Age | Commit message (Collapse) | Author |
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active layer
in this case too.
Thanks to Campbell for the head up.
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called from 3DView
Typo using v3d->layact instead of v3d->lay when linking and v3d is available in context.
This can be backported to 2.72.
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* Remove some duplication in deletion code
* Fix crash when restoring file from last saved state.
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Include explicit control for texturing:
This commit introduces a painting mode option, available in
the slots panel. The default value "Material" will create slots from the
blender material, same as just merged from the paint branch.
The new option "Image", will use an explicit image field that artists can use
to select the image to paint on. This will should allow painting regardless
of the renderer used or for use in modifiers.
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Since 3DViews use IDs like images or clips, we can't skip anymore `lib_link_screen()`
when reading from mem for undo/redo stuff. Else, freeing (unused) screen in `BKE_read_file_from_memfile()`
will lead to using data already freed (since pointers have not been updated when reading that undo step).
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Yep, at last it's here!
There are a few minor issues remaining but development can go on in
master after discussion at blender institute.
For full list of features see:
http://wiki.blender.org/index.php/Dev:Ref/Release_Notes/2.72/Painting
Thanks to Sergey and Campbell for the extensive review and to the
countless artists that have given their input and reported issues during
development.
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Disclaimer: The author of this patch is Geoffrey Gollmer (gomer). I only updated the patch to the current git master status, reworked several parts to fit well with current coding style and applied several fixes.
This actuator allows users to show/hide the mouse cursor using logic bricks, as well as control object rotation with a mouse in the BGE.
The mouse rotation is flexible enough to allow any type of mouse look, as well as banking for flight controls.
{F94520}
{F91859}
Blend file for testing Mouse actuator (with default parameters and crosshair): {F94920}
Reviewers: moguri
Reviewed By: moguri
CC: gomer, lordodin
Differential Revision: https://developer.blender.org/D559
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Clear the path for now on undo
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Paolo Acampora.
Reviewers: brecht, kjym3, #freestyle
Reviewed By: brecht, kjym3
Differential Revision: https://developer.blender.org/D246
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Opted to keep includes if they are used indirectly (even if removing is possible).
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modifiers, nodes)
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This is done by adding a new button type, GRIP, similar to other numbuttons
(scroll, slider, ...), which here controls the preview height.
Then, we add a new DNA struct to be able to save that height in Blend files
(note I choose not to use Panel struct for this, because we would then have the
same limitation we used to have with uiLists, only one preview per panel
and no preview outside panel).
This implies a change to template_preview UI RNA/py API (each preview needs an ID),
but this is backward compatible, as by default datablock type will be used if no ID is
given (which means e.g. all material previews with no ID will have same height).
Reviewers: brecht
Reviewed By: brecht
Differential Revision: https://developer.blender.org/D342
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in threaded depgraph updates and effector list construction.
Gathering effectors during depgraph updates will call the
psys_check_enabled function. This in turn contained a DNA alloc call
for the psys->frand RNG arrays, which is really bad because data must be
immutable during these effector constructions.
To avoid such allocs the frand array is now global for all particle
systems. To avoid correlation of pseudo-random numbers the psys->seed
value is complemented with random offset and multiplier for the actual
float array. This is not ideal, but work sufficiently well (given that
random numbers were already really limited and show repetition quite
easily for particle counts > PSYS_FRAND_COUNT).
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undo with a nicer enum.
This is more transparent about what happens with the user count.
Also added comments to make certain the meaning of these values is
easily understandable.
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The node editor needs to "ensure real user" (id_us_ensure_real) on all
the node trees. This was done correctly for all open groups, but missing
for the base node tree. Function is a bit hidden behind anonymous
arguments in readfile.c ...
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don't get updated based on context.
As discussed in T38340 the solution is to use the current scene from
context whenever feasible.
Composite does not use node->id at all now, the scene which owns the
compositing node tree is retrieved from context instead.
Defocus node->id is made editable by the user. By default it is not set,
which also will make it use the contextual scene and camera info.
The node->id pointer in Defocus is **not** cleared in older blend files.
This is done for backward compatibility: the node will then behave as
before in untouched scenes.
File Output nodes also don't store scene in node->id. This is only needed
when creating a new node for initializing the file format.
Reviewers: brecht, jbakker, mdewanchand
Reviewed By: brecht
Differential Revision: https://developer.blender.org/D290
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BLI_testextensie
also use attributes for BLI path functions
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Added function called WM_set_locked_interface which does
two things:
- Prevents event queue from being handled, so no operators
(see below) or values are even possible to run or change.
This prevents any kind of "destructive" action performed
from user while rendering.
- Locks interface refresh for regions which does have lock
set to truth in their template. Currently it's just a 3D
viewport, but in the future more regions could be considered
unsafe, or we could want to lock different parts of
interface when doing different jobs.
This is needed because 3D viewport could be using or changing
the same data as renderer currently uses, leading to threading
conflict.
Notifiers are still allowed to handle, so render progress is
seen on the screen, but would need to doublecheck on this, in
terms some notifiers could be changing the data.
For now interface locking happens for render job only in case
"Lock Interface" checkbox is enabled.
Other tools like backing would also benefit of this option.
It is possible to mark operator as safe to be used in locked
interface mode by adding OPTYPE_ALLOW_LOCKED bit to operator
template flags.
This bit is completely handled by wm_evem_system, not
with operator run routines, so it's still possible to
run operators from drivers and handlers.
Currently allowed image editor navigation and zooming.
Reviewers: brecht, campbellbarton
Reviewed By: campbellbarton
Differential Revision: https://developer.blender.org/D142
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Changed curve active point from pointer to index. Allows curve active point to be saved to file and retained between modes for free. Also some small optimisations by removing pointer look up code.
- Made active point access functions into BKE API calls.
- Fixes operators where curve de-selection resulted in unsel-active point.
- Split curve delete into 2 functions
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It is possible that object in .blend file will have non-zero
recalc flags. Clear them on load in order to prevent possible
unneeded recalc after the load.
Differential Revision: https://developer.blender.org/D224
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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
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This adds an ImageUser to such empties with all the typical settings.
Reviewed By: brecht, campbellbarton
Differential Revision: https://developer.blender.org/D108
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resolves T38079
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Evaluation Context wasn't freed for temporary mains.
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Summary:
Crash was happening because of fcurve modifier stack
used modifier's DNA to store temporary data.
Now made it so storage for such a thing is being
allocated locally per object update so multiple objects
which shares the same animation wouldn't run into
threading conflict anymore.
This storage might be a part of EvaluationContext,
but that'd mean passing this context all over in
object_where_is which will clutter API for now without
actual benefit for this.
Optimization notes: storage is only being allocated
if there're Cycles modifier in the stack, so there're
no extra allocations happening in all other cases.
To make code a bit less cluttered with this storage
passing all over the place added extra callbacks to
the FModifier storage which runs evaluation with the
given storage.
Reviewers: brecht, campbellbarton, aligorith
CC: plasmasolutions
Differential Revision: https://developer.blender.org/D147
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Summary:
Made objects update happening from multiple threads. It is a task-based
scheduling system which uses current dependency graph for spawning new
tasks. This means threading happens on object level, but the system is
flexible enough for higher granularity.
Technical details:
- Uses task scheduler which was recently committed to trunk
(that one which Brecht ported from Cycles).
- Added two utility functions to dependency graph:
* DAG_threaded_update_begin, which is called to initialize threaded
objects update. It will also schedule root DAG node to the queue,
hence starting evaluation process.
Initialization will calculate how much parents are to be evaluation
before current DAG node can be scheduled. This value is used by task
threads for faster detecting which nodes might be scheduled.
* DAG_threaded_update_handle_node_updated which is called from task
thread function when node was fully handled.
This function decreases num_pending_parents of node children and
schedules children with zero valency.
As it might have become clear, task thread receives DAG nodes and
decides which callback to call for it.
Currently only BKE_object_handle_update is called for object nodes.
In the future it'll call node->callback() from Ali's new DAG.
- This required adding some workarounds to the render pipeline.
Mainly to stop using get_object_dm() from modifiers' apply callback.
Such a call was only a workaround for dependency graph glitch when
rendering scene with, say, boolean modifiers before displaying
this scene.
Such change moves workaround from one place to another, so overall
hackentropy remains the same.
- Added paradigm of EvaluaitonContext. Currently it's more like just a
more reliable replacement for G.is_rendering which fails in some
circumstances.
Future idea of this context is to also store all the local data needed
for objects evaluation such as local time, Copy-on-Write data and so.
There're two types of EvaluationContext:
* Context used for viewport updated and owned by Main. In the future
this context might be easily moved to Window or Screen to allo
per-window/per-screen local time.
* Context used by render engines to evaluate objects for render purposes.
Render engine is an owner of this context.
This context is passed to all object update routines.
Reviewers: brecht, campbellbarton
Reviewed By: brecht
CC: lukastoenne
Differential Revision: https://developer.blender.org/D94
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Issue was caused by some typos in readfile.c made in
original commit of image cache rewrite.
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Python was indirectly causing redraw tags during drawing, which interfered
with the ARegion.drawrct, now ignore these during draw.
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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
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- works by defining panel categories, currently restricted to the toolbar.
- no panels define bl_categories yet, so no user visible changes since tabs only show when there are multiple.
- panel pinning is available in rmb menu or alt+lmb.
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was used for conversion from older 2.5x files. The do_version() code is still there and functioning though.
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