Age | Commit message (Collapse) | Author |
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- lamp
- camera
- font
- empty & effector
Also fix inconsistency with apply transform
(modified shape-keys for meshes but not curve/lattice)
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Issue is a regression since threaded objetc update and caused
by the fact that some objects might share the same proxy object.
It's all fine but object_handle_update() will call update for
a proxy object which screws up threaded update.
The thing is, proxy object is marked as depending on a scene
object and such a call makes it so the children objetc is
being updated.
This is really bad and depsgraph is to take all responsibility
on updating the proxy objects.
So for now used a simple solution (which is safe to backport
to 'a') which is skipping proxy update if the scene update is
threaded and based on the DAG traversal.
There are some still areas which calls object update directly
and for that cases proxy object is still being updated from
object_handle_update().
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overwrite each other
It was intended to work actually using particle cache's stack index
but this index might have been calculated incorrect in special case:
* With default cube scene, add particle system to the cube
* Add disk cache to the particle system
* Save file and reload it
* Add another particle system and enable disk cache
This would lead to two point caches with the same stack index of zero.
This happened because point cache indices list wasn't stored in the
.blend file so once you've reload your file blender doesn't know anything
about number or point caches used.
And what was even more confusing is that point cache indices list was
trying to be load from the file, but this failed because it wasn't in the
file.
This commit solves the root of the issue which is ability of producing
.blend file with two point caches using the same disk cache. This is
done by making it sure that point cache indices list is stored in the
.blend file. And also made it so disabling disk cache will tag it to
recalculate stack index.
Old broken files wouldn't magically start working, but fixing them is
rather simple manually by toggling Disk Cache option.
Reviewers: lukastoenne, brecht
CC: sergof
Differential Revision: https://developer.blender.org/D286
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Issue is caused by start point of ray used to detect faces under the mouse is set rather far away in ortho 3dviews.
The loss of precision on the ray location induced by this can lead to face snapping failures.
Solution is to do the raycasting with a temp start point, much closer to the object we check, and add back
to the found distance the diff to the real start point once detection is done (as we need all hit distances
from all tested objects to be relative to a common point!).
Note this commit only addresses the "face snapping on mesh" case, other kind of snapping do not seem to suffer
from this issue.
Reviewers: brecht, campbellbarton
Differential Revision: https://developer.blender.org/D268
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This adds an ImageUser to such empties with all the typical settings.
Reviewed By: brecht, campbellbarton
Differential Revision: https://developer.blender.org/D108
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It doesn't make any sense anymore with the current depsgraph and probably was
not useful for a long time, just a leftover from the pre 2.04 game engine.
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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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Levels of detail can be added and modified in the object panel. The object
panel also contains new tools for generating levels of detail, setting up
levels of detail based on object names (useful for importing), and
clearing an object's level of detail settings. This is meant as a game
engine feature, though the level of details settings can be previewed in
the viewport.
Reviewed By: moguri, nexyon, brecht
Differential Revision: http://developer.blender.org/D109
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to call ED_* functions its a hint they might be better in BKE).
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This means it's possible now to snap stuff to
reconstructed tracks positions.
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it (mesh, lattice, curve, surface)
previously this had to be done one by one.
both single and triagle vertex parents can be made, selected based on distance to the verts.
Developer notes:
- looks like this was old TODO, enums existed but weren't used.
- only meshes currently support using.
- added BKE_object_as_kdtree(), may come in handy for similar cases.
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I know this is not so much nice to have this guys hanging
around in a general Object datablock and ideally they better
be wrapped around into a structure like DerivedMesh or
something like this. But this is pure runtime only stuff and
we could re-wrap them around later.
Main purpose of this is making curves more thread safe,
so no separate threads will ever start freeing the same path
or the same bevel list.
It also makes sense because path and bevel shall include
deformation coming from modifiers which are applying on
pre-tesselation point and different objects could have
different set of modifiers. This used to be really confusing
in the past and now data which depends on object is stored
in an object, making things clear for understanding even.
This doesn't make curve code fully thread-safe due to
pre-tesselation modifiers still modifies actual nurbs and
lock is still needed in makeDispListsCurveTypes, but this
change makes usage of paths safe for threading.
Once modifiers will stop modifying actual nurbs, curves
will be fully safe for threading.
Actually, this commit also contains wrapping runtime curve
members into own structure
This allows easier assignment on file loading, keeps curve-
specific runtime data grouped and saves couple of bytes in
Object for non-curve types.
--
svn merge -r57938:57939 ^/branches/soc-2013-depsgraph_mt
svn merge -r57957:57958^/branches/soc-2013-depsgraph_mt
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This matrix was used to store the space the object is in,
which then was accessed by snapping code. No reason to
keep it as a global variable (which isn't safe for threading,
unlikely it'll give issues now, but it's easy to avoid
issues early here).
Now made it so BKE_object_where_is_calc_ex will get an
optional parameter originmat and set this matrix in
solve_parent.
Original patch by self, minor changes by Campbell, thanks!
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paste errors), also remove BKE_script.h
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On file save the mesh gets loads from the editmesh but the derived mesh caches
wer not cleared. This usually happens through the depsgraph but it needs to be
done manually here. Most changes are some refactoring to deduplicate derived
mesh freeing code.
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This means main database is no longer pollutes with
temporary scene and objects needed for freestyle
render.
Actually, there're few of separated temporary mains
now. Ideally it's better to use single one, but it's
not so much trivial to pass it to all classes. Not
so big deal actually.
Required some changes to blender kernel, to make it
possible to add object to a given main, also to
check on mesh materials for objects in given main.
This is all straightforward changes.
As an additional, solved issue with main database
being infinitely polluted with text blocks created
by create_lineset_handler function.
This fixes:
- #35003: Freestyle crashes if user expands objects in FRS1_Scene
- #35012: ctrl+f12 rendering crashes when using Freestyle
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functions.
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BKE_object_is_child_recursive()
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BKE_object_where_is_calc_time_ex() so extra arg is at the end (loose convention for *_ex() funcs). also some style cleanup.
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Since rigid bodies need their world to be be updated correctly we now
pass it alongside the parent scene in scene_update_tagged_recursive().
Add BKE_object_handle_update_ex() as well as other object functions
that take a RigidBodyWorld for this.
Ideally this shouldn't be needed but we'd have to restructure scene
handling for that. It's not a small taks however and definitely not
something that can be done before release.
Thanks to Campbell for review.
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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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Euler XYZ correctly, was never implemented;
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With 2 windows, 2 scenes, linked objects:
- enter editmode in 1 window.
- the other window allowed to enter editmode too.
- and crash happened on exit editmode.
Since editmode is in Context (scene->obedit) a bad conflict arises.
New function BKE_object_is_in_editmode() returns this info outside of
context. Note I didn't use BMEdit_FromObject() because of the assert().
NOTE: contextual storage of editmode could need rework... five places:
- ob->mode / ob->restore_mode
- scene->object
- CTX_data_edit_object()
- BKE_object_is_in_editmode()
- view3d mode handling menu
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Issue was caused by cycles being duplicated curve objects before converting
them to mesh. This duplication will loose pointcache which resulted in object
not being properly deformed.
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have an area (in background mode),
fix pose-group-sort and pose-group-moving being disabled for pinned poses.
also fix for own missing NULL check for pose mask clear which would crash when run without an active object
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into account
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groups to the active more easily.
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* The operator creates bones for each input edge (does not subdivide
them like the skin operator does), adds a fake root bone for skin
roots with multiple children.
* The operator adds vertex weight groups to the original mesh.
* Make copy_object_transform() public, used to match the armature
object to the mesh object.
Skin modifier documentation:
http://wiki.blender.org/index.php/User:Nicholasbishop/SkinModifier
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triangles for animated meshes.
This solves problems with collisions beeing rendered different than in viewport.
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Most of the changes are related to adding support for motion data throughout
the code. There's some code for actual camera/object motion blur raytracing
but it's unfinished (it badly slows down the raytracing kernel even when the
option is turned off), so that code it disabled still.
Motion vector export from Blender tries to avoid computing derived meshes
when the mesh does not have a deforming modifier, and it also won't store
motion vectors for every vertex if only the object or camera is moving.
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Was missed check for if modifier is available for particular object type
which ended up with unpredictable results when modifier which isn't supported
yet for some object type as linked to that object type.
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