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2020-03-09GPencil: Refactor of Draw Engine, Vertex Paint and all internal functionsAntonio Vazquez
This commit is a full refactor of the grease pencil modules including Draw Engine, Modifiers, VFX, depsgraph update, improvements in operators and conversion of Sculpt and Weight paint tools to real brushes. Also, a huge code cleanup has been done at all levels. Thanks to @fclem for his work and yo @pepeland and @mendio for the testing and help in the development. Differential Revision: https://developer.blender.org/D6293
2020-03-09Cleanup: Replace ABS/SQUARE/CUBE with function callsSergey Sharybin
While it might be handy to have type-less functionality which is similar to how C++ math is implemented it can not be easily achieved with just preprocessor in a way which does not have side-effects on wrong usage. There macros where often used on a non-trivial expression, and there was at least one usage where it was causing an actual side effect/bug on Windows (see change around square_f(sh[index++]) in studiolight.c). For such cases it is handy to have a function which is guaranteed to have zero side-effects. The motivation behind actually removing the macros is that there is already a way to do similar calculation. Also, not having such macros is a way to guarantee that its usage is not changed in a way which have side-effects and that it's not used as an inspiration for cases where it should not be used. Differential Revision: https://developer.blender.org/D7051
2020-03-09Cleanup: ParticleSettings: Move to IDTypeInfo and remove unused BKE API.Bastien Montagne
2020-03-09Cleanup: PaintCurve: Move to IDTypeInfo and remove unused BKE API.Bastien Montagne
2020-03-09Cleanup: CacheFile: Move to IDTypeInfo and remove unused BKE API.Bastien Montagne
2020-03-09Cleanup: WorkSpace: Move to IDTypeInfo and remove unused BKE API.Bastien Montagne
2020-03-09Cleanup: WindowManager: Move to IDTypeInfo and remove unused WM API.Bastien Montagne
Getting rid of one static 'registered' callback in BKE, yeah!
2020-03-09Revert "Constraints: remove special meaning of Local Space for parentless ↵Sybren A. Stüvel
Objects." This reverts commit 7728bfd4c45c634ba6b62e149176425ec5779945. Although this brings back an inconsistency in the behaviour of constraints on objects and bones, people were relying on the old behaviour, and the new behaviour broke their files. It is still desired to remove this inconsistency, but it will happen more gradually.
2020-03-08Cleanup: Sound: Move to IDTypeInfo and remove unused BKE API.Bastien Montagne
2020-03-08Cleanup: Speaker: Move to IDTypeInfo and remove unused BKE API.Bastien Montagne
2020-03-07Cleanup: replace BLI_make_file_string with BLI_join_dirfile where possibleCampbell Barton
Use 'BLI_join_dirfile' for joining paths that don't need to expand '//'.
2020-03-06Cleanup: VFont: Move to IDTypeInfo and remove unused BKE APIDalai Felinto
This was particularly strange because we had a _free_data() function. But still the one I replaced was of course the _free() one. And we should rename the _free_data_ function later to avoid confusions.
2020-03-06Cleanup: Text: Move to IDTypeInfo and remove unused BKE API.Dalai Felinto
2020-03-06Cleanup: Rename ARegion variables from ar to regionJulian Eisel
The old convention was easy to confuse with ScrArea. Part of https://developer.blender.org/T74432. This is mostly a batch rename with some manual fixing. Only single word variable names are changed, no prefixed/suffixed names. Brecht van Lommel and Campbell Barton both gave me a green light for this convention change. Also ran clan clang format on affected files.
2020-03-06Cleanup: Image: Move to IDTypeInfo and remove unused BKE API.Bastien Montagne
2020-03-06Cleanup: Texture: Move to IDTypeInfo and remove unused BKE API.Bastien Montagne
2020-03-06Cleanup: Material: Move to IDTypeInfo and remove unused BKE API.Bastien Montagne
2020-03-06Cleanup: Action: Move to IDTypeInfo, and remove unused BKE API.Dalai Felinto
2020-03-06Cleanup: Armature: Move to IDTypeInfo, and remove unused BKE API.Dalai Felinto
2020-03-06Cleanup: Lattice: Move to IDTypeInfo and remove unused BKE API.Bastien Montagne
2020-03-06Cleanup: MetaBall: Move to IDTypeInfo and remove unused BKE API.Bastien Montagne
2020-03-06Cleanup: Curve: Move to IDTypeInfo and remove unused BKE API.Bastien Montagne
2020-03-06Cleanup: Mesh: Move to IDTypeInfo and remove unused BKE API.Bastien Montagne
2020-03-06Fix narrowing from int to short when removing material slotSergey Sharybin
2020-03-06Cleanup: Collection: Move to IDTypeInfo, and remove unused BKE API.Dalai Felinto
Note: we still need BKE_collection_free since we call it from scene.c.
2020-03-06Cleanup: bScreen: Move to IDTypeInfo and remove unused BKE API.Bastien Montagne
2020-03-06Cleanup: bNodeTree: Move to IDTypeInfo and remove unused BKE API.Bastien Montagne
2020-03-06Improve modifier error message with sculpt modePhilipp Oeser
Make it obvious that this relates to being in sculpt mode. ref T74489 Maniphest Tasks: T74489 Differential Revision: https://developer.blender.org/D7044
2020-03-06Cleanup: avoid use of BLI_cleanup_dirCampbell Barton
Some cases don't need to add the trailing slash. Use BLI_cleanup_path in this case.
2020-03-06Cleanup: remove BLI_cleanup_fileCampbell Barton
In practice, references to files rarely have trailing slashes (by accident). Remove this function in favor of BLI_cleanup_path.
2020-03-06Cleanup: Brush: Move to IDTypeInfo, and remove unused BKE API.Bastien Montagne
2020-03-06Cleanup: ShapeKey: Move to IDTypeInfo and remove unused BKE API.Bastien Montagne
2020-03-06Nodes: Support storing socket link limits in bNodeSocketTypeJacques Lucke
Currently the link limit of sockets is stored in bNodeSocket->limit. This allows for a lot of flexibility, but is also very redundant. In every case I've had to deal with so far, it would have "more correct" to set the link limit per socket type and not per socket. I did not enforce this constraint yet, because the link limit is exposed in the Python API, which I did not want to break here. In the future it might even make sense to only support only three kinds of link limits: a) no links, b) at most one link, c) an arbitrary number links links. The other link limits usually don't work well with tools (e.g. which link should be removed when a new one is connected?) and is not used in practice. However, that is for another day. Eventually, I would like to get rid of bNodeSocket->limit completely and replace it either with fixed link limits or a callback in bNodeSocketType. This patch consists of three parts: **1. Support defining link limit in socket type** This introduces a new `nodeSocketLinkLimit` function that serves as an indirection to hide where the link limit of a socket is defined. **2. Define link limits for builtin sockets on socket type** Data sockets: one input, many outputs Virtual sockets: one input, one output Undefined sockets: many inputs, many outputs (to avoid that links are removed when the type of the socket is not known) **3. Remove `bNodeSocketTemplate->limit`** This wasn't used anymore after the second commit. Removing it simplifies socket definitions in hundreds of places and removes a lot of redundancy. Differential Revision: https://developer.blender.org/D7038 Reviewers: brecht
2020-03-06Cleanup: move camera, lights, world to IDTypeInfoBrecht Van Lommel
2020-03-06CodeCleanup: Added enums to opengl render functionsJeroen Bakker
Motivation the functions get 3 different kind of flag parameters (ImBuf, DrawType, OffscreenRendering) the naming of the flags were not clear, leading to mistakes and unnecessary time spend debugging.
2020-03-06Cleanup: Library: Move to IDTypeInfo, and remove unused BKE API.Bastien Montagne
2020-03-06Cleanup: Object: remove unused BKE API.Bastien Montagne
2020-03-06Cleanup: Scene: New IDTypeInfo, and remove unused API from BKE.Bastien Montagne
2020-03-06Fluid: Cleanup naming for emmission bounding boxSebastián Barschkis
Since the bounding boxes are now also being used for effector objects, there needs to be a better name for them. Instead of calling them EmissionMap, which caters only to emission objects, they will now be called FluidObjectBB.
2020-03-06Cleanup: rename 'verify' to 'ensure' for BKE_image_viewer functionsCampbell Barton
2020-03-06Cleanup: rename 'verify' to 'ensure' for argument nameCampbell Barton
2020-03-06Cleanup: use 'BKE_' prefix for BKE_deform API callsCampbell Barton
- Use 'BKE_object_defgroup' prefix for object functions. - Rename 'defvert_verify_index' to 'defvert_ensure_index' since this adds the group if it isn't found.
2020-03-06Cleanup: use 'r_' prefix for return argumentsCampbell Barton
Also avoid a redundant strlen call.
2020-03-06Cleanup: spellingCampbell Barton
2020-03-05Sculpt Face SetsPablo Dobarro
Face Sets are the new system to control the visibility state of the mesh in sculpt and paint modes. They are designed to work in modes where brushes are the primary way of interaction and they provide much more control when working with meshes with complex shapes and overlapping surfaces. This initial commit includes: - Sculpt Face Sets data structures and PBVH rendering. - Face Set overlay and opacity controls. - Sculpt Undo support. - Remesher reprojection support. The visibility state of the mesh is also preserved when remeshing. - Automasking and Mesh filter support. - Mask expand operator mode to expand Face Sets (Shift + W) and flood fill areas by connectivity (press Ctrl while expanding). - Sculpt Mode Face Sets and Visibility API. - Sculpt Face Sets creation and visibility management operators. - Operator to randomize the Face Sets colors. - Draw Face Sets brush tool to create and edit the Face Sets. Drawing on the mesh creates a new Face Set. Pressing Ctrl before drawing modifies the Face Set under the brush at the beginning of the stroke. - Updated keymap and menu to work with Face Sets from Sculpt Mode (H to toggle visibility, Alt + H to show all, Shit + H to hide). - Pie menu on the W key with Face common Sets operations. Know limitations: - Multires support. The Face Sets and Visibility API needs to be implemented for Multires. Reviewed By: jbakker, #user_interface, Severin Differential Revision: https://developer.blender.org/D6070
2020-03-05Fluid: Optimization in mesh generating loopSebastián Barschkis
No need to have three separate loops for vertices, normals and speed vectors. Since all of them loop over the vertex count, a single loop can be used.
2020-03-05Add an session-wise uuid integer to IDs.Bastien Montagne
"session-wise" here mean while editing a same .blend file. So creating or opening a new one will reset the uuid counter. This should avoid any overflow in practice. Only IDs added to Main database get an uuid, runtime-only ones are not affected. This is intended to provide undo with a way to find IDs across several 'memory realms' (undo speedup project). No behavior change is expected from this commit itself. Part of T60695. Differential Revision: https://developer.blender.org/D7007
2020-03-05Fluid: Fix initial velocities for new static emission modeSebastián Barschkis
For now, disabling static mode whenever initial velocities are being used.
2020-03-05Fix T74446: Liquid Inflow Does Not WorkSebastián Barschkis
Somehow this was forgotton in the optimization patch a5c4a44df67e.
2020-03-05Initial step for IDTypeInfo refactor 'cleanup' project.Bastien Montagne
Introduce new IDTypeInfo structure. Each ID type will have its own, with some minimal basic common info, and ID management callbacks. This patch only does it for Object type, for demo/testing purpose. Moving all existing IDs is a goal of next "cleanup Friday". Note that BKE_idcode features should then be merged back into BKE_idtype - but this will have to be done later, once all ID types have been properly converted to the new system. Another later TODO might be to try and add callbacks for file read/write, and lib_query ID usages looper. This is part of T73719. Thanks to @brecht for initial idea, and reviewing the patch. Differential Revision: https://developer.blender.org/D6966