Age | Commit message (Collapse) | Author |
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used locally.
Will be used by link/append code.
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Idea looked good, but we have too much custom situations here (some half-fake-sub-ID
being copied with their 'owner', animdata, etc.), let's let datablock copy functions
handle that themselves.
Also allows to safely call BKE_id_expand_local from all copy functions now (only when
copying linked data).
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will be used by both make_local() and copy() datablock functions.
Note that this new func make 'extern' all IDs used by localized datablock,
not only refcounted ones as it used to be in each type's functions (with a few exceptions).
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Also allows us to get rid of a few _copy_ex() versions...
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Totally stupid to not pass it, and then let (some) BKE_foo_make_local() use G.main!
Note: unused for now, much more refactoring still to come in make_local area!
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handling).
This commit changes a lot of how IDs are handled internally, especially the unlinking/freeing
processes. So far, this was very fuzy, to summarize cleanly deleting or replacing a datablock
was pretty much impossible, except for a few special cases.
Also, unlinking was handled by each datatype, in a rather messy and prone-to-errors way (quite
a few ID usages were missed or wrongly handled that way).
One of the main goal of id-remap branch was to cleanup this, and fatorize ID links handling
by using library_query utils to allow generic handling of those, which is now the case
(now, generic ID links handling is only "knwon" from readfile.c and library_query.c).
This commit also adds backends to allow live replacement and deletion of datablocks in Blender
(so-called 'remapping' process, where we replace all usages of a given ID pointer by a new one,
or NULL one in case of unlinking).
This will allow nice new features, like ability to easily reload or relocate libraries, real immediate
deletion of datablocks in blender, replacement of one datablock by another, etc.
Some of those are for next commits.
A word of warning: this commit is highly risky, because it affects potentially a lot in Blender core.
Though it was tested rather deeply, being totally impossible to check all possible ID usage cases,
it's likely there are some remaining issues and bugs in new code... Please report them! ;)
Review task: D2027 (https://developer.blender.org/D2027).
Reviewed by campbellbarton, thanks a bunch.
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all indirectly linked data.
Previous to 2.77, this used to be default behavior, was changed in rB591f4549c958b.
However, in most append cases, you do want a full localization of your data, so this new behavior
is kept by default, but there is now an option in append operator to only localize the 'first level'
of data (i.e. datablocks from linked library itself, and not those from other 'sub-libraries').
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increase 'real' user count.
This has several benefits:
* User count remains coherent, regardless of the order in which you use 'user_one' & real refcounting users
(i.e. if you add to group, and then link in scene, or the reverse, you now always get same final user count).
* Avoids the need to check for potential 'user_one' extra user in count in several places in code (e.g. when
making IDs single users...).
* Users won't wonder why they cannot make 'single user' and ID even though its user count shows '2'!
* readfile.c now always uses code from BKE's library.c when modifying id->us. Which means we can consider
(asside from assignment during initialization) that id->us is read-only outside of library.c context.
Note that this commit reverts previous one (rB6b1d77a8052b) - please **do not** backport this one in 2.77.
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Move to re-usable BKE_blendfile_write_partial API
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object.
Also re-reported through IRC by Thomas Beck (@plasmasolutions), thanks.
Though it's not ideal in theory, we have quite poor handling of object datablock currently
from user PoV - before this commit, it was not easily possible to get fully rid of an object
anymore if you did not removed it from all its groups before deleting it.
So for now, restore 2.76 behavior (namely, unlink an object from avaerything in Blender
once it is no more used by any scene).
Better handling of all this is TODO for later (also related to much more heavy changes
done in id-remap branch regarding sanitizing our ID deletion process).
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BKE_main_id_tag_/BKE_main_id_flag_ were horrible naming now that we split those
into flags (for presistent one) and tags (for runtime ones).
Got rid of previous 'tag_' functions behavior (those who were dedicated shortcuts
to set/clear LIB_TAG_DOIT), so now '_tag_' functions affect tags, and '_flag_'
functions affect flags.
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each newly appended item except Groups and Objects.
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- test_idbutton -> BLI_libblock_ensure_unique_name (not only used from UI)
- BKE_rename_id -> BKE_libblock_rename (always pass valid main)
also rename:
- name_uiprefix_id -> BKE_id_uiprefix
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* Don't copy name before entering new_id function. new_id does that for
us already.
* Take a main argument to make the function possible to use with
different databases
* Append BKE_ to rename_id
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This is purely internal sanitizing/cleanup, no change in behavior is expected at all.
This change was also needed because we were getting short on ID flags, and
future enhancement of 'user_one' ID behavior requires two new ones.
id->flag remains for persistent data (fakeuser only, so far!), this also allows us
100% backward & forward compatibility.
New id->tag is used for most flags. Though written in .blend files, its content
is cleared at read time.
Note that .blend file version was bumped, so that we can clear runtimeflags from
old .blends, important in case we add new persistent flags in future.
Also, behavior of tags (either status ones, or whether they need to be cleared before/after use)
has been added as comments to their declaration.
Reviewers: sergey, campbellbarton
Differential Revision: https://developer.blender.org/D1683
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Since it also involves usercount manipulation, safer and cleaner to do it in BKE_library...
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Unused since 2.4x and unlikely to be reintroduced as ID-types.
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Idea is, instead of ignoring completely missing linked datablocks, to
create void placeholders for them.
That way, you can work on your file, save it, and find again your missing data once
lib becomes available again. Or you can edit missing lib's path (in Outliner),
save and reload the file, and you are done.
Also, Outliner now shows broken libraries (and placeholders) with a 'broken lib' icon.
Future plans are also to be able to relocate missing libs and reload them at runtime.
Code notes:
- Placeholder ID is just a regular datablock of same type as expected linked one,
with 'default' data, and a LIB_MISSING bitflag set.
- To allow creation of such datablocks, creation of datablocks in BKE was split in two step:
+ Allocation of memory itself.
+ Setting of all internal data to default values.
See also the design task (T43351).
Reviewed by @campbellbarton, thanks a bunch!
Differential Revision: https://developer.blender.org/D1394
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Duplicate wasn't updating links,
so duplicatinvg a objects would still point to the originals for curve-taper, texmesh, drivers.
Use generic id-looper to handle replacing data.
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them when reading in background mode.
Primary goal of this commit is to fix an annoying issue - when processing and saving .blend
files in background mode you lose their thumbnails, since it can only be generated with
an OpenGL context.
Solution to that is to read .blend thumbnail while reading .blend file (only done in background
mode currently), and store it in Main struct.
Also, this lead to removing .blend file reading code from thumb_blend (no need to have doublons).
We now have a small interface in regular reading code area, which keeps it reasonbaly light
by only reading/parsing header info, and first few BHead blocks.
This makes code reading .blend thumbnail about 3 to 4 times slower than previous highly specialized
one in blend_thumb.c, but overall thumbnail generation of a big .blend files folder only grows
of about 1%, think we can bare with it.
Finally, since thumbnail is now optionally stored in Main struct, it makes it easy to allow user
to define their own custom one (instead of auto-generated one). RNA API for this was not added though,
accessing that kind of .blend meta-data has to be rethought a bit on a bigger level first.
Reviewers: sergey, campbellbarton
Subscribers: Severin, psy-fi
Differential Revision: https://developer.blender.org/D1469
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Assumed the `reference` pointer is an ID, currently true, but may not always be.
Add a callback specifically for this purpose since cleaning up notifiers and space-types are different operations.
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Rename UI_init_userdef_factory to BLO_update_defaults_userpref_blend
This closely matches BLO_update_defaults_startup_blend so makes sense for them to be together.
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Yep, at last it's here!
There are a few minor issues remaining but development can go on in
master after discussion at blender institute.
For full list of features see:
http://wiki.blender.org/index.php/Dev:Ref/Release_Notes/2.72/Painting
Thanks to Sergey and Campbell for the extensive review and to the
countless artists that have given their input and reported issues during
development.
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This way it's not needed to include BLI_threads.h from the
BKE_main.h which helps avoiding adding PThreads includes to
each library which uses Main on Windows.
From the API point of view it's now MainLock* and to lock or
unlock the main you're to use BKE_main_(un)lock().
This solves compilation error on Windows with SCons.
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Added a lock to the Main which is getting acquired and released
when modifying it's lists.
Should not be any functional changes now, it just means Main is
now considered safe without worrying about locks in the callee.
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bNodeTree blocks.
This was broken by rB6e99fb0 (own commit). I expected the `do_action`
argument to be of no importance in this case due to node trees using
material animation, but this is not the case.
Anyway, this patch adds back a do_action to the BKE_libblock_copy_nolib
function as well to restore the previous behavior.
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depsgraph updates.
Material datablocks were localized by first making a regular datablock
copy, which always gets inserted into the bmain list, and then removing
it again from bmain.
Problem is that this localization happens in preview threads, which can
run while the depsgraph is also updating GPU materials. In case the
copying of materials takes any amount of time, this can cause the
depsgraph call to material_changed to use an invalid, localized material
and access invalid GPUMaterial lists which have already been freed for
the actual material.
Solution is to not add localized datablocks to the bmain lists in the
first place. bmain should be totally immutable during preview or render
threads.
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Previously this only worked for some datablocks relevant to rendering, now it
can be used to detect if any type of datablock was added or removed (but not
yet to detect if it was modified, we need many more depsgraph tags for that).
Most of the changes are some function parameter changes, the important parts
are the DAG_id_type_tag calls.
Reviewed By: sergey, brecht
Differential Revision: https://developer.blender.org/D195
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Summary:
Made objects update happening from multiple threads. It is a task-based
scheduling system which uses current dependency graph for spawning new
tasks. This means threading happens on object level, but the system is
flexible enough for higher granularity.
Technical details:
- Uses task scheduler which was recently committed to trunk
(that one which Brecht ported from Cycles).
- Added two utility functions to dependency graph:
* DAG_threaded_update_begin, which is called to initialize threaded
objects update. It will also schedule root DAG node to the queue,
hence starting evaluation process.
Initialization will calculate how much parents are to be evaluation
before current DAG node can be scheduled. This value is used by task
threads for faster detecting which nodes might be scheduled.
* DAG_threaded_update_handle_node_updated which is called from task
thread function when node was fully handled.
This function decreases num_pending_parents of node children and
schedules children with zero valency.
As it might have become clear, task thread receives DAG nodes and
decides which callback to call for it.
Currently only BKE_object_handle_update is called for object nodes.
In the future it'll call node->callback() from Ali's new DAG.
- This required adding some workarounds to the render pipeline.
Mainly to stop using get_object_dm() from modifiers' apply callback.
Such a call was only a workaround for dependency graph glitch when
rendering scene with, say, boolean modifiers before displaying
this scene.
Such change moves workaround from one place to another, so overall
hackentropy remains the same.
- Added paradigm of EvaluaitonContext. Currently it's more like just a
more reliable replacement for G.is_rendering which fails in some
circumstances.
Future idea of this context is to also store all the local data needed
for objects evaluation such as local time, Copy-on-Write data and so.
There're two types of EvaluationContext:
* Context used for viewport updated and owned by Main. In the future
this context might be easily moved to Window or Screen to allo
per-window/per-screen local time.
* Context used by render engines to evaluate objects for render purposes.
Render engine is an owner of this context.
This context is passed to all object update routines.
Reviewers: brecht, campbellbarton
Reviewed By: brecht
CC: lukastoenne
Differential Revision: https://developer.blender.org/D94
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Summary:
Issue was caused by access to pchan->custom object from channel free
function when freeing all objects from main. Order of objects free
is not defined and such an access might easily end up with access
to freed memory.
We don't need to do user counter stuff when freeing main, so added
an _ex functions with do_id_user flag which is used when freeing main.
We had the same issue with other datablocks, so now it should be
easier to support relevant user counter.
This issue was caused by the fix for T36391, so perhaps that's indeed
high time to do real user counter.
Reviewers: brecht, campbellbarton
Reviewed By: campbellbarton
Maniphest Tasks: T37709
Differential Revision: https://developer.blender.org/D137
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Instead of having ifdef __GNUC__ all over the headers
to use special compiler's hints use a special file where
all things like this are concentrated.
Makes code easier to follow and allows to manage special
attributes in more efficient way.
Thanks Campbell for review!
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listeners would operate on.
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Also done a few cleanup here and there...
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- remove unused block from before blender was opensourced (BKE_library_make_local)
noticed by Lawrence D'Oliveiro (ldo)
- remove text_idbutton() unused function.
- test_idbutton(name) was taking (name + 2), then checking 2 bytes before the pointer, this is error prone so better just take the name including the ID prefix.
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from Lawrence D'Oliveiro (ldo)
- more comments
- more uses of bool type
- define symbol for length of in_use array in check_for_dupid
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Issue was caused by couple of circumstances:
- Normal Map node requires tesselated faces to compute tangent space
- All temporary meshes needed for Cycles export were adding to G.main
- Undo pushes would temporary set meshes tessfaces to NULL
- Moving node will cause undo push and tree re-evaluate fr preview
All this leads to threading conflict between preview render and undo
system.
Solved it in way that all temporary meshes are adding to that exact
Main which was passed to Cycles via BlendData. This required couple
of mechanic changes like adding extra parameter to *_add() functions
and adding some *_ex() functions to make it possible RNA adds objects
to Main passed to new() RNA function.
This was tricky to pass Main to RNA function and IMO that's not so
nice to pass main to function, so ended up with such decision:
- Object.to_mesh() will add temp mesh to G.main
- Added Main.meshes.new_from_object() which does the same as to_mesh,
but adds temporary mesh to specified Main.
So now all temporary meshes needed for preview render would be added
to preview_main which does not conflict with undo pushes.
Viewport render shall not be an issue because object sync happens from
main thread in this case.
It could be some issues with final render, but that's not so much
likely to happen, so shall be fine.
Thanks to Brecht for review!
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world, lamp, texture, scene). These node trees were not properly freeing the IDProperty data, due to not being called from BKE_libblock_free.
Now there is an extra function BKE_libblock_free_data, which is called explicitly in ntreeFreeTree if the tree is not part of the library data (ntreeCopyTree does a similar thing using BKE_libblock_copy_data).
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shouldnt be NULL.
also remove IDP_AppendArray's return value which wasnt the new item in the array (which is odd/misleading), but wasnt used anywhere either.
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myself.
see:
http://wiki.blender.org/index.php/User:Nazg-gul/MaskEditor
note - mask editing tools need continued development, feather option is not working 100%
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