Age | Commit message (Collapse) | Author |
|
2.8x branch added bContext arg in many places,
pass eval-context instead since its not simple to reason about what
what nested functions do when they can access and change almost anything.
Also use const to prevent unexpected modifications.
This fixes crash loading files with shadows,
since off-screen buffers use a NULL context for rendering.
|
|
|
|
That one was doing exactly same thing as `dm->getLoopTriArray()`, no
point in having twice the same code here...
|
|
Own previous fix (rBd5d626df236b) was not valid, curves are actually
supported by SoftBodies. It was rather a mere UI bug, which was not
including Surfaces and Font obect types in those valid for softbody UI.
Thanks to @brecht for the head up!
Also, fix safe for 2.79, btw.
|
|
For some reasons (c) softbody modifier was marked as compatible with
curves... Would need much more work though, so for now just removing
that flag!
|
|
|
|
|
|
|
|
|
|
Conflicts:
source/blender/modifiers/intern/MOD_meshsequencecache.c
|
|
Use same trick as in DataTransfer modifier e.g. to avoid modifying
existing mesh's data.
|
|
This will allow much finer controll over how we copy data-blocks, from
full copy in Main database, to "lighter" ones (out of Main, inside an
already allocated datablock, etc.).
This commit also transfers a llot of what was previously handled by
per-ID-type custom code to generic ID handling code in BKE_library.
Hopefully will avoid in future inconsistencies and missing bits we had
all over the codebase in the past.
It also adds missing copying handling for a few types, most notably
Scene (which where using a fully customized handling previously).
Note that the type of allocation used during copying (regular in Main,
allocated but outside of Main, or not allocated by ID handling code at
all) is stored in ID's, which allows to handle them correctly when
freeing. This needs to be taken care of with caution when doing 'weird'
unusual things with ID copying and/or allocation!
As a final note, while rather noisy, this commit will hopefully not
break too much existing branches, old 'API' has been kept for the main
part, as a wrapper around new code. Cleaning it up will happen later.
Design task : T51804
Phab Diff: D2714
|
|
This will allow much finer controll over how we copy data-blocks, from
full copy in Main database, to "lighter" ones (out of Main, inside an
already allocated datablock, etc.).
This commit also transfers a llot of what was previously handled by
per-ID-type custom code to generic ID handling code in BKE_library.
Hopefully will avoid in future inconsistencies and missing bits we had
all over the codebase in the past.
It also adds missing copying handling for a few types, most notably
Scene (which where using a fully customized handling previously).
Note that the type of allocation used during copying (regular in Main,
allocated but outside of Main, or not allocated by ID handling code at
all) is stored in ID's, which allows to handle them correctly when
freeing. This needs to be taken care of with caution when doing 'weird'
unusual things with ID copying and/or allocation!
As a final note, while rather noisy, this commit will hopefully not
break too much existing branches, old 'API' has been kept for the main
part, as a wrapper around new code. Cleaning it up will happen later.
Design task : T51804
Phab Diff: D2714
|
|
|
|
|
|
|
|
|
|
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.
|
|
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.
|
|
This commit effectively makes workspace switching useless as far as the
active scene layer goes.
The functions from the scene layer API to get the correct scene layer
from "context" were a placeholder to be addressed by the workspace
commit.
When workspace was merged, however G.main was used as a replacement to pass the
correct argument for the functions. As it turned out (surprise!) this
leads to crash on render preview.
We need to get rid of:
* BKE_scene_layer_context_active_ex_PLACEHOLDER
* BKE_scene_layer_context_active_PLACEHOLDER
And either use SceneLayer explicitly or replace it by:
* BKE_scene_layer_from_workspace_get
|
|
This is a first step towards proper depsgraph "ownership", where
we would allow scene to be in multiple states dependent on active
workspace or scene layer.
This commit introduces a basic API to get proper dependency graph
for a given scene layer. It also renames scene->depsgraph to
depsgraph_legacy, so it's easier to search0-n-replace in the future.
|
|
|
|
modifier.
|
|
|
|
|
|
Was needlessly complicated code, forgot to copy a value (foam_fade), and
was utterly leaking memory!
|
|
|
|
function.
*Sigh* One more example of why we should keep ID management handling in
as few places as possible! It's impossible to keep more than a few
places in sync regarding which ID pointer is refcounted etc.
|
|
Also generally simplify/sanitize this copy code.
|
|
|
|
This way the code is more decoupled from the way where depsgraph is stored.
|
|
|
|
Was looping three times over the source mesh's vertices to get min/max
along all three axes... Nothing critical, but still!
|
|
|
|
This way we reduce amount of time wasted in spin-lock later on when all threads
are starting to sample texture.
|
|
|
|
Differential Revision: https://developer.blender.org/D2688
|
|
- MTexPoly structure & layer type.
- The 'Mesh.uv_textures' layers.
- DerivedMesh TexFace drawing.
- Scripts & UI.
|
|
- Derived-mesh drawing.
- All non UV members of TexFace structs.
MTexPoly is now redundant but keeping with a dummy member,
will check on complete removal later.
|
|
TexFace complicates the now more popular shading pipeline by having
per-face images, see: T51382 for details.
To keep the ability to select a per-material edit-image
(used with UV-mapping workflow), the material now stores an image
which will be set when changing images in edit-mode.
This is used as a bake-target when not using Cycles too.
|
|
Conflicts:
source/blender/blenloader/intern/versioning_270.c
|
|
Root of the issue here was that two stupid modifiers could create named
vgroup CD layers (vgroup editing ones... shame on me :") ).
Fix that, and added some versionning code to also fix 'corrupted' blend
files created by those so far.
|
|
There is no more point of keep those around. ES20 may need special case
when/if we dabble with it again. Meanwhile no point on polluting the
code with this.
(ghost still has reference for the PROFILE, but that's reasonable)
|
|
|
|
Nothing terribly exciting, just a hackish implementation of solid mode CDDM
drawing for cases when we are building with core profile.
The goal is to be able to see SOMETHING with new OpenGL for thew guys who
tests alembic and friends in blender2.8 branch. This is a temporary solution,
the whole drawing will be reworked. Limited to hardcoded material and lighting.
Selection outline color is also hardcoded because of lack of glColor() in the
core profile.
After this commit there is no big stoppers from stop worrying about legacy
OpenGL, so we can go core profile as the only way for Blender.
While some areas will become broken after that, we'd better just fix them
after that and for now just focus on more important design work.
|
|
|
|
|
|
|
|
|
|
|