Age | Commit message (Collapse) | Author |
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While \file doesn't need an argument, it can't have another doxy
command after it.
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Also remove doxy comments for licenses and add missing GPL header.
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To distinguish mW and MW without having to deviate from the standard
SI unit abbreviation. For all other units there are no changes.
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This affects point, spot and area lights. Sun light strength remains without
a unit. This change does not affect .blend file compatibility in any way, as
with the rest of the unit system it's purely a display and editing feature.
Not used for Cycles yet, that will be done after unifying the settings with
Eevee.
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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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Rename for Camera, View3D (also CameraParams & Render not DNA)
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Can be found in the viewport's simplify panel, allows to easily
disable high-res display for all the smokes in the scene.
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Not sure what BIG is, it is HIGH RESOLUTION.
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Done for smoke functions.
Smoke modifier functions seems an oddballs here,
but probably also to be renamed.
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At some I unified the "move to collection" with the remove from all collections
functionality. That meant that even when we were still to keep the object in one
of the collections we would clear its rigid body data.
Now why to even remove the rigidbody data when removing an object from all
collections? That mimics the 2.79 behaviour when we were to unlink an
object from a scene. I suspect it has to do with the rigid body data
being tied to the scene rigid body. Which is a strange design anyways
(add to the list?) since an object can be in more than one scene.
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As the fill color alpha is set to zero, it's better keep fill option disabled.
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Am really no a big fan of using macros for that kind of things, but
meh... C solution to do that with functions (using callbacks) is
even worse. :(
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This was caused by curves pointing to each other
creating a cyclic dependency.
While the dependency graph detects this, generating a mesh for render
recursively generates data which cashes in this case.
Add in a check to detect cyclic links.
Note, this bug exists in 2.7x too - but only crashes on render
since 2.7x didn't use 'for_render' when converting data.
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Probably fix first part of T61446.
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Usual legacy/history crap in NodeTree code... Datablocks's specific
freeing code should never, ever do refcounting management, this is
handled by higher-level code from BKE_library area.
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More or less same code was being executed twice during ID copying.
Makes no sense to add yet another switch-by-ID-type to handle
specificaly runtime data during ID copying, we already have
BKE_xxx_copy_data() functions for that.
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Using ID_LIGHT or ID_ID for "Lamp" meaning, "Light" without context
being for 'not heavy'.
That rename of data-block was not really nice on that side of things :/
Related to T43295.
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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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`BKE_modifier_get_evaluated_mesh_from_evaluated_object()` used by
modifiers needing access to other objects' geometry probably skipped out
of the radar when cage and final evaluated meshes were added to
BMEditMesh? In any case, we do not need to duplicate (and then free!) a
temp mesh from editdata anymore, and we can even add instead a parameter
to get cage instead of final. Also makes modifiers code a bit simpler.
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Was done everywhere except bPoseChannel.
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We have a display flag already, use it instead.
Object.display is kept in RNA, exposed via a nested struct,
we can move other display options there.
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ParticleSettings' duplicollection is now a proper refcounting user of
its collection, which will avoid losing it on save/reload.
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Issue is, ob->id.us is not relevant anymore here, since several
collection might be referencing it inside of a same scene, that is still
only one usage from user perspective...
Note that for now we are just counting scenes instantiating an object,
time will say wether we need more refined/complete check (as a reminder,
most [all?] other Object usages are *not* refcounting ones).
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We still change their base/layer collection visibility, just not what would change the
original ID datablock.
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Yes, we do can undo an ID deletion now.
However, this requires extra care in UI 'remapping' to new IDs step
(when undoing, we do not fully reload the UI from saved .blend).
Otherwise, new UI (i.e. one from saved .blend file) might reference
IDs that where freed in old bmain (the one before the undo), we cannot
use those to get ID name then, that would be a nasty use-after-free!
To prevent this, we generate a GSet of all valid ID pointers at that
time (i.e. those found in both old and new Main's), and ensure any ID
we try to remap by its name is in that GSet. Otherwise, there is no
possible remapping, just return NULL.
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Main database.
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This can be useful to be able to match some random array data with
ListBase array of IDs generated by `set_listbasepointers()`.
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source data layers.
Originally, when transferring all source data layers to destination
meshes, code would abort in case destination did not have all needed
layers, and creating them was not allowed.
Now, it will instead transfer data to layers that exists, merely
skipping source ones for which it cannot find a matching destination.
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Wasn't obvious it's related to orientation,
also term manipulator is no longer in use.
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We are currently having the same boiler plate code in tens of places
accross our code, we can as well have a utils to do that.
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Is available when doing "View -> Show Metadata". Will draw all the
fields which are not part of the stamp at the bottom of the image.
Couple of hand-picked fields are ignored, since those are not very
useful to be seen.
Aimed to ease review of rendered shots.
Reviewers: brecht
Reviewed By: brecht
Subscribers: fsiddi
Differential Revision: https://developer.blender.org/D4316
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Show Inside (shift + click) was still forcing objects to be visible.
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Note: We still change it to the collection we are directly isolating/making
visible and its parents (in the case of isolating). But no longer its children.
Feedback and discussion on D4011. The motivation is that if we don't keep those
locked the disable state becomes useless.
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