Age | Commit message (Collapse) | Author |
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Conflicts:
source/blender/collada/DocumentImporter.cpp
source/blender/editors/include/ED_object.h
source/blender/editors/object/object_modifier.c
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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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There are a few places where DerivedMesh is still used, most notably
when calling the (not yet ported) cloth simulation. There is also still
the use of Object.derivedDeform and Object.derivedFinal. Those places are
marked with a TODO.
Some functions in the editors module were copied to accept Mesh. Those
already had 'mesh' in the name; the copies are suffixed with '__real_mesh'
for easy renaming later when the DM-based functionality is removed.
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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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This adds initial multi-object editing support.
- Selected objects are used when entering edit & pose modes.
- Selection & tools work on all objects however many tools need porting
See: T54641 for remaining tasks.
Indentation will be done separately.
See patch: D3101
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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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Use common prefix so adding related functions share the prefix.
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Vertex group remapping utility function,
now shared between object join and array modifier cap-ends.
Weights which don't exist are removed.
D3092 by @Foaly
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Add ED_screen_window_find, BKE_workspace_edit_object
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Replace object mode checks for edit-mode data
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Notes:
- Changes in paint_vertex.c were simple to merge, mainly related on passing
evaluation context.
- Conflicts in EditDM and drawmesh.c are solved using code from blender2.8
branch. Those areas are deprecated and not to be used in final release.
However, it's possible that some reference code from master is lost, so
keep attention when adding alpha support for vertex painting.
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2.8x branch added bContext arg in many places,
pass eval-context instead since its not simple to reason about what
what nested functions do when they can access and change almost anything.
Also use const to prevent unexpected modifications.
This fixes crash loading files with shadows,
since off-screen buffers use a NULL context for rendering.
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Note that some little parts of code have been dissabled because eval_ctx
was not available there. This should be resolved once DerivedMesh is
replaced.
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BKE_depsgraph.h
This removes BKE_depsgraph.h and depsgraph.c
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Conflicts:
source/blender/blenloader/intern/versioning_270.c
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We were looping over all vgroups in destination mesh and making string
comparison, for every vgroup of every vertex of merged mesh! Crazy!
Now we simply create a temp mapping of vgroup indices, seriously
simplifies things (and gives significant speedup when merging huge meshes
with lots of vgroups, here with quick stupid test went from 120ms in
vgroup merging to less than 5ms, 25 times quicker!).
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booleans modifiers
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Design Documents
----------------
* https://wiki.blender.org/index.php/Dev:2.8/Source/Layers
* https://wiki.blender.org/index.php/Dev:2.8/Source/DataDesignRevised
User Commit Log
---------------
* New Layer and Collection system to replace render layers and viewport layers.
* A layer is a set of collections of objects (and their drawing options) required for specific tasks.
* A collection is a set of objects, equivalent of the old layers in Blender. A collection can be shared across multiple layers.
* All Scenes have a master collection that all other collections are children of.
* New collection "context" tab (in Properties Editor)
* New temporary viewport "collections" panel to control per-collection
visibility
Missing User Features
---------------------
* Collection "Filter"
Option to add objects based on their names
* Collection Manager operators
The existing buttons are placeholders
* Collection Manager drawing
The editor main region is empty
* Collection Override
* Per-Collection engine settings
This will come as a separate commit, as part of the clay-engine branch
Dev Commit Log
--------------
* New DNA file (DNA_layer_types.h) with the new structs
We are replacing Base by a new extended Base while keeping it backward
compatible with some legacy settings (i.e., lay, flag_legacy).
Renamed all Base to BaseLegacy to make it clear the areas of code that
still need to be converted
Note: manual changes were required on - deg_builder_nodes.h, rna_object.c, KX_Light.cpp
* Unittesting for main syncronization requirements
- read, write, add/copy/remove objects, copy scene, collection
link/unlinking, context)
* New Editor: Collection Manager
Based on patch by Julian Eisel
This is extracted from the layer-manager branch. With the following changes:
- Renamed references of layer manager to collections manager
- I doesn't include the editors/space_collections/ draw and util files
- The drawing code itself will be implemented separately by Julian
* Base / Object:
A little note about them. Original Blender code would try to keep them
in sync through the code, juggling flags back and forth. This will now
be handled by Depsgraph, keeping Object and Bases more separated
throughout the non-rendering code.
Scene.base is being cleared in doversion, and the old viewport drawing
code was poorly converted to use the new bases while the new viewport
code doesn't get merged and replace the old one.
Python API Changes
------------------
```
- scene.layers
+ # no longer exists
- scene.objects
+ scene.scene_layers.active.objects
- scene.objects.active
+ scene.render_layers.active.objects.active
- bpy.context.scene.objects.link()
+ bpy.context.scene_collection.objects.link()
- bpy_extras.object_utils.object_data_add(context, obdata, operator=None, use_active_layer=True, name=None)
+ bpy_extras.object_utils.object_data_add(context, obdata, operator=None, name=None)
- bpy.context.object.select
+ bpy.context.object.select = True
+ bpy.context.object.select = False
+ bpy.context.object.select_get()
+ bpy.context.object.select_set(action='SELECT')
+ bpy.context.object.select_set(action='DESELECT')
-AddObjectHelper.layers
+ # no longer exists
```
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Issue was indeed in join operation, mesh in which we join all others
could be re-added to final data after others, leading to undesired
re-ordering of CD layers, and existing vertices etc. being shifted away
from their original indices, etc.
All kind of more or less bad and undesired changes, fixed by always
re-inserting destination mesh first.
Also cleaned up a bit that code, it was doing some rather
non-recommanded things (like allocating zero-sized mem, doing own
coocking to remove a data-block from main, etc.).
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Also allows us to get rid of a few _copy_ex() versions...
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Now test_object_materials only handles one object. New test_all_objects_materials
checks the whole bmain->object list for cases where it is actually needed.
Should avoid some useless looping over all objects!
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Toggling edit-node after joining objects is redundant as far as I can see -
(dates back to first revision).
Also caused all edges to be drawn w/ meshes, redundant undo step w/ curves.
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Now CD_SHAPEKEY_INDEX customdata is stored in edit-mode when hooks and vertex parents are used.
This also fixes a bug where undo would loose key-index data.
Move to structs for BM_mesh_bm_to/from_me to avoid passing many argument, which mostly aren't used.
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location.
It also fixes another issue (crash) related to symmetric editing.
Quite involved, we (try to!) fix complete broken logic of parts of particle code, which would use poly index
as tessface one (or vice-versa). Issue most probably goes back to BMesh integration time...
This patch mostly fixes particle editing mode:
- Adding/removing particles when using generative modifiers (like subsurf) should now work.
- Adding/removing particles with a non-tessellated mesh (i.e. one having ngons) should also mostly work.
- X-axis-mirror-editing particles over ngons does not really work, not sure why currently.
- All this in both 'modes' (with or without using modifier stack for particles).
Tech side:
- Store a deformed-only DM in particle modifier data.
- Rename existing DM to make it clear it's a final one.
- Use deformed-only DM's tessface2poly mapping to 'solve' poly/tessface mismatches.
- Make (part of) mirror-editing code able to use a DM instead of raw mesh, so that we can mirror based on final DM
when editing particles using modifier stack (mandatory, since there is no way currently to find orig tessface
from an final DM tessface index).
Note that this patch is not really nice and clean (current particles are beyond hope on this side anyway),
it's more like some urgency bandage. Whole crap needs complete rewrite anyway,
BMesh's polygons make it really hard to work with current system (and looptri would not help much here).
Also, did not test everything possibly affected by those changes, so it needs some users' testing & validation too.
Reviewers: psy-fi
Subscribers: dfelinto, eyecandy
Maniphest Tasks: T47038
Differential Revision: https://developer.blender.org/D1685
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We have callbacks for that, they also do some checks and help ensure things are done
correctly. Only place where this is assumed not true is blenloader (since here we
may affect refcount of library IDs as well...).
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- Fix ED_view3d_backbuf_sample_rect, r_dist was set completely wrong.
- Avoid duplicate calculations picking the nearest edge.
- Bias against picking selected edges is now optional.
- Remove unused callback reading the backbuf.
- Remove unused strict option picking vertices.
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Makes usage of those funcs much more clear, we even had mixed '!strcmp(foo, bar)'
and 'strcmp(foo, bar) == 0' in several places...
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We are handling a keyblock here, not a whole key(set). Names are alreay a bit confusing,
let's be consistent at least.
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