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2020-10-19Spelling: Loose Versus LoseHarley Acheson
Corrects incorrect usages of the word 'loose' when 'lose' was required. Differential Revision: https://developer.blender.org/D9243 Reviewed by Campbell Barton
2020-10-10Cleanup: use C comments for descriptive textCampbell Barton
Follow our code style guide by using C-comments for text descriptions.
2020-09-21Cleanup: move some paint helpers to ED_ 'namespace'.Bastien Montagne
Those two functions had `BKE_` prefix, were defined in BKE headers, but implemented in ED code, yuck. Moved everything to ED area for now, since those do not look fondamental enough to belong to BKE, and none of their usages requires it currently.
2020-08-21Cleanup: split `BKE_scene_get_depsgraph()` into two functionsSybren A. Stüvel
Split the depsgraph allocation into a separate function `BKE_scene_ensure_depsgraph()`. Parameters are only passed to those functions that actually need them. This removes the the "if that boolean is `false` this pointer is allowed to be `NULL`" logic and more cleanly decouples code. No functional changes.
2020-06-26Fix T78295: reload scripts disables Cycles render passes in the compositorBrecht Van Lommel
Don't auto update render passes in nodes when unregistering render passes or quitting Blender, this should only happen on explicit user action to change the engine or passes.
2020-04-03Code Quality: Replace for loops with LISTBASE_FOREACHDalai Felinto
Note this only changes cases where the variable was declared inside the for loop. To handle it outside as well is a different challenge. Differential Revision: https://developer.blender.org/D7320
2020-04-03Cleanup: Rename bScreen variables from sc/scr to screenJulian Eisel
Part of T74432. Mostly a careful batch rename but had to do few smaller fixes. Also ran clang-format on affected files.
2020-04-03Cleanup: Rename ScrArea variables from sa to areaJulian Eisel
Follow up of b2ee1770d4c3 and 10c2254d412d, part of T74432. Now the area and region naming conventions should be less confusing. Mostly a careful batch rename but had to do few smaller fixes. Also ran clang-format on affected files.
2020-03-19Cleanup: `make format` after SortedIncludes changeDalai 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.
2019-09-11Depsgraph: Pass bmain to depsgraph object creationSergey Sharybin
Currently unused, but will allow to keep of an owner of the depsgraph. Could also simplify other APIs in the future by avoiding to pass bmain explicitly to relation update functions and things like that.
2019-07-31Refactor access to dependency graphSergey Sharybin
This change ensures that operators which needs access to evaluated data first makes sure there is a dependency graph. Other accesses to the dependency graph made it more explicit about whether they just need a valid dependency graph pointer or whether they expect the graph to be already evaluated. This replaces OPTYPE_USE_EVAL_DATA which is now removed. Some general rules about usage of accessors: - Drawing is expected to happen from a fully evaluated dependency graph. There is now a function to access it, which will in the future control that dependency graph is actually evaluated. This check is not yet done because there are some things to be taken care about first: for example, post-update hooks might leave scene in a state where something is still tagged for update. - All operators which needs to access evaluated state must use CTX_data_ensure_evaluated_depsgraph(). This function replaces OPTYPE_USE_EVAL_DATA. The call is generally to be done in the very beginning of the operator, prior other logic (unless this is some comprehensive operator which might or might not need access to an evaluated state). This call is never to be used from a loop. If some utility function requires evaluated state of dependency graph the graph is to be passed as an explicit argument. This way it is clear that no evaluation happens in a loop or something like this. - All cases which needs to know dependency graph pointer, but which doesn't want to actually evaluate it can use old-style function CTX_data_depsgraph_pointer(), assuming that underlying code will ensure dependency graph is evaluated prior to accessing it. - The new functions are replacing OPTYPE_USE_EVAL_DATA, so now it is explicit and local about where dependency graph is being ensured. This commit also contains some fixes of wrong usage of evaluation functions on original objects. Ideally should be split out, but in reality with all the APIs being renamed is quite tricky. Fixes T67454: Blender crash on rapid undo and select Speculation here is that sometimes undo and selection operators are sometimes handled in the same event loop iteration, which leaves non-evaluated dependency graph. Fixes T67973: Crash on Fix Deforms operator Fixes T67902: Crash when undo a loop cut Reviewers: brecht Reviewed By: brecht Subscribers: lichtwerk Maniphest Tasks: T67454 Differential Revision: https://developer.blender.org/D5343
2019-05-16Cycles: Fix missing viewport updates after recent changesSergey Sharybin
We can not access ensured-to-be-evaluated dependency graph from the render API: some of it is running from within evaluation which makes it possible for engines to access list of evaluated IDs. Solved by passing dependency graph to viewport functions, similar to the final render functions.
2019-05-03fix image_changed() doing unneccessary texture updates when texture wasntPhilipp Oeser
using an image Reviewers: brecht Differential Revision: https://developer.blender.org/D4789
2019-04-22Cleanup: style, use braces for editorsCampbell Barton
2019-04-17ClangFormat: apply to source, most of internCampbell Barton
Apply clang format as proposed in T53211. For details on usage and instructions for migrating branches without conflicts, see: https://wiki.blender.org/wiki/Tools/ClangFormat
2019-03-22Fix T62348: Cycles - Viewport rendering not update on switching viewlayerDalai Felinto
It updates only the main window you edit and the non-main window children of this main one. Reviewers: sergey, brecht Differential Revision: https://developer.blender.org/D4528
2019-03-08Cleanup: use plural names for Main listsCampbell Barton
Convention was not to but after discussion on 918941483f7e we agree its best to change the convention. Names now mostly follow RNA. Some exceptions: - Use 'nodetrees' instead of 'nodegroups' since the struct is called NodeTree. - Use 'gpencils' instead of 'grease_pencil' since 'gpencil' is a common abbreviation in the C code. Other exceptions: - Leave 'wm' as it's a list of one. - Leave 'ipo' as is for versioning.
2019-03-07Fix T62328, T62209: revert recent fix for texture slots updates (T60366).Brecht Van Lommel
This causes other issues, revert for now until a better fix is found. Reverts commit da1323d1c95095feff98e8aa054d73fd323c363d.
2019-02-28Fix T60366: texture paint slots not updating when editing material.Brecht Van Lommel
Now always refresh when the material changes. Depsgraph tag moved out of the refresh function since that gets called on depsgraph update, which should not trigger a second depsgraph update.
2019-02-27Cleanup: file rename lamp -> lightCampbell Barton
2019-02-27DNA: rename Lamp -> LightCampbell Barton
- BKE_lamp -> BKE_light - Main.lamp -> light
2019-02-18doxygen: add newline after \fileCampbell Barton
While \file doesn't need an argument, it can't have another doxy command after it.
2019-02-06Cleanup: remove redundant doxygen \file argumentCampbell Barton
Move \ingroup onto same line to be more compact and make it clear the file is in the group.
2019-02-01Cleanup: remove redundant, invalid info from headersCampbell Barton
BF-admins agree to remove header information that isn't useful, to reduce noise. - BEGIN/END license blocks Developers should add non license comments as separate comment blocks. No need for separator text. - Contributors This is often invalid, outdated or misleading especially when splitting files. It's more useful to git-blame to find out who has developed the code. See P901 for script to perform these edits.
2019-01-26Cleanup: remove blender-internal update flagCampbell Barton
2019-01-07Cleanup: add trailing commas to structsCampbell Barton
2018-11-08Fix T57689: world nodes / texture not updating for Eevee.Brecht Van Lommel
Only do GPU material updates through depsgraph evaluation now. This was already happening for material, just missing for the world.
2018-07-17Cleanup: moving shading type into View3DShading.Brecht Van Lommel
So all shading settings are in this struct and can be reused in the OpenGL render engine.
2018-07-10DrawData: Change drawdata to a generic struct shared accross ID typesClément Foucault
This makes tagging much more generic and make the world updates more in line with the new tagging system (Depsgraph).
2018-06-29Cleanup: remove another bunch of DM usages, includes etc.Bastien Montagne
2018-06-29Merge branch 'master' into blender2.8Campbell Barton
2018-06-04Merge branch 'master' into blender2.8Campbell Barton
2018-06-04Cleanup: strip trailing space in editorsCampbell Barton
2018-06-01Merge branch 'master' into blender2.8Campbell Barton
2018-06-01Cleanup: trailing whitespace (comment blocks)Campbell Barton
Strip unindented comment blocks - mainly headers to avoid conflicts.
2018-04-30Draw manager: Fix wrong engine type used for view updateSergey Sharybin
Was causing temporal sampling artifacts when scene is set to Cycles and viewport is set to Eevee. Visually was looking like ghosting or motion blur when moving objects.
2018-04-19Remove Blender Internal and legacy viewport from Blender 2.8.Ton Roosendaal
Brecht authored this commit, but he gave me the honours to actually do it. Here it goes; Blender Internal. Bye bye, you did great! * Point density, voxel data, ocean, environment map textures were removed, as these only worked within BI rendering. Note that the ocean modifier and the Cycles point density shader node continue to work. * Dynamic paint using material shading was removed, as this only worked with BI. If we ever wanted to support this again probably it should go through the baking API. * GPU shader export through the Python API was removed. This only worked for the old BI GLSL shaders, which no longer exists. Doing something similar for Eevee would be significantly more complicated because it uses a lot of multiplass rendering and logic outside the shader, it's probably impractical. * Collada material import / export code is mostly gone, as it only worked for BI materials. We need to add Cycles / Eevee material support at some point. * The mesh noise operator was removed since it only worked with BI material texture slots. A displacement modifier can be used instead. * The delete texture paint slot operator was removed since it only worked for BI material texture slots. Could be added back with node support. * Not all legacy viewport features are supported in the new viewport, but their code was removed. If we need to bring anything back we can look at older git revisions. * There is some legacy viewport code that I could not remove yet, and some that I probably missed. * Shader node execution code was left mostly intact, even though it is not used anywhere now. We may eventually use this to replace the texture nodes with Cycles / Eevee shader nodes. * The Cycles Bake panel now includes settings for baking multires normal and displacement maps. The underlying code needs to be merged properly, and we plan to add back support for multires AO baking and add support to Cycles baking for features like vertex color, displacement, and other missing baking features. * This commit removes DNA and the Python API for BI material, lamp, world and scene settings. This breaks a lot of addons. * There is more DNA that can be removed or renamed, where Cycles or Eevee are reusing some old BI properties but the names are not really correct anymore. * Texture slots for materials, lamps and world were removed. They remain for brushes, particles and freestyle linestyles. * 'BLENDER_RENDER' remains in the COMPAT_ENGINES of UI panels. Cycles and other renderers use this to find all panels to show, minus a few panels that they have their own replacement for.
2018-04-18Workspaces: remove workspace engine, use 3D viewport draw mode instead.Brecht Van Lommel
ViewRender was removed, which means we can't get the render engine for files saved in 2.8. We assume that any files saved in 2.8 were intended to use Eevee and set the engine to that. A fix included with this is that .blend thumbails now draw with Clay mode, and never Eevee or Cycles. These were drawn with solid mode in 2.7, and should be very fast and not e.g. load heavy image textures. Differential Revision: https://developer.blender.org/D3156
2018-04-05Remove workspace object mode, reverts changes w/ 2.8Campbell Barton
This caused too many problems syncing object modes with multiple objects/windows/workspaces, see: D3130 for details.
2018-03-21Fix T54203: crash changing engine w/ project-paintCampbell Barton
2018-02-15Merge branch 'master' into blender2.8Sergey Sharybin
2018-02-08Object Mode: move to workspace structCampbell Barton
- Read-only access can often use EvaluationContext.object_mode - Write access to go to WorkSpace.object_mode. - Some TODO's remain (marked as "TODO/OBMODE") - Add-ons will need updating (context.active_object.mode -> context.workspace.object_mode) - There will be small/medium issues that still need resolving this does work on a basic level though. See D3037
2018-01-29Fix T53598: OpenGL Render Animation does not update shadowsSergey Sharybin
General idea of the fix: skip the whole draw manager callback madness which was used to tag object's engine specific data as dirty. Use generic recalc flag in ObjectEngineData structure instead. This gives us the following benefits; - Sovles mentioned bug report. - Avoids whole interface lookup for opened viewports for EVERY changed ID. - Fixes missing updates when viewport is temporarily invisible. Reviewers: dfelinto, fclem Differential Revision: https://developer.blender.org/D3028
2018-01-19Merge branch 'master' into blender2.8Campbell Barton
2018-01-16Draw manager: Make update context aware of what depsgraph causes updateSergey Sharybin
2018-01-16Depsgraph: pass depsgraph to editors update context structSergey Sharybin
This way callbacks will know which depsgraph is being changed, and where evaluated data is coming from.
2017-12-15Merge branch 'master' into blender2.8Sergey Sharybin
2017-11-29Draw manager: Listen to depsgraph's ID update callbacksSergey Sharybin
This replaces dedicated flag which wasn't clean who sets it and who clears it, and which was also trying to re-implement existing functionality in a way. Flushing is not currently very efficient but there are ways to speed this up a lot, but needs more investigation.
2017-11-28Draw manager: Pass explicit context to DEG scene update callbackSergey Sharybin
This way it is more clear what is needed to be passed and what is available in the callback itself. Thanks Dalai for review and tips about engine type!