler warning now, but there
is also one tricky aspect: ID_NLA is not in the IDType enum. So there is still
cast to short to handle that switch. If someone has better ideas how to deal
with this please go ahead :)
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Use to avoid accidental missing break statements,
use ATTR_FALLTHROUGH to suppress.
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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
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Wasn't expanding the path '//' before checking the path on-disk.
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Official Documentation:
http://www.blender.org/manual/render/workflows/multiview.html
Implemented Features
====================
Builtin Stereo Camera
* Convergence Mode
* Interocular Distance
* Convergence Distance
* Pivot Mode
Viewport
* Cameras
* Plane
* Volume
Compositor
* View Switch Node
* Image Node Multi-View OpenEXR support
Sequencer
* Image/Movie Strips 'Use Multiview'
UV/Image Editor
* Option to see Multi-View images in Stereo-3D or its individual images
* Save/Open Multi-View (OpenEXR, Stereo3D, individual views) images
I/O
* Save/Open Multi-View (OpenEXR, Stereo3D, individual views) images
Scene Render Views
* Ability to have an arbitrary number of views in the scene
Missing Bits
============
First rule of Multi-View bug report: If something is not working as it should *when Views is off* this is a severe bug, do mention this in the report.
Second rule is, if something works *when Views is off* but doesn't (or crashes) when *Views is on*, this is a important bug. Do mention this in the report.
Everything else is likely small todos, and may wait until we are sure none of the above is happening.
Apart from that there are those known issues:
* Compositor Image Node poorly working for Multi-View OpenEXR
(this was working prefectly before the 'Use Multi-View' functionality)
* Selecting camera from Multi-View when looking from camera is problematic
* Animation Playback (ctrl+F11) doesn't support stereo formats
* Wrong filepath when trying to play back animated scene
* Viewport Rendering doesn't support Multi-View
* Overscan Rendering
* Fullscreen display modes need to warn the user
* Object copy should be aware of views suffix
Acknowledgments
===============
* Francesco Siddi for the help with the original feature specs and design
* Brecht Van Lommel for the original review of the code and design early on
* Blender Foundation for the Development Fund to support the project wrap up
Final patch reviewers:
* Antony Riakiotakis (psy-fi)
* Campbell Barton (ideasman42)
* Julian Eisel (Severin)
* Sergey Sharybin (nazgul)
* Thomas Dinged (dingto)
Code contributors of the original branch in github:
* Alexey Akishin
* Gabriel Caraballo
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out from local functions)
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part...).
Now we have an helper that will generate local/global paths and ensure they are valid.
Note: We currently have no way to 'generate' a valid extension in these cases, so just
using raw (file-safe) ID name.
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also add function attrs on BLI_fileops to ensure they're used correctly.
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Issue was caused by _wstat returning EOVERFLOW error because
of file size didn't fit into stat structure which was using
long datatype.
The idea of this patch is to use _wstat64 and _stat64 structure
which is capable storing 64bit file sizes.
Made it a typedef for stat structure used by BLI_stat function
in order to make code easier to follow and avoid ifdefs all
over the place.
Additionally solved issue with BLI_exists which was wrongly
returning False in cases destination file is larger then 4GB.
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Blender versions, previous fix only solved it for newer versions.
Fix a memory leak in packed files.
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packedfile incorrectly treated 0 as an error value. best not be vague/sloppy with this.
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characters on Windows.
Replaced some uses of stat() by BLI_stat() to properly handle such filepaths.
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Packed file print was misleading (no files packed).
It should be "no new files packed".
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path_util_split_dirstring_2.patch, path_util_split_dirstring_3.patch
from Lawrence D'Oliveiro (ldo)
Get rid of BLI_splitdirstring, replace with calls to BLI_split_dirfile, BLI_split_dir_part and BLI_split_file_part as appropriate.
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from Lawrence D'Oliveiro (ldo)
Add comments and use of bool type in fileops.c
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path_util_1.patch from Lawrence D'Oliveiro (ldo)
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- The "ID" buttons (for browse images, for example) now show a Pack icon, for packed
Images. Using this button allows unpack.
- Pack and unpack operations now give a Info report on what happened.
- Not restored yet: option to set "AutoPack".
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"Pack Blender Libraries" now first does a check if the .blend files are all used
with relative paths. This to prevent bad things happen on unpacking.
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- Packing .blend files
If you work a lot with dynamic linked .blend files ("Libraries"), it's always hard to
share your work with others (or for bug reports!).
This new option packs all used external .blend files, and - on save - combines it together
in one .blend file. You can save that file on any location.
Loading a packed .blend file then loads all library data usual - not editable.
Just use unpack to save out all linked .blend files. This will only save out the files
according the directory structure as was used on linking - relative to the current .blend.
It will create new directories, so be careful with unpacking when relative paths go up.
This feature also works fine for linked compressed .blend files.
It also works for many levels deep linked .blend hierarchies.
Access is hidden for now - I need to get some people to give it serious testing first.
You can find the options via spacebar search (try pack or unpack).
- Packed data and Undo
Now all packed data is excluded from the Undo buffer storage. Keeps undo memory smaller
and makes faster redo possible.
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BKE_report()<->BKE_reportf() fixes.
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Also forgot to translate reports' titles, and change some usages of BKE_reportf to simple BKE_report, when the former is not needed!
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BKE_utildefines is now unused but keep incase we want to add defines there later.
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memory for loaded fonts, not store as a temp var in the fonts.
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- replace (strcmp(vfont->name, FO_BUILTIN_NAME) == 0) with (BKE_vfont_is_builtin(vfont)).
- reduce some double promotions.
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