Age | Commit message (Collapse) | Author |
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handling).
This commit changes a lot of how IDs are handled internally, especially the unlinking/freeing
processes. So far, this was very fuzy, to summarize cleanly deleting or replacing a datablock
was pretty much impossible, except for a few special cases.
Also, unlinking was handled by each datatype, in a rather messy and prone-to-errors way (quite
a few ID usages were missed or wrongly handled that way).
One of the main goal of id-remap branch was to cleanup this, and fatorize ID links handling
by using library_query utils to allow generic handling of those, which is now the case
(now, generic ID links handling is only "knwon" from readfile.c and library_query.c).
This commit also adds backends to allow live replacement and deletion of datablocks in Blender
(so-called 'remapping' process, where we replace all usages of a given ID pointer by a new one,
or NULL one in case of unlinking).
This will allow nice new features, like ability to easily reload or relocate libraries, real immediate
deletion of datablocks in blender, replacement of one datablock by another, etc.
Some of those are for next commits.
A word of warning: this commit is highly risky, because it affects potentially a lot in Blender core.
Though it was tested rather deeply, being totally impossible to check all possible ID usage cases,
it's likely there are some remaining issues and bugs in new code... Please report them! ;)
Review task: D2027 (https://developer.blender.org/D2027).
Reviewed by campbellbarton, thanks a bunch.
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Getting a new edit-derived-bmesh was always creating a deform-vert array, even when it wasn't needed.
Since this was called on redraw, in many cases it was doing it unnecessarily.
Now pass in a custom-data mask and only fill in deform-verts when needed.
Gives noticeable drawing speedup (~10-30% here).
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Since ruler allows other operators to run (such as mode-switching).
Only cache snap-context while dragging.
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Short story: draw_lamp would add itself to delayed transp drawing list from 'xray' drawing step.
This was broken, since delayed transp drawing list is always handled **before** delayed xray one.
After undo it lead to segfault crash, v3d->afterdraw_transp still having reference to old freed scene's base.
Also added asserts that those afterdraw list are empty at end of drawing step, should help
avoiding that kind of issue in future.
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Stipple isnt left on during object drawing
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The purpose of the patch is to replace deprecated glShadeModel.
To decrease glShadeModel calls I've set GL_SMOOTH by default
Reviewers: merwin, brecht
Reviewed By: brecht
Subscribers: blueprintrandom, Evgeny_Rodygin, AlexKowel, yurikovelenov
Differential Revision: https://developer.blender.org/D1958
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Drawing a single stick bone set the alignment to 1, applying this setting to the rest of Blender.
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- the name of the enumerator `SNAP_NOT_OBEDIT` was changed to `SNAP_NOT_ACTIVE`.
- the parameter `snap_to_flag` was moved to outside `SnapObjectParams`.
- the member `use_object_edit` was renamed to `use_object_edit_cage`.
- added the arg `params` in `ED_transform_snap_object_project_ray`.
- simplifications in the loop of the function `snapObjectsRay`.
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This way we can have border rendered part in the viewport and have
everything else material/texture shaded.
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This way it is now possible to toggle between material and rendered shading
while previously rendered viewport will always go back to solid shading.
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This commit/patch/branch brings a bunch of powerful new options for B-Bones and
for working with B-Bones, making it easier for animators to create their own
rigs, using fewer bones (which also means hopefully lighter + faster rigs ;)
This functionality was first demoed by Daniel at BConf15
Some highlights from this patch include:
* You can now directly control the shape of B-Bones using a series of properties
instead of being restricted to trying to indirectly control them through the
neighbouring bones. See the "Bendy Bones" panel...
* B-Bones can be shaped in EditMode to define a "curved rest pose" for the bone.
This is useful for things like eyebrows and mouths/eyelids
* You can now make B-Bones use custom bones as their reference bone handles,
instead of only using the parent/child bones. To do so, enable the
"Use Custom Reference Handles" toggle. If none are specified, then the BBone will
only use the Bendy Bone properties.
* Constraints Head/Tail option can now slide along the B-Bone shape, instead of
just linearly interpolating between the endpoints of the bone.
For more details, see:
* http://aligorith.blogspot.co.nz/2016/05/bendy-bones-dev-update.html
* http://aligorith.blogspot.co.nz/2016/05/an-in-depth-look-at-how-b-bones-work.html
-- Credits --
Original Idea: Daniel M Lara (pepeland)
Original Patch/Research: Jose Molina
Additional Development + Polish: Joshua Leung (aligorith)
Testing/Feedback: Daniel M Lara (pepeland), Juan Pablo Bouza (jpbouza)
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Some languages like Chinese or Japanese take three or four bytes per char...
Also fixed some missing translation markers for UI header messages.
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Only set line width in pose-mode
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Separate the creation of trees from EditMesh from the creation of trees from DerivedMesh.
This was meant to simplify the API, but didn't work out so well.
`bvhtree_from_mesh_*` actually is working as `bvhtree_from_derivedmesh_*`.
This is inconsistent with the trees created from EditMesh. Since for create them does not use the DerivedMesh.
In such cases the dm is being used only to cache the tree in the struct DerivedMesh. What is immediately released once
bvhtree is being used in functions that change(tag) the DM cleaning the cache.
- Use a filter function so users of SnapObjectContext can define how edit-mesh elements are handled.
- Remove em_evil.
- bvhtree of EditMesh is now really cached in the snap functions.
- Code becomes organized and easier to maintain.
This is an important patch for future improvements in snapping functions.
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Previously users needed to wait for view orbit to finished,
so quickly pressing keys would gave different result.
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Also make return args explicit.
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- break when object in hit-buffer.
- don't measure distance to object centers that can't be projected.
- take pixelsize into account for distance pixel distance limit.
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Now always use menu-select when using Alt-RMB
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- BKE_blender_version.h (only version defines & versionstr).
- BKE_blender_copybuffer.h (currently only used for view3d copy/paste).
- BKE_blender_undo.h (global undo functions).
- BKE_blendfile.h (high level blend file read/write API).
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This introduces a snap-context that can be re-used for casting rays into the scene
(by operators such as walk-mode, ruler and transform code).
This can be used to cache data between calls too.
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Gives a bit better precision than creating a line in some cases,
use for ED_view3d_win_to_3d.
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This is an attempt to fix report T47991.
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from non-3DView region
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This reverts commit fe0ca82b232dcab29030c4a20b8bd1b033d1d346.
This is a design issue, needs more thinking, for now just revert back to old behavior.
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Regression in GL refactor
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Own changes in 2.77 broke off-screen render with scene render size doesn't match output.
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Just follow setting and don't take world-background into account.
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Once a dupli had a valid bbox, that bbox would be used for all following objects
without bbox, instead of skipping clipping check.
Issue unveiled by rB3fa0a1a5bc0ff2, but not related at all (in fact, bug was present before that commit).
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Partially revert e29a5ba6
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Needed to support alternate search UI's, no functional changes.
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wmOrtho2_region_pixelspace and wmOrtho2_region_ui were doing exact same thing since rBSa86482f81cf3.
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