Commit Graph

2323 Commits

Author SHA1 Message Date
Brecht Van Lommel
c82b8c5944 Fix tests failing on AMD Ryzen, due TBB initialization order issue
Similar fix as the one we did for the blender executable, see T72015.
2020-01-31 12:56:20 +01:00
Sergey Sharybin
8285a12f4e Buildbot: Make archive naming shorter and cleaner
It changes name to be blender-<version>-linux64.

Since CentOS is used as a base host for builds there is no real need
in specifying libc version. Is unlikely anything older could be used
anyway.

Also make bitness to be the same as windows. It is something what
users will read easier.
2020-01-30 13:32:22 +01:00
Sergey Sharybin
6dcb4c9b4f Buildbot: Allow building on systems without scl
Makes it easier to verify changes on local machine without scl
before committing changes to repo.
2020-01-30 13:32:22 +01:00
Sergey Sharybin
306edb7477 Buildbot: Enable 16 threads for macOS worker as well 2020-01-30 10:24:57 +01:00
Sergey Sharybin
b683fcb628 Buildbot: Increase number of compile thread for Linux Buildbot 2020-01-29 13:41:04 +01:00
Sergey Sharybin
cb6f9c2f19 Make deps: Force some boost dependencies
Boost could have picked up system-wide libbz2-dev installed and enable
this compression in iostreams. Nothing really wrong with this, but it
makes it so final Blender binary depends on bz2, which breaks default
linker flags.

This commit makes it so Boost is not using libraries which we don't
need, simplifying linking setup.

Differential Revision: https://developer.blender.org/D6668
2020-01-24 15:21:36 +01:00
Sergey Sharybin
517870a4a1 CMake: Refactor external dependencies handling
This is a more correct fix to the issue Brecht was fixing in D6600.

While the fix in that patch worked fine for linking it broke ASAN
runtime under some circumstances.
For example, `make full debug developer` would compile, but trying
to start blender will cause assert failure in ASAN (related on check
that ASAN is not running already).

Top-level idea: leave it to CMake to keep track of dependency graph.

The root of the issue comes to the fact that target like "blender" is
configured to use a lot of static libraries coming from Blender sources
and to use external static libraries. There is nothing which ensures
order between blender's and external libraries. Only order of blender
libraries is guaranteed.

It was possible that due to a cycle or other circumstances some of
blender libraries would have been passed to linker after libraries
it uses, causing linker errors.

For example, this order will likely fail:

  libbf_blenfont.a libfreetype6.a libbf_blenfont.a

This change makes it so blender libraries are explicitly provided
their dependencies to an external libraries, which allows CMake to
ensure they are always linked against them.

General rule here: if bf_foo depends on an external library it is
to be provided to LIBS for bf_foo.
For example, if bf_blenkernel depends on opensubdiv then LIBS in
blenkernel's CMakeLists.txt is to include OPENSUBDIB_LIBRARIES.

The change is made based on searching for used include folders
such as OPENSUBDIV_INCLUDE_DIRS and adding corresponding libraries
to LIBS ion that CMakeLists.txt. Transitive dependencies are not
simplified by this approach, but I am not aware of any downside of
this: CMake should be smart enough to simplify them on its side.
And even if not, this shouldn't affect linking time.

Benefit of not relying on transitive dependencies is that build
system is more robust towards future changes. For example, if
bf_intern_opensubiv is no longer depends on OPENSUBDIV_LIBRARIES
and all such code is moved to bf_blenkernel this will not break
linking.

The not-so-trivial part is change to blender_add_lib (and its
version in Cycles). The complexity is caused by libraries being
provided as a single list argument which doesn't allow to use
different release and debug libraries on Windows. The idea is:

- Have every library prefixed as "optimized" or "debug" if
  separation is needed (non-prefixed libraries will be considered
  "generic").

- Loop through libraries passed to function and do simple parsing
  which will look for "optimized" and "debug" words and specify
  following library to corresponding category.

This isn't something particularly great. Alternative would be to
use target_link_libraries() directly, which sounds like more code
but which is more explicit and allows to have more flexibility
and control comparing to wrapper approach.

Tested the following configurations on Linux, macOS and Windows:

- make full debug developer
- make full release developer
- make lite debug developer
- make lite release developer

NOTE: Linux libraries needs to be compiled with D6641 applied,
otherwise, depending on configuration, it's possible to run into
duplicated zlib symbols error.

Differential Revision: https://developer.blender.org/D6642
2020-01-23 16:59:18 +01:00
Brecht Van Lommel
544ee7a4f2 Make deps: Fix zlib symbols defined twice
We compile zlib as own dependency, but are not informing BLOSC
to use it. This leads to zlib symbols defined twice when linking
Blender: one set comes from libz.a and another one from libblosc.a.

Tested on Linux Debian testing and CentOS 7.5.

It is possible that this change on its own will lead to linking
errors after libraries are re-compiled, This will be fixed as
a dedicated fix to Blender's build system.

Reviewed By: brecht, mont29, LazyDodo

Differential Revision: https://developer.blender.org/D6641
2020-01-23 16:59:18 +01:00
Ray Molenkamp
4db9562246 libs/windows: Prevent USD exports from leaking into blender binary.
Even though we build USD as static, it still feels the need to mark its
symbols with declspec(dllexport) which means the blender binary now exports
these symbols.

this patch fixes that unwanted behaviour, however USD libs still need to
rebuild before this becomes visible in the blender binary

Differential Revision: https://developer.blender.org/D6563

Reviewed By: sybren
2020-01-21 09:47:10 -07:00
Ray Molenkamp
ce92e3d553 Fix: Building with clang on windows.
The USD landing broke building with clang on windows
due to a couple of reasons:

1) Some incompatibilities in their headers [1] only one
of them was important for us and is included in our patchset
now.

2) clangs lld wanted the full path to the libusd_b library
when using the whole archive link option, while msvc can
figure it out from just the library name.

Tested with clang/msvc and msbuild and ninja generators

[1] https://github.com/PixarAnimationStudios/USD/issues/1030
2020-01-21 09:46:53 -07:00
Ray Molenkamp
93a9fbb35f Windows: Update platform_win32.cmake to boost 1.70
to match the updated libs in svn.
2020-01-20 19:31:31 -07:00
Brecht Van Lommel
02f6722350 Build: upgrade to OpenEXR 2.4.0, OpenVDB 7.0.0 and Boost 1.70.0
This aligns with the VFX reference platform 2020 along with the decision
to stick to Python 3.7, see T68774.

Blosc was downgraded to 1.5 as recommended by the OpenVDB documentation.

IlmBase and OpenEXR are now built together with CMake rather separately
using autoconf.

Differential Revision: https://developer.blender.org/D6593
2020-01-20 09:43:28 +01:00
Brecht Van Lommel
4f4435001a Fix OSL build error on macOS, no need to use external pugixml 2020-01-20 09:39:54 +01:00
Ray Molenkamp
3e11c4e63b Fix: T71159 missing python3.dll
File got forgotten during the last repack of python.
2020-01-18 11:58:38 -07:00
Brecht Van Lommel
554f861ac1 Build: fix Linux linking errors with some combinations of build options
Differential Revision: https://developer.blender.org/D6600
2020-01-17 09:21:18 +01:00
Campbell Barton
bbe7c278d2 CMake: enable FFTW for headless & bpy configurations
This caused the ocean modifier to be disabled.
2020-01-05 16:16:03 +11:00
Sybren A. Stüvel
4c295ad478 install_deps.sh: No longer forcing Alembic sources to be redownloaded
For no apparent reason, when building Alembic the script would always
re-download and re-extract the Alembic source code. This is no longer the
case, and it now only happens if the source directory is missing. Since the
source directory name contains the Alembic version, it will automatically
trigger a download+extract when the version changes.
2019-12-24 12:10:54 +01:00
Sybren A. Stüvel
d616938449 install_deps.sh: show which parameter is wrong
Previously, when an unknown parameter was passed to `install_deps.sh`,
the script would just show "Wrong parameter!" without any context. This
can make it hard to figure out what's exactly going wrong. Now it prints
which parameter it thinks is wrong.
2019-12-24 12:10:54 +01:00
Sebastián Barschkis
41fd60db16 Mantaflow [Part 4]: Adapted build config
Smaller changes in the build files to reflect the new Mantaflow macro.

Reviewed By: sergey

Maniphest Tasks: T59995

Differential Revision: https://developer.blender.org/D3853
2019-12-16 16:32:25 +01:00
Campbell Barton
5a97a74c69 Cleanup: whitespace 2019-12-16 13:49:11 +11:00
Sybren A. Stüvel
f8cdc5ac4c USD: on Apple disable USD if library cannot be found
When building with `WITH_USD=ON` on Apple but the USD library cannot be
found, the CMake script now just sets `WITH_USD=OFF`.
2019-12-14 12:53:37 +01:00
Sybren A. Stüvel
ec62413f80 USD: Introducing a simple USD Exporter
This commit introduces the first version of an exporter to Pixar's
Universal Scene Description (USD) format.

Reviewed By: sergey, LazyDodo

Differential Revision: https://developer.blender.org/D6287

- The USD libraries are built by `make deps`, but not yet built by
  install_deps.sh.
- Only experimental support for instancing; by default all duplicated
  objects are made real in the USD file. This is fine for exporting a
  linked-in posed character, not so much for thousands of pebbles etc.
- The way materials and UV coordinates and Normals are exported is going
  to change soon.
- This patch contains LazyDodo's fixes for building on Windows in D5359.

== Meshes ==

USD seems to support neither per-material nor per-face-group
double-sidedness, so we just use the flag from the first non-empty
material slot. If there is no material we default to double-sidedness.

Each UV map is stored on the mesh in a separate primvar. Materials can
refer to these UV maps, but this is not yet exported by Blender. The
primvar name is the same as the UV Map name. This is to allow the
standard name "st" for texture coordinates by naming the UV Map as such,
without having to guess which UV Map is the "standard" one.

Face-varying mesh normals are written to USD. When the mesh has custom
loop normals those are written. Otherwise the poly flag `ME_SMOOTH` is
inspected to determine the normals.

The UV maps and mesh normals take up a significant amount of space, so
exporting them is optional. They're still enabled by default, though.
For comparison: a shot of Spring (03_035_A) is 1.2 GiB when exported
with UVs and normals, and 262 MiB without. We probably have room for
optimisation of written UVs and normals.

The mesh subdivision scheme isn't using the default value 'Catmull
Clark', but uses 'None', indicating we're exporting a polygonal mesh.
This is necessary for USD to understand our normals; otherwise the mesh
is always rendered smooth. In the future we may want to expose this
choice of subdivision scheme to the user, or auto-detect it when we
actually support exporting pre-subdivision meshes.

A possible optimisation could be to inspect whether all polygons are
smooth or flat, and mark the USD mesh as such. This can be added when
needed.

== Animation ==

Mesh and transform animation are now written when passing
`animation=True` to the export operator. There is no inspection of
whether an object is actually animated or not; USD can handle
deduplication of static values for us.

The administration of which timecode to use for the export is left to
the file-format-specific concrete subclasses of
`AbstractHierarchyIterator`; the abstract iterator itself doesn't know
anything about the passage of time. This will allow subclasses for the
frame-based USD format and time-based Alembic format.

== Support for simple preview materials ==

Very simple versions of the materials are now exported, using only the
viewport diffuse RGB, metallic, and roughness.

When there are multiple materials, the mesh faces are stored as geometry
subset and each material is assigned to the appropriate subset. If there
is only one material this is skipped.

The first material if any) is always applied to the mesh itself
(regardless of the existence of geometry subsets), because the Hydra
viewport doesn't support materials on subsets. See
https://github.com/PixarAnimationStudios/USD/issues/542 for more info.

Note that the geometry subsets are not yet time-sampled, so it may break
when an animated mesh changes topology.

Materials are exported as a flat list under a top-level '/_materials'
namespace. This inhibits instancing of the objects using those
materials, so this is subject to change.

== Hair ==

Only the parent strands are exported, and only with a constant colour.
No UV coordinates, no information about the normals.

== Camera ==

Only perspective cameras are supported for now.

== Particles ==

Particles are only written when they are alive, which means that they
are always visible (there is currently no code that deals with marking
them as invisible outside their lifespan).

Particle-system-instanced objects are exported by suffixing the object
name with the particle's persistent ID, giving each particle XForm a
unique name.

== Instancing/referencing ==

This exporter has experimental support for instancing/referencing.

Dupli-object meshes are now written to USD as references to the original
mesh. This is still very limited in correctness, as there are issues
referencing to materials from a referenced mesh.

I am still committing this, as it gives us a place to start when
continuing the quest for proper instancing in USD.

== Lights ==

USD does not directly support spot lights, so those aren't exported yet.
It's possible to add this in the future via the UsdLuxShapingAPI. The
units used for the light intensity are also still a bit of a mystery.

== Fluid vertex velocities ==

Currently only fluid simulations (not meshes in general) have explicit
vertex velocities. This is the most important case for exporting
velocities, though, as the baked mesh changes topology all the time, and
thus computing the velocities at import time in a post-processing step
is hard.

== The Building Process ==

- USD is built as monolithic library, instead of 25 smaller libraries.
  We were linking all of them as 'whole archive' anyway, so this doesn't
  affect the final file size. It does, however, make life easier with
  respect to linking order, and handling upstream changes.
- The JSON files required by USD are installed into datafiles/usd; they
  are required on every platform. Set the `PXR_PATH_DEBUG` to any value
  to have the USD library print the paths it uses to find those files.
- USD is patched so that it finds the aforementioned JSON files in a path
  that we pass to it from Blender.
- USD is patched to have a `PXR_BUILD_USD_TOOLS` CMake option to disable
  building the tools in its `bin` directory. This is sent as a pull
  request at https://github.com/PixarAnimationStudios/USD/pull/1048
2019-12-13 10:27:40 +01:00
Ray Molenkamp
5e96b860a3 Windows: Fix failing tests due to missing manifest.
Tests were missing a manifest, and were importing the
wrong version of Microsoft.Windows.Common-Controls
causing blenloader_test, bmesh_core_test and alembic_test
to fail due a loader error.
2019-12-06 11:37:14 -07:00
Ray Molenkamp
6df2ede341 Cleanup/Windows: Separate out the MS-CRT into a subfolder
In older versions the ms crt was only a few dlls, in recent versions
this jumped to over 40 leading to quite a bit of clutter in our
bin folder.

This change moves the CRT into its own folder.

For developers that generally already have the runtime globaly
available on their machine, there is a new cmake option
(WITH_WINDOWS_BUNDLE_CRT, default ON) that you can use to toggle
installing the runtime to the blender bin folder, and save some
time during the initial build, this option is off by default for
only the developer profile.

Reviewed By: brecht

Differential Revision: https://developer.blender.org/D6132
2019-12-06 10:12:03 -07:00
Sergey Sharybin
adb6be36e4 Buildbot: Correct timestamp argument for Windows codesign
The current authority we use RFC 3161 time stamp server,
so need to pass different command line argument.
2019-12-03 14:41:49 +01:00
Sybren A. Stüvel
b25bb2d7ec Archive build script: stop when creating archive fails
The `subprocess.call()` function doesn't check the exit status code of the
subprocess. Use `subprocess.check_call()` or `subprocess.run()` instead.
2019-11-29 10:37:43 +01:00
Sybren A. Stüvel
ae13bba24e Archive build script: fix compatibility with older tar on CentOS 7
On CentOS 7, `tar --use-compress-program='xz -9'` tries to run `xz -9` as
executable, rather than running `xz` with `-9` as argument. Passing the
`-9` option via the `XZ_OPT` environment variable, as suggested by
@campbellbarton in D6138, works fine.
2019-11-29 10:35:19 +01:00
Ray Molenkamp
77c7440540 CMake: Remove stray WITH_JACK in blender_release.cmake
Missed one in the previous commit.
2019-11-28 15:02:54 -07:00
Ray Molenkamp
7e9a827c58 CMake: Remove stray WITH_JACK in full configuration 2019-11-28 15:00:30 -07:00
Brecht Van Lommel
bbd5f30ad6 Build: change CMake option defaults to match "make full"
Previously some important features like OpenSubdiv were disabled by default,
which caused confusion.

The purpose of disabling some of these features was to avoid potentiall build
errors on Linux. But with precompiled libraries, install_deps.sh and better
library availability checking this is hopefully not much of a problem anymore.

This makes "make full" obsolete, but it's kept to not break docs or shell
scripts that people may have, and the .cmake config file remains useful to
modify an existing build folder.

This also changes some option to only be available on platforms where they
are actually supported (WITH_JACK, WITH_TBB_MALLOC_PROXY and X11 options).

Fixes T69742

Differential Revision: https://developer.blender.org/D6306
2019-11-28 19:20:06 +01:00
Sybren A. Stüvel
f445f72eca Tests: Blendfile-loading test class
This new test class minimally sets up Blender so that it can load blend
files and construct a depsgraph without crashing.

Note that it hasn't been tested on very complex blend files, so it may
still crash when the loaded blend file references/requires uninitialised
data structures.

The test will certainly crash with Blend files created with Blender
older than 2.80, as the versioning code requires space types to be
registered. This is normally done by initialising the window manager,
which is not done in this test. The WM requires Python to run, which in
turn requires that Blender finds the release directory in the same
directory that contains the running executable, which is not the case
for GTest tests (they are written to `bin/tests/executablename`.

Reviewed By: sergey, mont29

Differential Revision: https://developer.blender.org/D6246
2019-11-28 17:41:32 +01:00
Jens
d4835b88b2 Buildbot: Migrate package archive format for Linux from tar.bz2 to tar.xz
xz compresses 25% better than bz2, reducing download times and server load.
The numbers:

blender-2.80-linux-glibc217-x86_64.tar.bz2 (release): 134 886 174 bytes
with xz:    96 181 604 bytes (-28.7%)
with xz -9: 93 871 548 bytes (-30.4%)

blender-2.81-7c1fbe24ca33-linux-glibc217-x86_64.tar.bz2 (beta): 173 600 363 bytes
with xz:    133 100 664 bytes (-23.3%)
with xz -9: 129 534 124 bytes (-25.4%)

xz also decompresses more than twice as fast as bz2, however compression needs
four times as long (on my 7-year-old laptop 3-4 minutes instead of <1).

Also xz has become more common than bz2, e.g. Debian/Ubuntu deb packages have
been xz-compressed for years, so the dpkg package manager as well as systemd
and grub all depend on liblzma being present, whereas bz2 is becoming more and
more optional.

Current Linux archives also include the UID/GID of whatever user account
happens to be used for building by the blender.org infrastructure. If someone
then installs these archives as root e.g. to /usr/local/... and doesn't pay
full attention the files remain owned by a regular user, which is a serious
security issue. This patch fixes that by setting the UID/GID to 0.

Differential Revision: https://developer.blender.org/D6138
2019-11-28 11:41:25 +01:00
Ray Molenkamp
b213d82c19 Cleanup/CMake: Remove dormant windows codesign code
This was added years ago to prepare for code-signing the executable
but was never used, buildbots use a different mechanism now to sign
so no need to keep this around.
2019-11-26 15:13:22 -07:00
Sergey Sharybin
1fbca07634 Buildbot: Increaser codesign timelimit
It was possible that it would exceed when signing all the DLLs if the machine
is busy with some background tasks or when internet is slow.
2019-11-26 10:08:33 +01:00
Campbell Barton
b2d940250c Cleanup: remove unused CMake WITH_MOD_CLOTH_ELTOPO option 2019-11-25 14:52:44 +11:00
Sybren A. Stüvel
dfdbb237bb Alembic: Upgrade from 1.7.8 to 1.7.12
Alembic 1.7.12 introduces a 'DCC FPS' hint, allowing Blender to write
the scene frame rate to the Alembic file. This will make it possible for
importers and converters to properly deal with situations where 'frame
number' is the only reference to time.

Writing this new DCC FPS hint will be done in a separate commit. Here
only the Alembic library is upgraded from 1.7.8 to 1.7.12.
2019-11-20 10:19:00 +01:00
Campbell Barton
9d8af29267 Cleanup: remove WITH_RAYOPTIMIZATION
This is redundant as WITH_CPU_SSE adds these flags
when they're supported.
2019-11-20 14:54:50 +11:00
Sergey Sharybin
c2a251d655 Build deps: Actually tweak EOL style
Seems that `git am` will force native EOL.
2019-11-18 13:55:55 +01:00
blender
14882c4bed Build deps: Fix compilaiton of OpenCollada
Was caused by "wrong" EOL characters used in the patch: the file is
actuallyu saved using CRLF EOL style.

The patch was using CRLF as well for until recent change in the C
runtime.
2019-11-18 13:52:49 +01:00
Ray Molenkamp
6d9d24e3d4 msvc: Use debug versions of tbb malloc for debug builds
Using the release versions gave unpredictable results when
the msvc debugger was attached for some developers.
2019-11-17 14:26:29 -07:00
Sergey Sharybin
8ff9eb97fb Merge branch 'blender-v2.81-release' 2019-11-14 10:44:27 +01:00
Sergey Sharybin
c25a910e4e Buildbot: Explicitly disable code signer on Linux and macOS
The script requires Python 3.7 as a very minimum, and CentOS is
only 3.6.

On macOC there was an access to a None object, due to missing
implementation of code signer on this platform.
2019-11-14 10:40:28 +01:00
Sergey Sharybin
97d79ca844 Merge branch 'blender-v2.81-release' 2019-11-13 11:49:09 +01:00
Sergey Sharybin
c73a99ef90 Initial implementation of code signing routines
This changes integrates code signing steps into a buildbot worker
process.

The configuration requires having a separate machine running with
a shared folder access between the signing machine and worker machine.

Actual signing is happening as a "POST-INSTALL" script run by CMake,
which allows to sign any binary which ends up in the final bundle.
Additionally, such way allows to avoid signing binaries in the build
folder (if we were signing as a built process, which iwas another
alternative).
Such complexity is needed on platforms which are using CPack to
generate final bundle: CPack runs INSTALL target into its own location,
so it is useless to run signing on a folder which is considered INSTALL
by the buildbot worker.

There is a signing script which can be used as a standalone tool,
making it possible to hook up signing for macOS's bundler.

There is a dummy Linux signer implementation, which can be activated
by returning True from mock_codesign in linux_code_signer.py.
Main purpose of this signer is to give an ability to develop the
scripts on Linux environment, without going to Windows VM.

The code is based on D6036 from Nathan Letwory.

Differential Revision: https://developer.blender.org/D6216
2019-11-13 09:24:41 +01:00
Ray Molenkamp
d60a60f0cb Add support for the TBB allocator on windows.
The heap on windows is single threaded causing it to lag behind linux in performance in allocation heavy multithreaded scenarios, BVH building is a prime example.

See https://developer.blender.org/D6218 for benchmark results

for testing with the allocator enabled/disabled you can set the environment variable TBB_MALLOC_DISABLE_REPLACEMENT=1 to disable the TBB allocator.

Reviewed By: @sergey

Differential Revision: https://developer.blender.org/D6218
2019-11-12 20:55:39 -07:00
Sergey Sharybin
c69872bd2f Merge branch 'blender-v2.81-release' 2019-11-12 14:30:22 +01:00
Sergey Sharybin
1252577580 Safer fix for make_update.py on buildbot
Makes it so compilation doesn't fail when the SVN updating
stumbles upon checkout which doesn't have correspondence in
a tag, but which isn't so risky as previous change.
2019-11-12 14:28:39 +01:00
Sergey Sharybin
1e19ff8bfd Revert "Fix issues with make_update.py when run from release branch"
This reverts commit 8e9e58895b.

The change broke behavior when typing `make update` from the root of
the sources: tests folder wouldn't be updated anymore.

Getting quite close to release now, so will revert to a safer change.
2019-11-12 14:27:47 +01:00
Sergey Sharybin
5fcbec9fce Merge branch 'blender-v2.81-release' 2019-11-12 14:06:54 +01:00
Sergey Sharybin
8e9e58895b Fix issues with make_update.py when run from release branch
The issue was rooting to the fact that the script was iterating into
every directory inside of blender.git/../lib/ and attempted to switch
them to the desired path. This doesn't work in an environment where
both master and release branch are built (or any environment where
non-needed SVN directories are not automatically removed).

This change makes it so script explicitly generates a list of
directories which are required for the build. For example, the script
now stores an exact folder with ABI such as win64_vc14.

Only those explicitly listed directories will be updated.

This allows to:

- Solve compilation failure of 2.81 branch after checkout for
  win64_vc15 libraries has been created.

- Fail compilation if actually expected tag is missing (for example,
  when trying to build release branch prior to libraries tag).

Now, there was a confusing logic about possible .svn folder in
lib_dirpath (effectively, blender.git/../lib/.svn) which is not
something what is supposed to happen with the setup of buildbot we are
using for quite some time now. This logic has been removed now.

This change includes old-style string format(), mainly because it is
not know that the buidlbot scripts are run using python3 on CentOS
builder.

Differential Revision: https://developer.blender.org/D6230
2019-11-12 14:01:06 +01:00