Age | Commit message (Collapse) | Author |
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Matches other similar cases for collection and object, and general
naming rule (copy is for generic ID copying, duplicate is for more
involved and poweful behaviors specific to an ID type).
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Scene audio volume changes require the scene to be tagged with
`ID_RECALC_AUDIO_VOLUME` (see `BKE_scene_update_sound()`). Tagging
happens in the RNA update function `rna_Scene_volume_update()`, but that
function is not called by the animation system. As a result, animated
volume changes are not sent to the audio system.
This commit adds a new depsgraph operation node that sets this tag when
necessary, so that the animated values are used in the rest of the
depsgraph evaluation.
Reviewed By: sergey
Differential Revision: https://developer.blender.org/D7429
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Extract will steal all depsgraphs currently stored in given bmain, and
restore will put them back in place, using scene and viewlayers as keys.
Preliminary work for undo-speedup.
Part of T60695/D6580.
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Reviewers: sergey
Differential Revision: https://developer.blender.org/D7110
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Also avoid a redundant strlen call.
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Instead of using anonymous booleans flags, also allows to keep the same
behavior in all cases, without needing special handling from calling
code for our beloved oddballs object proxies...
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For Freestyle, it helps to move the struct copy from C++ to C, where the
compiler knows that copying deprecated members is ok.
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Side-reported in T70505.
Code did not ensure deleted object was removed from the RBW constraints
collection, leading to some invalid status (object in constraints
collection but without relevant contraints data).
Also fixed another issue - code deleting RBW objects would try to remove
any constraint one using it as target, in a very bad and broken way,
since you cannot iterate over objects of a collection while removing
some... Now instead just NULLify relevant pointers... I hope it works,
otherwise we'll have to take a different approach.
Needless to stress again how weak the whole RBW code is in general, and
regarding same object being used by RBW in more than one scene in particular,
that is known broken situation anyway.
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Currently unused, but will allow to keep of an owner of the depsgraph.
Could also simplify other APIs in the future by avoiding to pass bmain
explicitly to relation update functions and things like that.
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Thanks to @sybren for pointing out issue from 299ff91ea1fe5
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Part of the issue was caused by missing speaker objects in the depsgraph
used for post-processing.
Remaining part was caused by missing scene sound update for this depsgraph.
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This change makes it so sound handles are created for evaluated scene,
sequencer and speakers. This allows to have properly evaluated animation
on them.
For the viewport playback sound uses regular dependency graph.
For the final render sound uses dependency graph created for render pipeline,
which now also contains sequencer and sound datablocks.
All the direct sound update calls are replaced with corresponding dependency
graph recalc tag.
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Only affects when an evaluated dependency graph is requested via
context.
Makes it cheap to call when there are no changes made to the graph
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Avoids having to check rotation modes to get the orientation.
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This happened to be a bigger rabbit hole to hell than it originally seemed,
and there are higher priority design tasks to be handled (at this point high
priority design task is more important than high priority bug fix).
After talking to Brecht the decision was made to revert to the known isolated
issue, which will allow everyone in the studio work same as prior to last
Friday.
The remaining bits will be worked on after all the design tasks are out of
the way.
This commit reverts:
4cdb4b9532c Fix T64161: Crashing using undo and multiple windows
064273a4ae7 Sound: Port more cases to be a part of dependency graph
2e582f8ab53 Sound: Fix access wrong dependency graph
5fc49d9c915 Sound: add stubs to build without audaspace
c68c81a870b Sound: Make sure spin lock is initialized for new sound datablocks
c02534469ac Sound: Delay creating sound scene handle for until is needed
9f681bea68f Fix T64144: Crash when displaying audio waveforms in VSE
2f79286453e Cleanup: unused vars
bed8ad6f95a Fix crash in background rendering after recent sound changes
773691310f9 Fix T64143: Crash when scrubbing in the graph editor
888852055c1 Sound: Fix for being unable to jump to a frame during playback with A/V sync
6ab7b384645 Sound: More fixes for access of original scene
35db1195455 Sound: Fix access original scene during playback
211c4fd2e9a Depsgraph: Make comment about evaluation more obvious
c5fe16e121e Sound: Make sound handles only be in evaluated datablocks
b4e1e0946bf Depsgraph: Preserve sound and audio pointers through copy-on-write
4eedf784b04 Depsgraph: Store original sequencer strip pointer
6990ef151c1 Sound: Move evaluation to dependency graph
d02da8de23b Sound: Delay opening handlers for until really needed
3369b828916 Depsgraph: Add scene audio component
e8f10d64757 Depsgraph: Tag sequencer for update on changes
6e4b7a6e4d9 Depsgraph: Initial work to cover sequencer
17447ac5a6b Depsgraph: Make sound ID part of the graph
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The sound handles are still in the original datablocks, so it's easier
to test since there should be no functional changes.
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Note the fix for T62865 is still working fine.
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Apply clang format as proposed in T53211.
For details on usage and instructions for migrating branches
without conflicts, see:
https://wiki.blender.org/wiki/Tools/ClangFormat
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Based on feedback from animators, this is useful to keep as a view
option (as in 2.7x).
Now the transform gizmos can be enabled from the popover,
the tools still work for location/scale/rotation.
The transform tool has been removed.
See T63518
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collections'.
'Linked objects' option was not behaving correctly before, effectively
linking in collections, so this one has been renamed to just 'Linked Copy',
and gives a fully shallow copy of current scene.
'Linked Obdata' was not really useful, kind of confusing, and was
painful to maintain, so dropping it now.
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Add buttons for editing the cursor rotation as well as rotation modes,
similar to object and pose bones.
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While \file doesn't need an argument, it can't have another doxy
command after it.
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Move \ingroup onto same line to be more compact and
make it clear the file is in the group.
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BF-admins agree to remove header information that isn't useful,
to reduce noise.
- BEGIN/END license blocks
Developers should add non license comments as separate comment blocks.
No need for separator text.
- Contributors
This is often invalid, outdated or misleading
especially when splitting files.
It's more useful to git-blame to find out who has developed the code.
See P901 for script to perform these edits.
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Done using:
source/tools/utils_maintenance/c_sort_blocks.py
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This aims to resolve a conflict where some users want to keep keyboard
axis setting global, even when the orientation is set to something else.
Move/rotate/scale can optionally each have a separate orientation.
Some UI changes will be made next.
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Neither is very descriptive for its task, but at least workbench is more
future proof and distinguishes it from Eevee.
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Since that call make the graph active, it should only be used in active
editing context aware code (i.e. essentially, operators).
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D3056 by @alourenco
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This is intended for quick renders for previsualization, animation previews
or sequencer previews. It provides the same settings as found in the 3D view
Shading popover in solid display mode, but in the scene render properties.
The "Workbench" engine was removed, and this name no longer appears in the
user interface, it's purely an internal name. We might come up with a better
name for this OpenGL engine still, but it's good to be consistent with the
OpenGL Render operator name since this has a similar purpose.
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I moved some code from ED_rigidbody_object_remove() to
BKE_rigidbody_remove_object(), so that calling the latter doesn't leave
the object in rbw->group (causing a crash later on when rebuilding the
depsgraph).
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This commit actually adds some G.main... but at much, much higher level
than the ones it removes, so should still be better ;)
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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/D3383
https://code.blender.org/2018/05/collections-and-groups/
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Both the scene and workspace had an active view layer, and it was confusing
which settings were being used or displayed where. Now we always have one,
so there is no mismatch.
The "View Layers" tab in the properties editor is now "View Layer", no longer
showing a list of layers. Instead view layers can be added and removed with
the workspace view layer selector. They are also listed and selectable in the
outliner.
Single layer rendering uses the active view layer from the workspace.
This fixes bugs where the wrong active view layer was used, but more places
remain that are wrong and are now using the first view layer in the scene.
These are all marked with BKE_view_layer_context_active_PLACEHOLDER.
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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.
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ViewRender was removed, which means we can't get the render engine for files
saved in 2.8. We assume that any files saved in 2.8 were intended to use Eevee
and set the engine to that.
A fix included with this is that .blend thumbails now draw with Clay mode,
and never Eevee or Cycles. These were drawn with solid mode in 2.7, and should
be very fast and not e.g. load heavy image textures.
Differential Revision: https://developer.blender.org/D3156
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This was stored in the workspace, selected from the view.
Move both to scene since custom orientations are closely related to your
scene data.
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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.
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The depsgraph was always created within a fixed evaluation context. Passing
both risks the depsgraph and evaluation context not matching, and it
complicates the Python API where we'd have to expose both which is not so
easy to understand.
This also removes the global evaluation context in main, which assumed there
to be a single active scene and view layer.
Differential Revision: https://developer.blender.org/D3152
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The depsgraph now contains all the state needed to evaluate it.
Differential Revision: https://developer.blender.org/D3147
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