Age | Commit message (Collapse) | Author |
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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
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Own error in 7398b3b7
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Making those arrays static remove them from exported symbols, which
breaks API doc generation script.
To be backported to 2.79 branch.
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- New manipulator tracks lamps to position under cursor.
- Works with multiple lamps, keeping relative offsets.
- Holding Ctrl moves the lamp.
- Access via manipulator or Shift-T.
Code could be improved, but like to get feedback from users.
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Missed this in previous commit.
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Was quite stupid reason for this: static size of array.
Now we allocate needed amount of points in heap if requested path length is
getting too big.
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Render-border & crop-node 2d-cage manipulators where unreasonably
complicated to implement because there was no good way to define
the sub-region the manipulator was transforming in
(render border within the camera's frame for example).
Add matrix-space variable,
remove scale property from cage2d manipulator, use matrix instead.
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Was doing this with property get/set but this made view operations
require refreshing manipulator properties.
Simplify by operating on properties in their own space.
Also disable clamping for now since it assumes pixel-space.
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Missed check for non-camera view frame
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Note there are issues clamping & updating,
will resolve as part of changes to cage2d widget.
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Spotted by Ray aka LazyDodo, thanks!
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Also split update flag into draw-steps,
since drawing 3D manipulators was tagging 2D as being refreshed.
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Also minor cleanuup, assign new vars for manipulator group.
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Was Cygwin workaround, no longer needed.
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Keyframe handle vertices (the circles on the ends of the handles)
should always be larger than the central vertex. This brings back the
"outer" radius value from the old gluDisk(), and doubles it to get the
necessary diameter, to scale it properly.
TODO's:
- Get rid of all fills inside these circles
- Make the central vertex square-shaped again
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* Outlines of keyframes were too thick and ugly
* Size differences between keyframe types was being swallowed
by the pixel-fudge factor, leaving colour as the only distinguishing
factor (bad!)
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This changes the Cycles exporting and Cycles/Eevee UI code to support both
output material nodes, giving priority to the renderer native one. Still
missing is Eevee code to prefer the Eevee output node.
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This is still far from prefect, but yet much better than what we had so
far (more consistent with inheritent precision available in floats).
Note that this fixes some (currently commented out) units unittests, and
requires adjusting some others, will be done in next commit.
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Clear instance in case creating creating new instance fails.
In practice this shouldn't happen,
but better not cause further errors if it does.
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Changing lamp type for eg needs to create a new instance.
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