It makes much more sense to use the build timestamp of the Blender
binary used to generate that manpage, than the current time.
As a bonus, when Blender building makes use of the SOURCE_DATE_EPOCH envvar
(through CMake, since previous commit), this also propagate automatically
to that man page.
Inspired by D5756 by Bernhard M. Wiedemann (@bmwiedemann), thanks.
`object` is the superclass of all objects. Old-style code could still be
using `class SomeClass(object)` and assigning something else to `object`
could have unexpected results.
This is now also documented in the
[Python style guide](https://wiki.blender.org/wiki/Style_Guide/Python)
on the wiki.
Differential Revision: https://developer.blender.org/D4922
Reviewed by: sergey
We can not access ensured-to-be-evaluated dependency graph from the
render API: some of it is running from within evaluation which makes
it possible for engines to access list of evaluated IDs.
Solved by passing dependency graph to viewport functions, similar to
the final render functions.
One of the usecases is to create mesh from an object is a manner similar to
how Apply Modifiers does it, and have it in the bmain so it can be referenced
by other objects.
This usecase is something what went unnoticed in the previous API changes, so
here is a followup.
Summary of changes:
* bpy.meshes.new_from_object() behaves almost the same as before this change.
The difference now is that it now ensures all referenced data-blocks are
original (for example, materials referenced by the mesh).
* object.to_mesh() now creates free-standing Mesh data-block which is outside
of any bmain. The object owns it, which guarantees the memory never leaks.
It is possible to force free memory by calling object.to_mesh_clear().
Reviewers: brecht
Reviewed By: brecht
Differential Revision: https://developer.blender.org/D4875
Main goal here is to make it obvious and predictable about
what is going on.
Summary of changes.
- Access to dependency graph is now only possible to a fully evaluated
graph. This is now done via context.evaluated_depsgraph_get().
The call will ensure both relations and datablocks are updated.
This way we don't allow access to some known bad state of the graph,
and also making explicit that getting update dependency graph is not
cheap.
- Access to evaluated ID is now possible via id.evaluated_get().
It was already possible to get evaluated ID via dependency graph,
but that was a bit confusing why access to original is done via ID
and to evaluated via depsgraph.
If datablock is not covered by dependency graph it will be returned
as-is.
- Similarly, request for original from an ID which is not evaluated
will return ID as-is.
- Removed scene.update().
This is very expensive to update all the view layers.
- Added depsgraph.update().
Now when temporary changes to objects are to be done, this is to
happen on original object and then dependency graph is to be
updated.
- Changed object.to_mesh() to behave the following way:
* When is used for original object modifiers are ignored.
For meshes this acts similar to mesh-copy, not very useful but
allows to keep code paths similar (i.e. for exporter which has
Apply Modifiers option it's only matter choosing between original
and evaluated object, the to_mesh() part can stay the same).
For curves this gives a mesh which is constructed from displist
without taking own modifiers and modifiers of bevel/taper objects
into account.
For metaballs this gives empty mesh.
Polygonization of metaball is not possible from a single object.
* When is used for evaluated object modifiers are always applied.
In fact, no evaluation is happening, the mesh is either copied
as-is, or constructed from current state of curve cache.
Arguments to apply modifiers and calculate original coordinates (ORCO,
aka undeformed coordinates) are removed. The ORCO is to be calculated
as part of dependency graph evaluation.
File used to regression-test (a packed Python script into .blend):
{F7033464}
Patch to make addons tests to pass:
{F7033466}
NOTE: I've included changes to FBX exporter, and those are addressing
report T63689.
NOTE: All the enabled-by-default addons are to be ported still, but
first want to have agreement on this part of changes.
NOTE: Also need to work on documentation for Python API, but, again,
better be done after having agreement on this work.
Reviewers: brecht, campbellbarton, mont29
Differential Revision: https://developer.blender.org/D4834
In 2.7x UV sculpt was a kind of sub-mode
(a toggle with it's own key-map & drawing code).
Move this to an operator that uses the tool-system,
this simplifies internal logic, especially brush selection
which now matches sculpt and other paint modes.
- Remove toggle used to enable uv sculpt.
- Expose the brush, which was already used but there was no way to
select different brushes.
- Make UV sculpt use paint paint tool slots
(using brushes how all other paint mode currently do).
- Move UV Sculpt keymap to the tools keymap.
- Remove Q to toggle UV sculpt mode,
S/P/G keys to switch tools.
In a separate step, all new functions should be added.
However, the best way to do this, is not clear yet.
A list of functions, that have to be added is available
in D4280.
Differential Revision: https://developer.blender.org/D4280
As exposed in T62406, we can have some rare cases of crashes due to
memory re-allocation happening outside of expected scenarii.
Ideally this should be re-designed, but at least keep track of those
known exceptions to general rules...
* Added a TL;DR first paragraph summarizing that one shall not keep any
reference to Blender data when modifying its container.
* Added some info about fact that adding items to some data containers
(like Collection) can also invalidate existing items (due to array
re-allocation).
* Added a Do/Don't example which shows a crash after adding some items
to a collection.
Related to T61297.
There is a new `bpy.app.timers` api.
For more details, look in the Python API documentation.
Reviewers: campbellbarton
Differential Revision: https://developer.blender.org/D3994
The HTML title did not make it clear that these are docs for the API rather
than a general Blender documentation. Some of the page titles were also too
long and redundant.
I think this example does not belong into the api docs and certainly not in the place where it was until now.
Maybe this can become a template in Blender but personally I don't see much value in it as an "official example" because it is hard to see what is going on exactly.
There are a few other examples that show how to use the GPUOffScreen object now.
- Was setting active state, making it necessary to backup/restore
active object in cases where this isn't needed.
Existing scripts are explicitly setting the active object when needed.
- Use a boolean select arg (toggle selection wasn't used anywhere).
- Add an optional view layer argument since scripts should be able to
operate outside the user context.
RNA's ViewLayer would present 'first level' of layer collection as a
list (collection property), when it is actually now only a single item,
same as the scene's master collection.
Note: did not try to update view_layer python tests, those are already
fully broken for quiet some time I guess (they still assume
view_layer.collections to be mutable e.g.)...
Loop triangles are tessellated triangles create from polygons, for renderers
or exporters that need to match Blender's polygon tesselation exactly. These
are a read-only runtime cache.
Tessfaces are a legacy data structure from before Blender supported n-gons,
and were already mostly removed from the C code.
Details on porting code to loop triangles is in the release notes.
Differential Revision: https://developer.blender.org/D3539
The image I get is a bit too dark, which is the same I get in the viewport
itself when there is no Display Device. So I believe for cases like this
we need to have color management on top of the buffer.
Also, on EEVEE it looks like it needs to clear some extra buffers. You can see
that, by rotating the camera view around.
That said, this is the first step to bring back fun addons
that use external offscreen buffers.
Note: When using gpu offscreen with POST_VIEW (as oppose to POST_PIXEL)
I get a crash with DST having 0xFF..
Maybe it's still early to set the new drawing api for python.
But joining these two modules is an initial step.
```
>>> gpu.
matrix
select
types
```
```
>>> gpu.types.GPU
Batch(
OffScreen(
VertBuf(
VertFormat(
```
The creation of a new offscreen object is now done by the `GPUOffscreen.__new__` method.
Reviewers: campbellbarton, dfelinto
Reviewed By: campbellbarton, dfelinto
Tags: #bf_blender_2.8
Differential Revision: https://developer.blender.org/D3667
OVERVIEW
* In 2.7 terminology, all layers and groups are now collection datablocks.
* These collections are nestable, linkable, instanceable, overrideable, ..
which opens up new ways to set up scenes and link + override data.
* Viewport/render visibility and selectability are now a part of the collection
and shared across all view layers and linkable.
* View layers define which subset of the scene collection hierarchy is excluded
for each. For many workflows one view layer can be used, these are more of an
advanced feature now.
OUTLINER
* The outliner now has a "View Layer" display mode instead of "Collections",
which can display the collections and/or objects in the view layer.
* In this display mode, collections can be excluded with the right click menu.
These will then be greyed out and their objects will be excluded.
* To view collections not linked to any scene, the "Blender File" display mode
can be used, with the new filtering option to just see Colleciton datablocks.
* The outliner right click menus for collections and objects were reorganized.
* Drag and drop still needs to be improved. Like before, dragging the icon or
text gives different results, we'll unify this later.
LINKING AND OVERRIDES
* Collections can now be linked into the scene without creating an instance,
with the link/append operator or from the collections view in the outliner.
* Collections can get static overrides with the right click menu in the outliner,
but this is rather unreliable and not clearly communicated at the moment.
* We still need to improve the make override operator to turn collection instances
into collections with overrides directly in the scene.
PERFORMANCE
* We tried to make performance not worse than before and improve it in some
cases. The main thing that's still a bit slower is multiple scenes, we have to
change the layer syncing to only updated affected scenes.
* Collections keep a list of their parent collections for faster incremental
updates in syncing and caching.
* View layer bases are now in a object -> base hash to avoid quadratic time
lookups internally and in API functions like visible_get().
VERSIONING
* Compatibility with 2.7 files should be improved due to the new visibility
controls. Of course users may not want to set up their scenes differently
now to avoid having separate layers and groups.
* Compatibility with 2.8 is mostly there, and was tested on Eevee demo and Hero
files. There's a few things which are know to be not quite compatible, like
nested layer collections inside groups.
* The versioning code for 2.8 files is quite complicated, and isolated behind
#ifdef so it can be removed at the end of the release cycle.
KNOWN ISSUES
* The G-key group operators in the 3D viewport were left mostly as is, they
need to be modified still to fit better.
* Same for the groups panel in the object properties. This needs to be updated
still, or perhaps replaced by something better.
* Collections must all have a unique name. Less restrictive namespacing is to
be done later, we'll have to see how important this is as all objects within
the collections must also have a unique name anyway.
* Full scene copy and delete scene are exactly doing the right thing yet.
Differential Revision: https://developer.blender.org/D3383https://code.blender.org/2018/05/collections-and-groups/
Brecht authored this commit, but he gave me the honours to actually
do it. Here it goes; Blender Internal. Bye bye, you did great!
* Point density, voxel data, ocean, environment map textures were removed,
as these only worked within BI rendering. Note that the ocean modifier
and the Cycles point density shader node continue to work.
* Dynamic paint using material shading was removed, as this only worked
with BI. If we ever wanted to support this again probably it should go
through the baking API.
* GPU shader export through the Python API was removed. This only worked
for the old BI GLSL shaders, which no longer exists. Doing something
similar for Eevee would be significantly more complicated because it
uses a lot of multiplass rendering and logic outside the shader, it's
probably impractical.
* Collada material import / export code is mostly gone, as it only worked
for BI materials. We need to add Cycles / Eevee material support at some
point.
* The mesh noise operator was removed since it only worked with BI
material texture slots. A displacement modifier can be used instead.
* The delete texture paint slot operator was removed since it only worked
for BI material texture slots. Could be added back with node support.
* Not all legacy viewport features are supported in the new viewport, but
their code was removed. If we need to bring anything back we can look at
older git revisions.
* There is some legacy viewport code that I could not remove yet, and some
that I probably missed.
* Shader node execution code was left mostly intact, even though it is not
used anywhere now. We may eventually use this to replace the texture
nodes with Cycles / Eevee shader nodes.
* The Cycles Bake panel now includes settings for baking multires normal
and displacement maps. The underlying code needs to be merged properly,
and we plan to add back support for multires AO baking and add support
to Cycles baking for features like vertex color, displacement, and other
missing baking features.
* This commit removes DNA and the Python API for BI material, lamp, world
and scene settings. This breaks a lot of addons.
* There is more DNA that can be removed or renamed, where Cycles or Eevee
are reusing some old BI properties but the names are not really correct
anymore.
* Texture slots for materials, lamps and world were removed. They remain
for brushes, particles and freestyle linestyles.
* 'BLENDER_RENDER' remains in the COMPAT_ENGINES of UI panels. Cycles and
other renderers use this to find all panels to show, minus a few panels
that they have their own replacement for.
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.
- Undo that changes modes currently asserts,
since undo is now screen data.
Most likely we will change how object mode and workspaces work
since it's not practical/maintainable at the moment.
- Removed view_layer from particle settings
(wasn't needed and complicated undo).