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This moves the `alembic`, `avi`, `collada`, and `usd` modules into a common
`io` directory.
This also cleans up some `#include "../../{somedir}/{somefile}.h"` by
adding `../../io/{somedir}` to `CMakeLists.txt` and then just using
`#include "{somefile}.h"`.
No functional changes.
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This is a more correct fix to the issue Brecht was fixing in D6600.
While the fix in that patch worked fine for linking it broke ASAN
runtime under some circumstances.
For example, `make full debug developer` would compile, but trying
to start blender will cause assert failure in ASAN (related on check
that ASAN is not running already).
Top-level idea: leave it to CMake to keep track of dependency graph.
The root of the issue comes to the fact that target like "blender" is
configured to use a lot of static libraries coming from Blender sources
and to use external static libraries. There is nothing which ensures
order between blender's and external libraries. Only order of blender
libraries is guaranteed.
It was possible that due to a cycle or other circumstances some of
blender libraries would have been passed to linker after libraries
it uses, causing linker errors.
For example, this order will likely fail:
libbf_blenfont.a libfreetype6.a libbf_blenfont.a
This change makes it so blender libraries are explicitly provided
their dependencies to an external libraries, which allows CMake to
ensure they are always linked against them.
General rule here: if bf_foo depends on an external library it is
to be provided to LIBS for bf_foo.
For example, if bf_blenkernel depends on opensubdiv then LIBS in
blenkernel's CMakeLists.txt is to include OPENSUBDIB_LIBRARIES.
The change is made based on searching for used include folders
such as OPENSUBDIV_INCLUDE_DIRS and adding corresponding libraries
to LIBS ion that CMakeLists.txt. Transitive dependencies are not
simplified by this approach, but I am not aware of any downside of
this: CMake should be smart enough to simplify them on its side.
And even if not, this shouldn't affect linking time.
Benefit of not relying on transitive dependencies is that build
system is more robust towards future changes. For example, if
bf_intern_opensubiv is no longer depends on OPENSUBDIV_LIBRARIES
and all such code is moved to bf_blenkernel this will not break
linking.
The not-so-trivial part is change to blender_add_lib (and its
version in Cycles). The complexity is caused by libraries being
provided as a single list argument which doesn't allow to use
different release and debug libraries on Windows. The idea is:
- Have every library prefixed as "optimized" or "debug" if
separation is needed (non-prefixed libraries will be considered
"generic").
- Loop through libraries passed to function and do simple parsing
which will look for "optimized" and "debug" words and specify
following library to corresponding category.
This isn't something particularly great. Alternative would be to
use target_link_libraries() directly, which sounds like more code
but which is more explicit and allows to have more flexibility
and control comparing to wrapper approach.
Tested the following configurations on Linux, macOS and Windows:
- make full debug developer
- make full release developer
- make lite debug developer
- make lite release developer
NOTE: Linux libraries needs to be compiled with D6641 applied,
otherwise, depending on configuration, it's possible to run into
duplicated zlib symbols error.
Differential Revision: https://developer.blender.org/D6642
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A collection of smaller changes that are required in the /blender/source files. A lot of them are also due to variable renaming.
Reviewed By: sergey
Maniphest Tasks: T59995
Differential Revision: https://developer.blender.org/D3855
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Resolve linking issues, warnings.
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The term mirror on it's own is too ambiguous, use BKE_mesh prefix.
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Custom profiles in bevel allows the profile curve to be controlled by
manually placed control points. Orientation is regularized along
groups of edges, and the 'pipe case' is updated. This commit includes
many updates to comments and changed variable names as well.
A 'cutoff' vertex mesh method is added to bevel in addition to the
existing grid fill option for replacing vertices.
The UI of the bevel modifier and tool are updated and unified.
Also, a 'CurveProfile' widget is added to BKE for defining the profile
in the interface, which may be useful in other situations.
Many thanks to Howard, my mentor for this GSoC project.
Reviewers: howardt, campbellbarton
Differential Revision: https://developer.blender.org/D5516
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Use defaults from DNA_*_defaults.h headers, this avoids calling
RNA_def_property_*_default explicitly & having to repeat values.
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That file was getting out of control, now comparison/override RNA code is
in `rna_access_compare_override.c`. 1K lines of code for now, but that
area is likely to grow more in the future...
Note that we can probably split more out of `rna_access.c`, but for now
that will do.
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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
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Tested to work on Linux and macOS.
This will be enabled once all platforms are verified.
See D4684
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No functional change, this adds LIB definition and args to cmake files.
Without this it's difficult to migrate away from 'BLENDER_SORTED_LIBS'
since there are many platforms/configurations that could break when
changing linking order.
Manually add and enable WITHOUT_SORTED_LIBS to try building
without sorted libs (currently fails since all variables are empty).
This check will eventually be removed.
See T46725.
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This reverts commit 8b235dd2e3995a61e2a7db1ac2bc9eefe1394456.
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With pthreads now being static, there is no more reason to copy the dll.
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makesrna requires the pthread dll to be available before it can run.
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rB94f83a4ebd929e7c4f405b1c78d9db842dfe1689 introduced a dependency on pthreads
but did not add it to the linker inputs.
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Some RNA errors are quite similar, use clog for consistent logging that
always includes the file, function and line number - making errors
quicker to troubleshoot.
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Following removal from C source code.
See: 8c68ed6df16d8893
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This commit makes it so that subsurf/multires modifiers will respect
the WITH_OPENSUBDIV option. The WITH_OPENSUBDIV_MODIFIER option is
now gone.
For artists it mean that subsurf modifier will behave same as it is
planned for 2.80. Multires will now support sculpting, but it has some
known limitations. Those will be worked on before the final release.
If OpenSubdiv is disabled, no subsurf/multires functionality will
present.
For the details see:
https://wiki.blender.org/wiki/Reference/Release_Notes/2.80/Modeling#Subsurf.2FMultires
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For users it defines how accurate vertex positions are in terms
of limit surface (as in, how close the vertices locations to the
condition when they are calculated for an infinitely subdivided
mesh).
This affects things like:
- Irregular vertices (joint of 3 or more edges)
- Crease
Keep quality value low for performance.
NOTE: Going higher does not necessarily mean real improvement
in quality, ideal case might be reached well before maximum
quality of 10. Quality of 3 is a good starting point.
Internally quality is translated directly to adaptive subdivision
level.
Reviewers: brecht
Reviewed By: brecht
Differential Revision: https://developer.blender.org/D3599
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This commit merge the full development done in greasepencil-object branch and include mainly the following features.
- New grease pencil object.
- New drawing engine.
- New grease pencil modes Draw/Sculpt/Edit and Weight Paint.
- New brushes for grease pencil.
- New modifiers for grease pencil.
- New shaders FX.
- New material system (replace old palettes and colors).
- Split of annotations (old grease pencil) and new grease pencil object.
- UI adapted to blender 2.8.
You can get more info here:
https://code.blender.org/2017/12/drawing-2d-animation-in-blender-2-8/
https://code.blender.org/2018/07/grease-pencil-status-update/
This is the result of nearly two years of development and I want thanks firstly the other members of the grease pencil team: Daniel M. Lara, Matias Mendiola and Joshua Leung for their support, ideas and to keep working in the project all the time, without them this project had been impossible.
Also, I want thanks other Blender developers for their help, advices and to be there always to help me, and specially to Clément Foucault, Dalai Felinto, Pablo Vázquez and Campbell Barton.
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Edit doxy files and header guards only.
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The ClayEngine was introduced to test the blender2.8 architecture during
development. As currently we have the wanted features implemented with
matcaps we are going to remove the clay engine as it was never intended
to be an official releasable engine
Note: The test cases are never run. But when enabled will be skipped as
they were implemented over the Clay Engine
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Conflicts:
source/blender/editors/io/io_collada.c
source/blender/editors/object/object_bake.c
source/blender/editors/object/object_edit.c
source/blender/editors/render/render_internal.c
source/blender/makesrna/intern/rna_object_api.c
source/blenderplayer/bad_level_call_stubs/stubs.c
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This will currently only work for the RelWithDebInfo configuration since asan
does not support the debug crt. for source line information in the reports,
you need a copy of llvm-symbolizer in the blender folder or set the
ASAN_SYMBOLIZER_PATH environment variable to point to it. Currently (as of
6.0.0) llvm-symbolizer does not ship with the binary clang/llvm distribution.
Reviewers: campbellbarton
Differential Revision: https://developer.blender.org/D3446
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This patch adds support for:
- Per space-type tools (3D view and edit).
- Per mode tools (object, edit, weight-paint .. etc).
The top-bar shows the last activated tools options, this is a design
issue with using a global topbar to show per-space settings.
See D3395
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This feature is limited (only byte PPM output, no multi-view),
only works with specific configurations.
This also causes some maintenance overhead
when testing changes to the render pipeline.
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Folders removed entirely:
* //extern/recastnavigation
* //intern/decklink
* //intern/moto
* //source/blender/editors/space_logic
* //source/blenderplayer
* //source/gameengine
This includes DNA data and any reference to the BGE code in Blender itself.
We are bumping the subversion.
Pending tasks:
* Tile/clamp code in image editor draw code.
* Viewport drawing code (so much of this will go away because of BI removal
that we can wait until then to remove this.
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rna_scene.c was getting way too big with data that was related to
DNA_layer_types.h.
I tried doing it earlier, but failed. But now with the new changes I think it's
better to do this sooner than later.
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It has been deprecated since at least macOS 10.9 and fully removed in 10.12.
I am unsure if we should remove it only in 2.8. But you cannot build blender with it supported when using a modern xcode version anyway so I would tend towards just removing it also for 2.79 if that ever happens.
Reviewers: mont29, dfelinto, juicyfruit, brecht
Reviewed By: mont29, brecht
Subscribers: Blendify, brecht
Maniphest Tasks: T52807
Differential Revision: https://developer.blender.org/D2333
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Deleting the old internal audaspace.
Major changes from there are:
- The whole library was refactored to use C++11.
- Many stability and performance improvements.
- Major Python API refactor:
- Most requested: Play self generated sounds using numpy arrays.
- For games: Sound list, random sounds and dynamic music.
- Writing sounds to files.
- Sequencing API.
- Opening sound devices, eg. Jack.
- Ability to choose different OpenAL devices in the user settings.
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Initial support for Python/Manipulator integration
from 'custom-manipulators' branch.
Supports:
- Registering custom manipulators & manipulator-groups.
- Modifying RNA properties, custom values via get/set callbacks,
or invoking an operator.
- Drawing shape presets for Python defined manipulators (arrow, circle, face-maps)
Limitations:
- Only float properties supported.
- Drawing only supported via shape presets.
(we'll likely want a way to define custom geometry or draw directly).
- When to refresh, recalculate manipulators will likely need
integration with notifier system.
Development will be continued in the 2.8 branch
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This makes manipulator access closer to operators,
and allows Python access.
This adds RNA for manipulators, but not Python registration yet.
- Split draw style into 2x settings:
`draw_style` (enum) & `draw_options` (enum-flag)
- Rename wmManipulator.properties -> properties_edit,
Use wmManipulator.properties for ID-properties.
Note that this area of the API will need further work since
manipulators now have 2 kinds of properties & API's to access them.
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Probe is a real general term, the new name is used often in docs online.
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We went for a new datablock because blending probe functionality with empties was going to be messy.
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This commit does the main integration of workspaces, which is a design we agreed on during the 2.8 UI workshop (see https://wiki.blender.org/index.php/Dev:2.8/UI/Workshop_Writeup)
Workspaces should generally be stable, I'm not aware of any remaining bugs (or I've forgotten them :) ). If you find any, let me know!
(Exception: mode switching button might get out of sync with actual mode in some cases, would consider that a limitation/ToDo. Needs to be resolved at some point.)
== Main Changes/Features
* Introduces the new Workspaces as data-blocks.
* Allow storing a number of custom workspaces as part of the user configuration. Needs further work to allow adding and deleting individual workspaces.
* Bundle a default workspace configuration with Blender (current screen-layouts converted to workspaces).
* Pressing button to add a workspace spawns a menu to select between "Duplicate Current" and the workspaces from the user configuration. If no workspaces are stored in the user configuration, the default workspaces are listed instead.
* Store screen-layouts (`bScreen`) per workspace.
* Store an active screen-layout per workspace. Changing the workspace will enable this layout.
* Store active mode in workspace. Changing the workspace will also enter the mode of the new workspace. (Note that we still store the active mode in the object, moving this completely to workspaces is a separate project.)
* Store an active render layer per workspace.
* Moved mode switch from 3D View header to Info Editor header.
* Store active scene in window (not directly workspace related, but overlaps quite a bit).
* Removed 'Use Global Scene' User Preference option.
* Compatibility with old files - a new workspace is created for every screen-layout of old files. Old Blender versions should be able to read files saved with workspace support as well.
* Default .blend only contains one workspace ("General").
* Support appending workspaces.
Opening files without UI and commandline rendering should work fine.
Note that the UI is temporary! We plan to introduce a new global topbar
that contains the workspace options and tabs for switching workspaces.
== Technical Notes
* Workspaces are data-blocks.
* Adding and removing `bScreen`s should be done through `ED_workspace_layout` API now.
* A workspace can be active in multiple windows at the same time.
* The mode menu (which is now in the Info Editor header) doesn't display "Grease Pencil Edit" mode anymore since its availability depends on the active editor. Will be fixed by making Grease Pencil an own object type (as planned).
* The button to change the active workspace object mode may get out of sync with the mode of the active object. Will either be resolved by moving mode out of object data, or we'll disable workspace modes again (there's a `#define USE_WORKSPACE_MODE` for that).
* Screen-layouts (`bScreen`) are IDs and thus stored in a main list-base. Had to add a wrapper `WorkSpaceLayout` so we can store them in a list-base within workspaces, too. On the long run we could completely replace `bScreen` by workspace structs.
* `WorkSpace` types use some special compiler trickery to allow marking structs and struct members as private. BKE_workspace API should be used for accessing those.
* Added scene operators `SCENE_OT_`. Was previously done through screen operators.
== BPY API Changes
* Removed `Screen.scene`, added `Window.scene`
* Removed `UserPreferencesView.use_global_scene`
* Added `Context.workspace`, `Window.workspace` and `BlendData.workspaces`
* Added `bpy.types.WorkSpace` containing `screens`, `object_mode` and `render_layer`
* Added Screen.layout_name for the layout name that'll be displayed in the UI (may differ from internal name)
== What's left?
* There are a few open design questions (T50521). We should find the needed answers and implement them.
* Allow adding and removing individual workspaces from workspace configuration (needs UI design).
* Get the override system ready and support overrides per workspace.
* Support custom UI setups as part of workspaces (hidden panels, hidden buttons, customizable toolbars, etc).
* Allow enabling add-ons per workspace.
* Support custom workspace keymaps.
* Remove special exception for workspaces in linking code (so they're always appended, never linked). Depends on a few things, so best to solve later.
* Get the topbar done.
* Workspaces need a proper icon, current one is just a placeholder :)
Reviewed By: campbellbarton, mont29
Tags: #user_interface, #bf_blender_2.8
Maniphest Tasks: T50521
Differential Revision: https://developer.blender.org/D2451
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Previously, every RenderPass would have a bitfield that specified its type. That limits the number of passes to 32, which was reached a while ago.
However, most of the code already supported arbitrary RenderPasses since they were also used to store Multilayer EXR images.
Therefore, this commit completely removes the passflag from RenderPass and changes all code to use the unique pass name for identification.
Since Blender Internal relies on hardcoded passes and to preserve compatibility, 32 pass names are reserved for the old hardcoded passes.
To support these arbitrary passes, the Render Result compositor node now adds dynamic sockets. For compatibility, the old hardcoded sockets are always stored and just hidden when the corresponding pass isn't available.
To use these changes, the Render Engine API now includes a function that allows render engines to add arbitrary passes to the render result. To be able to add options for these passes, addons can now add their own properties to SceneRenderLayers.
To keep the compositor input node updated, render engine plugins have to implement a callback that registers all the passes that will be generated.
From a user perspective, nothing should change with this commit.
Differential Revision: https://developer.blender.org/D2443
Differential Revision: https://developer.blender.org/D2444
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Initial work by Clément Foucault with contributions from Dalai Felinto
(mainly per-collection engine settings logic, and depsgraph iterator placeholder).
This makes Blender require OpenGL 3.3. Which means Intel graphic card
and OSX will break. Disable CLAY_ENGINE in CMake in those cases.
This is a prototype render engine intended to help the design of real
render engines. This is mainly an engine with enphasis in matcap and
ambient occlusion.
Implemented Features
--------------------
* Clay Render Engine, following the new API, to be used as reference for
future engines
* A more complete Matcap customization with more options
* Per-Collection render engine settings
* New Ground Truth AO - not enabled
Missing Features
----------------
* Finish object edit mode
- Fix shaders to use new matrix
- Fix artifacts when edge does off screen
- Fix depth issue
- Selection sillhouette
- Mesh wires
- Use mesh normals (for higher quality matcap)
- Non-Mesh objects drawing
- Widget drawing
- Performance issues
* Finish mesh edit mode
- Derived-Mesh-less edit mode API (mesh_rende.c)
* General edit mode
- Per-collection edit mode settings
* General engines
- Per-collection engine settings
(they are their, but they still need to be flushed by depsgraph, and
used by the drawing code)
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This reverts commit 5aa19be91263a249ffae75573e3b32f24269d890 and b4a721af694817fa921b119df83d33ede7d7fed0.
Due to postponement of particle system rewrite it was decided to put particle code
back into the 2.8 branch for the time being.
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In addition to pack of conflicts listed below, also had to comment out particle part of new Alembic code... :/
Conflicts:
intern/ghost/intern/GHOST_WindowWin32.cpp
source/blender/blenkernel/BKE_effect.h
source/blender/blenkernel/BKE_pointcache.h
source/blender/blenkernel/intern/cloth.c
source/blender/blenkernel/intern/depsgraph.c
source/blender/blenkernel/intern/dynamicpaint.c
source/blender/blenkernel/intern/effect.c
source/blender/blenkernel/intern/particle_system.c
source/blender/blenkernel/intern/pointcache.c
source/blender/blenkernel/intern/rigidbody.c
source/blender/blenkernel/intern/smoke.c
source/blender/blenkernel/intern/softbody.c
source/blender/depsgraph/intern/builder/deg_builder_relations.cc
source/blender/gpu/intern/gpu_debug.c
source/blender/makesdna/DNA_object_types.h
source/blender/makesrna/intern/rna_particle.c
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