Age | Commit message (Collapse) | Author |
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When definining static variables that own memory, you should
use the "construct on first use" idiom. Otherwise, you'll get
a warning when Blender exits.
More details are provided in D8354.
Differential Revision: https://developer.blender.org/D8354
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Function names will be updated in a separate commit.
This will be the place for the new particle system and other
code related to the Simulation data block. We don't want
to have all that code in blenkernel.
Approved by brecht.
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This needs some extra care, which is probably easier once the initial
pass over integration is done.
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This replaces the cmake options `WITH_NEW_OBJECT_TYPES` and
`WITH_NEW_SIMULATION_TYPE` with two experimental userpref settings:
* `use_new_particle_system`: Enables the point cloud type and the simulation editor.
* `use_new_hair_type`: Only displays the add-operator in the add menu for now.
Note, in the current state you can't do anything productive with the new particle
system or the new hair type. Features will be added step by step in the upcoming
weeks and months.
Reviewers: brecht
Differential Revision: https://developer.blender.org/D8096
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Some of the files were (indirectly) using dna_type_offsets.h without
adding dependency from bf_dna (which is needed to ensure the file is
generated prior to library compilation).
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This data block will be the container for simulation node trees.
It will be used for the new particle node system (T73324).
The new data block has the type `ID_SIM`.
It is not visible to users and other developers by default yet.
To enable it, activate the cmake option `WITH_NEW_SIMULATION_TYPE`.
New simulation data blocks can be created by running `bpy.data.simulations.new("name")`.
Reviewers: brecht
Differential Revision: https://developer.blender.org/D7225
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Only the volume object is exposed in the user interface. It is based on OpenVDB
internally. Drawing and rendering code will follow in another commit.
https://wiki.blender.org/wiki/Source/Objects/Volume
https://wiki.blender.org/wiki/Reference/Release_Notes/2.83/Volumes
Hair and PointCloud object types are hidden behind a WITH_NEW_OBJECT_TYPES
build option. These are unfinished, and included only to make it easier to
cooperate on development in the future and avoid tricky merges.
https://wiki.blender.org/wiki/Source/Objects/New_Object_Types
Ref T73201, T68981
Differential Revision: https://developer.blender.org/D6945
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NOTE: While most of the milestone 1 goals are there, a few smaller features and
improvements are still to be done.
Big picture of this milestone: Initial, OpenXR-based virtual reality support
for users and foundation for advanced use cases.
Maniphest Task: https://developer.blender.org/T71347
The tasks contains more information about this milestone.
To be clear: This is not a feature rich VR implementation, it's focused on the
initial scene inspection use case. We intentionally focused on that, further
features like controller support are part of the next milestone.
- How to use?
Instructions on how to use this are here:
https://wiki.blender.org/wiki/User:Severin/GSoC-2019/How_to_Test
These will be updated and moved to a more official place (likely the manual) soon.
Currently Windows Mixed Reality and Oculus devices are usable. Valve/HTC
headsets don't support the OpenXR standard yet and hence, do not work with this
implementation.
---------------
This is the C-side implementation of the features added for initial VR
support as per milestone 1. A "VR Scene Inspection" Add-on will be
committed separately, to expose the VR functionality in the UI. It also
adds some further features for milestone 1, namely a landmarking system
(stored view locations in the VR space)
Main additions/features:
* Support for rendering viewports to an HMD, with good performance.
* Option to sync the VR view perspective with a fully interactive,
regular 3D View (VR-Mirror).
* Option to disable positional tracking. Keeps the current position (calculated
based on the VR eye center pose) when enabled while a VR session is running.
* Some regular viewport settings for the VR view
* RNA/Python-API to query and set VR session state information.
* WM-XR: Layer tying Ghost-XR to the Blender specific APIs/data
* wmSurface API: drawable, non-window container (manages Ghost-OpenGL and GPU
context)
* DNA/RNA for management of VR session settings
* `--debug-xr` and `--debug-xr-time` commandline options
* Utility batch & config file for using the Oculus runtime on Windows.
* Most VR data is runtime only. The exception is user settings which are saved
to files (`XrSessionSettings`).
* VR support can be disabled through the `WITH_XR_OPENXR` compiler flag.
For architecture and code documentation, see
https://wiki.blender.org/wiki/Source/Interface/XR.
---------------
A few thank you's:
* A huge shoutout to Ray Molenkamp for his help during the project - it would
have not been that successful without him!
* Sebastian Koenig and Simeon Conzendorf for testing and feedback!
* The reviewers, especially Brecht Van Lommel!
* Dalai Felinto for pushing and managing me to get this done ;)
* The OpenXR working group for providing an open standard. I think we're the
first bigger application to adopt OpenXR. Congratulations to them and
ourselves :)
This project started as a Google Summer of Code 2019 project - "Core Support of
Virtual Reality Headsets through OpenXR" (see
https://wiki.blender.org/wiki/User:Severin/GSoC-2019/).
Some further information, including ideas for further improvements can be found
in the final GSoC report:
https://wiki.blender.org/wiki/User:Severin/GSoC-2019/Final_Report
Differential Revisions: D6193, D7098
Reviewed by: Brecht Van Lommel, Jeroen Bakker
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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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