Collection A [disabled]
-> Collection B
-> Collection C
-> object
Object should be invisible, but it is not. Reported by Antonio Vazquez.
Bug introduced on: 1f5106de610b
This fixes any function that relied on these iterators such as:
* Outliner Same Type
* Metaballs
* scene.objects
We were not considering the collections when there was collections nested
to the collections nested to the master collection.
It includes a unittest.
This fixes renaming the view layer via Python.
This bug was introduced originally in 3a95bdfc65d. Although I suspect it was
around for longer, since this commit didn't touch this part of the code.
But basically we need the id of the RNA property to be the one that owns
the data (view layer).
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.
Tests were broken since e8c15e0ed15f8369d.
We now get view_layer from window, not workspace, since the same workspace can
have a different view_layer depending on the window scene.
You could still create groups as before, with Ctl + G. This will create a group
with a single visible collection.
However you can also create a group from an existing collection. Just go to
the menu you get in the outliner when clicking in a collection and pick
"Create Group".
Remember to instance the group afterwards, or link it into a new scene or file.
The group and the collection are not kept in sync afterwards. You need to manually
edit the group for further changes.
All depsgraphs are sharing same object state for now, which means doing set
scene evaluation after main scene evaluation will override all modifications
done by the main scene.
This is an incomplete test since we cannot check for the
depsgraph selection value with the current API, nor can we
see if the relationship lines are being drawn.
It merely uses the new thread-safe iterators system of mempool, quite
straight forward.
Note that to avoid possible confusion with two void pointers as
parameters of the callback, a dummy opaque struct pointer is used
instead for the second parameter (pointer generated by iteration over
mempool), callback functions must explicitely convert it to expected
real type.
Also added a basic gtest for this new feature.
The RenderResult struct still has a listbase of RenderLayer, but that's ok
since this is strictly for rendering.
* Subversion bump (to 2.80.2)
* DNA low level doversion (renames) - only for .blend created since 2.80 started
Note: We can't use DNA_struct_elem_find or get file version in init_structDNA,
so we are manually iterating over the array of the SDNA elements instead.
Note 2: This doversion change with renames can be reverted in a few months. But
so far it's required for 2.8 files created between October 2016 and now.
Reviewers: campbellbarton, sergey
Differential Revision: https://developer.blender.org/D2927
This is not the commit you are looking for ...
This is not to be used lightly. But sometimes we change the name of the collections,
the initial value they have, ... and this helps to quickly update the tests.
This is a final step of having proper ownership. Now selecting different
layers in the "top bar" will actually do what this is expected to do.
Surely, there are still things to be done under the hood, that will happen
in a less intrusive way.
- Only basis balls are exported, as they represent the resulting mesh.
As a result the mesh is written to Alembic using the name of the basis
ball.
- MetaBalls are converted to a mesh on every frame, then an
AbcMeshWriter is used to write that mesh to Alembic.
Recent addition of 'reinsert' didn't match logic for ghash API.
Rename to BLI_heap_node_value_update,
also add BLI_heap_insert_or_update since it's a common operation.
Was using an edge hash for triangle -> edge lookups,
updating triangle indices for each edge-rotation.
Replace this with half-edge which can rotate edges much more simply,
writing triangles back once the solution has been calculated.
Gives ~33% speedup in own tests.
Originally we were not respecting the original visibility flags of the
collections. However this is required for Copy-on-write (CoW).
Remember to update the svn lib tests folder. I had to update some of the
json files there.
Also adding a new unittest for this particular issue:
Test render_layer_scene_copy_f
Commit b6d7cdd3cee9312156e20783248a3b12420b7a53 changed how the mesh data
is deformed, which wasn't taken into account yet in this unit test.
Instead of directly reading the mesh vertices (which aren't animated any
more), we convert the modified mesh to a new one, and inspect those
vertices instead.
This could make output really polluted, where it'll be hard to see actual
issues.
It is still possible to have all backtraces printed using BLENDER_VERBOSE
environment variable.
Simply disabled python tests, they can't be run anyway (since blender target is
not enabled) and we don't have any player-related tests in that folder.
Shows new, reference and diff renders, with mouse hover to flip between
new and ref for easy comparison. This generates a report.html in
build_dir/tests/cycles, stored along with the new and diff images.
Differential Revision: https://developer.blender.org/D2770
- Each allocation can be a different size
(but should be smaller than the chunk size).
- Result can be looped over in order of allocation.
- Allocations are aligned to pointer size to avoid unaligned reads.