Age | Commit message (Collapse) | Author |
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Remain convinced that it should not be possible for undo code to run in
parallel with DEG eval... But for now, this whould prevent static
override code to dive into this collection.
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Was mixed with object functionality.
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Pass instead of editmesh or toolsettings.
Needed for multi edit-mode
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Looks like someone changed the signature of some RNA update callback,
and for some reason that 'change skey' update function was not updated
(or later got merged from master)...
We'll need RNA to check for its func signatures, some day...
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- 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
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Those are not used by new dependency graph and are not needed for properly
created rigs with new granular nodes.
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This allows a duplicator (as known as dupli parent) to be in a visible
collection so its duplicated objects are visible, however while being
invisible for the final render.
An object that is a particle emitter is also considered a duplicator.
Many thanks for the reviewers for the extense feedback.
Reviewers: sergey, campbellbarton
Differential Revision: https://developer.blender.org/D2966
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Users can change the group collection visibility in the outliner
when looking at groups.
Regular collections on the other hand don't have any special visibility control,
if you need a collection to be invisible during render, either don't link it
into the view layer used for F12, or disable it.
This includes:
* Updated unittests - update your lib/tests/layers folder.
* Subversion bump - branches be aware of that.
Note:
Although we are using eval_ctx to determine the visibility of a group collection
when rendering, the depsgraph is still using the same depsgraph for the viewport
and the render engine, so at the moment the render visibility is ignored.
Following next is a workaround for this separately to tag the groups before and
after rendering to tackle that.
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This would happen if you tried to access the collection property for an object
that has not being evaluated by the depsgraph.
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You can now override loc/rot/scale of objects and posebones.
Also added a basic operator to make an override of active linked object,
but this is very limited/wip/testing feature (you have to manually override
object and its armature, and relink to proper local overrides
yourself...). Final 'make proxy killer' will be much more automated of
course.
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object.is_from_set
object.is_from_duplicator
We need them for the unittests, and users can benefit from it as well.
Note, this only makes sense when reading objects from depsgraph:
`bpy.context.depsgraph.objects`
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While getting rid of Scene->base we got the following fixes:
* Fix "Convert To" operator
* Fix "NLA allowing to selected objects that are not selectable
* Fix scene.objects (readonly, no option to link/unlink)
Note: Collada needs to use the context SceneLayer for adding objects
however I added a placeholder, so Collada maintainers can fix this
properly.
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Conflicts:
intern/cycles/device/device.cpp
source/blender/blenkernel/intern/library.c
source/blender/blenkernel/intern/material.c
source/blender/editors/object/object_add.c
source/blender/editors/object/object_relations.c
source/blender/editors/space_outliner/outliner_draw.c
source/blender/editors/space_outliner/outliner_edit.c
source/blender/editors/space_view3d/drawobject.c
source/blender/editors/util/ed_util.c
source/blender/windowmanager/intern/wm_files_link.c
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This makes code closer to id_override/assent-engine ones, which
introduce a new type of linked data, and hence reserve
ID_IS_LINKED_DATABLOCK to real linked datablocks.
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Practically all access to enum data is read-only.
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Iterate over invisible objects too, so lamps can still lit the scene.
Also, now you can use a collection to set an object to invisible, not
only to visible.
For example:
Scene > Master collection > bedroom > furniture
Scene > View Layer > bedroom (visible)
> furniture (invisible)
The View Layer has two linked collections, bedroom and furniture.
This setup will make the furniture collection invisible.
Note: Unlike what was suggested on D2849, this does not make collection
visibility influence camera visibility. I will keep this as a separate
patch.
Reviewers: sergey
Subscribers: sergey, brecht, fclem
Differential Revision: https://developer.blender.org/D2849
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Use same 5 digits precision as we already use for e.g. Object's
location, for Object's dimensions too.
To be backported to 2.79a, should we do it.
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For use by manipulators since they don't have their own persistent data
in the blend file.
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Those functions did not use evaluation context.
Also fixed lots of unused variables warnings caused by commented out code which
needs to be ported away from DerivedMesh and to evaluation context.
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Note that some little parts of code have been dissabled because eval_ctx
was not available there. This should be resolved once DerivedMesh is
replaced.
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Behavior for mixing object-data & dupli data was confusing,
exporters and render engines often got it wrong.
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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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BKE_depsgraph.h
This removes BKE_depsgraph.h and depsgraph.c
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Add face maps, needed for face-map widgets,
only data structure, widgets will be separate commit.
This comes from 'custom-manipulator' branch with only minor changes.
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assigned dupli_group
Stupid RNA accessor was not handling usercount at all on Object.dupli_group...
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The Issue
=======
For a long time now MinGW has been unsupported and unmaintained and at this point,
it looks like something that we should just leave behind and move on.
Why Remove
==========
One of the big motivations for MinGW back in the day is that it was free compared to MSVC which was licensed based.
However, now that this is no longer true we have basically stopped updating the need CMake files.
Along with the CMake files, there are several patches to the extern libs needed to make this work. For example, see:
https://developer.blender.org/diffusion/B/browse/master/extern/carve/patches/mingw_w64.patch
If we wanted to keep MinGW then we would need to make more custom patches to the external libs and
this is not something our platform maintainers are willing to do.
For example, here is the patches needed to build python: https://github.com/Alexpux/MINGW-packages/tree/master/mingw-w64-python3
Fixes T51301
Differential Revision: https://developer.blender.org/D2648
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- MTexPoly structure & layer type.
- The 'Mesh.uv_textures' layers.
- DerivedMesh TexFace drawing.
- Scripts & UI.
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This reverts commit 76425feed8644a8fe1c0e52ef3f77b95012ba44e.
** Note **
This was supposed to be a merge, but it was rebased.
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Object Info node can be useful to give some variation to a single material assigned to multiple instances. This patch adds support for Viewport and BI.
{F499530}
Example: {F499528}
Reviewers: merwin, brecht, dfelinto
Reviewed By: brecht
Subscribers: duarteframos, fclem, homyachetser, Evgeny_Rodygin, AlexKowel, yurikovelenov
Differential Revision: https://developer.blender.org/D2425
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Object Info node can be useful to give some variation to a single material assigned to multiple instances. This patch adds support for Viewport and BI.
{F499530}
Example: {F499528}
Reviewers: merwin, brecht, dfelinto
Reviewed By: brecht
Subscribers: duarteframos, fclem, homyachetser, Evgeny_Rodygin, AlexKowel, yurikovelenov
Differential Revision: https://developer.blender.org/D2425
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This way we can set a property via RNA, and also force an update of scene layer (which I am using for unittesting)
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