Age | Commit message (Collapse) | Author |
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There are still some keys to update because
some operators only support toggle.
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This is needed as part of modeling work-flow, so keep it accessible.
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There is now a manual refresh button on the panel to update the list
of objects in case it changes, and it also gets refreshed when changing
the collection or toggling the use count option.
This is a bit more manual but the previous code of refreshing the
list while evaluating the depsgraph was unreliable.
This also fixes it to take properly take into account visibility, and
to work with linked collections for which index writing was missing.
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Use 2.7x keymap preset for full keymap.
Use define to allow further adjustments.
See T55666.
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To prevent the pointcache from being copied-on-write too (and requiring
copying back), the cache is now shared between the original and
evaluated scenes. Reading from the cache is always allowed; running the
sim and writing to the cache is only allowed when the depsgraph is
active.
Some pointers have moved from RigidBodyWorld (RBO) to
RigidBodyWorldShared (RBOS). writefile.c copies some pointers back from
RBOS to RBO so that the file can still be opened on older Blenders
without crashing on a segfault.
The RigidBodyWorldShared struct is written to the blend file, because it
refers to the PointCache ID block.
The RigidObjectShared struct is runtime-only, and thus not saved to the
blend file.
An RNA getter-function is used to hide the new 'shared' pointer. As a
result the Python API hasn't changed.
Reviewed by: campbellbarton
Differential Revision: https://developer.blender.org/D3508
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This prevents it from disappearing when the blend file is saved.
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Note that this commit also fixes serious memory leaks, temp Mesh
generated out of Main from the DM were never freed here!
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This translates the gl calls to the new GPU_ wrappers from D3501.
Given it's tedious and repetitive work, this patch does as much as it can with search + replace, the remainder of the gl calls will need to be manually dealt with on a case by case basis.
This fixes 13 of the 28 failing editors when building without opengl.
For the list of substitutions see D3502
Reviewers: brecht
Differential Revision: https://developer.blender.org/D3502
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Easy to switch to only use (evaluated) mesh instead!
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I moved some code from ED_rigidbody_object_remove() to
BKE_rigidbody_remove_object(), so that calling the latter doesn't leave
the object in rbw->group (causing a crash later on when rebuilding the
depsgraph).
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The idea is to only use pointers to particles in original object when
creating an edit structure. The derived mesh we get from evaluated
object.
The rest of the commit is just keeping pointers in sync.
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This allows to rely on brush to update children positions,
and avoid tag of object. Makes it way faster to comb with
children enabled.
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Currently focused on making parts which are a bottleneck for Spring,
to make things fast as possible. There are surely lots of places
where threading is not currently done, but we can keep doing this,
maybe even with help from the community :)
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Without children we only need to update batch cache. This way
we don't re-evaluate the whole modifier stack just to perform
child particles redistribution.
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This prevents it from disappearing when the blend file is saved.
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Caused by drag event.
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Conflicts:
source/blender/blenkernel/BKE_pointcache.h
source/blender/blenkernel/intern/object.c
source/blender/blenkernel/intern/pointcache.c
source/blender/editors/include/ED_particle.h
source/blender/editors/physics/particle_edit.c
source/blender/editors/physics/particle_edit_undo.c
source/blender/editors/physics/particle_object.c
source/blender/editors/physics/physics_intern.h
source/blender/editors/physics/physics_pointcache.c
source/blender/editors/space_time/space_time.c
source/blender/editors/space_view3d/drawobject.c
source/blender/editors/space_view3d/view3d_edit.c
source/blender/editors/transform/transform_conversions.c
source/blender/editors/transform/transform_generics.c
source/blender/editors/transform/transform_manipulator.c
source/blender/makesrna/intern/rna_object.c
source/blender/makesrna/intern/rna_object_force.c
source/blender/makesrna/intern/rna_sculpt_paint.c
source/blenderplayer/bad_level_call_stubs/stubs.c
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Note that due to RNA get/setters issue, that one may actually add some
G.main usages to the total... But at least it's not hidden anymore in a
very low-level, dark corner of BKE pointcache code!
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Conflicts:
source/blender/blenkernel/intern/blendfile.c
source/blender/blenkernel/intern/node.c
source/blender/blenkernel/intern/particle.c
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This commit actually adds some G.main... but at much, much higher level
than the ones it removes, so should still be better ;)
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Makes ADD brush to work.
At some point children particles draw got broken, children are not
visible for until first stroke is done. Still looking into it.
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Depsgraph is not available on file load yet.
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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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Strip unindented comment blocks - mainly headers to avoid conflicts.
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Conflicts:
intern/cycles/blender/blender_curves.cpp
source/blender/blenkernel/BKE_particle.h
source/blender/blenkernel/intern/modifier.c
source/blender/blenkernel/intern/object_update.c
source/blender/blenkernel/intern/particle_system.c
source/blender/editors/object/object_modifier.c
source/blender/editors/physics/physics_fluid.c
source/blender/makesrna/intern/rna_particle.c
source/blender/modifiers/intern/MOD_particlesystem.c
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Had to add some G.main to modifiers, but in 2.8 we do not need that
anymore, so it's not that bad! ;)
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Modifiers stack only get COW/evaluated IDs, so no need to go auery again
DEG for those. Further more, now unified handling of EditBMesh case (was
done on case-by-case basis in a few modifiers, not all for some reason).
We are still missing the ability to get final and cage deformed meshes
when in Edit mode though, this is to be defined/implemented in depsgraph.
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