Age | Commit message (Collapse) | Author |
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This is now hanbdled by the nodes in dependency graph.
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Reviewers: brecht
Differential Revision: https://developer.blender.org/D4285
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This removes a bunch of animation/driver evaluations and recalc flags that
should be redundant in the new depsgraph, and were incorrectly affecting
the evaluated scene in a permanent way.
Still two cases that could be removed if the depsgraph is improved, in
BKE_object_handle_data_update and BKE_cachefile_update_frame.
For physics subframe interpolation there are also still calls to
BKE_object_where_is_calc that should ideally be removed as well, though
they are not known to cause keyframing bugs.
Differential Revision: https://developer.blender.org/D4274
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Part of the issue was a missing relation. Other part wes
aboud object's inverse matrix never being updated.
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This commit makes it so curve path parent solving accepts an explicit
arguments for both time and curve speed flag, making it so we don't
have to mock around with scene's frame.
One unfortunate issue still is that if the instancing object is used
for something else, we might be running into a threading conflict.
Possible solution would be to create a temp copy of an object, but
then it will be an issue of preventing drivers from modifying other
datablocks.
At least the original issue is fixed now, and things behave same as
in older Blender version. Additionally, the global variable which
was defining curve speed flag behavior is gone now!
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This restores the object->data to a non-modifier evaluated state.
So this allow us to change evaluated object modifier stack directly and
get BKE_mesh_new_from_object() for the evalauted object.
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We need to copy those back from evaluated modifierdata to orig one (as
part of `BKE_object_synchronize_to_original()`).
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The issue was caused by transflag set in geometry evaluation
never copied back top original object.
Now we have a dedicated operation which does all sort copy
back to original object, so we don't have to worry about
atomic assignments or what gets set where.
Still need to move boundbox to the same function, but it
needs some careful doublechecking first.
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Not exactly sure why we did not have cached displist for bevel object
here... But anyway, that conversion operation should really happen
outside of depsgraph evaluation area, so makes sense to do it as when
generating geometry for rendering, imho. Also solves issues like loosing
hidden parts of the curve/surface, etc. Still using viewport resolution
for curves, though.
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Bring back per-viewport localview. This is based on Blender 2.79.
We have a limit of 16 different local view viewports.
We are using both the numpad /, as well as the regular /.
Missing features:
* Hack to make sure lights are always visible.
* Make rendered mode with external engines to support this as well
(probably just need to support this in the RNA iterators).
* Support over 16 viewports by taking existing viewports out of local view.
The code can use a cleanup pass in the future to unify the test to see
if an object is visible (or we can use TESTBASE in more places).
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Boundbox does not depend on transform and only need geometry
component.
This change solves possible race condition accessing geometry
data and allocating/assigning pointers.
Based on disacussion in IRC with @mano-wii and @brecht.
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Five years later since the original commit, is probably not so bad
timing on calling things by their clear name.
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Among all the lines moved around, the general idea is quite simple.
Actually, there are two ideas implemented there.
First one, is when object itself is tagged for update, we tag its
point cache component for evaluation, which makes it so point cache
is properly reset. We do it implicitly because otherwise we'll need
to go everywhere and add explicit tag in almost all the properties.
Second thing is, we link all collider and force fields to a point
cache component using special type of link. This type of link only
allows flush if change is caused by a user update. This way reset
does not happen when change is caused due to animation, but will
properly happen when user causes indirect change to the objects
which are part of physics simulation.
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Also fixes T55769 Dimension Not properly work
and T56064 Blender crashes on selecting text-object
We decided to go to the easy way in the end, simply enforcing computing
BBox of all objects when using 'active' depsgraph, and copying back to
orig object (same as transform matrix, etc.).
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Reviewers: sergey
https://developer.blender.org/D3639
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This commit merge the full development done in greasepencil-object branch and include mainly the following features.
- New grease pencil object.
- New drawing engine.
- New grease pencil modes Draw/Sculpt/Edit and Weight Paint.
- New brushes for grease pencil.
- New modifiers for grease pencil.
- New shaders FX.
- New material system (replace old palettes and colors).
- Split of annotations (old grease pencil) and new grease pencil object.
- UI adapted to blender 2.8.
You can get more info here:
https://code.blender.org/2017/12/drawing-2d-animation-in-blender-2-8/
https://code.blender.org/2018/07/grease-pencil-status-update/
This is the result of nearly two years of development and I want thanks firstly the other members of the grease pencil team: Daniel M. Lara, Matias Mendiola and Joshua Leung for their support, ideas and to keep working in the project all the time, without them this project had been impossible.
Also, I want thanks other Blender developers for their help, advices and to be there always to help me, and specially to Clément Foucault, Dalai Felinto, Pablo Vázquez and Campbell Barton.
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object.base_flag was not synced back from evaluated ID to original one.
Similar thing as copying back to original transform matrix, avoids
having to get data from evaluated one in lots of cases.
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Render depsgraph is evaluated from scratch, so it should not be needed
to do such a call.
This also prevents modifier stack from being evaluated on top of already
evaluated mesh
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Conflicts:
intern/cycles/blender/blender_object.cpp
source/blender/alembic/intern/abc_exporter.cc
source/blender/alembic/intern/abc_mball.cc
source/blender/alembic/intern/abc_mball.h
source/blender/blenkernel/BKE_anim.h
source/blender/blenkernel/BKE_displist.h
source/blender/blenkernel/BKE_dynamicpaint.h
source/blender/blenkernel/BKE_group.h
source/blender/blenkernel/BKE_mball.h
source/blender/blenkernel/BKE_mball_tessellate.h
source/blender/blenkernel/BKE_object.h
source/blender/blenkernel/BKE_scene.h
source/blender/blenkernel/intern/anim.c
source/blender/blenkernel/intern/depsgraph.c
source/blender/blenkernel/intern/displist.c
source/blender/blenkernel/intern/dynamicpaint.c
source/blender/blenkernel/intern/group.c
source/blender/blenkernel/intern/mball.c
source/blender/blenkernel/intern/mball_tessellate.c
source/blender/blenkernel/intern/mesh_convert.c
source/blender/blenkernel/intern/object.c
source/blender/blenkernel/intern/object_dupli.c
source/blender/blenkernel/intern/object_update.c
source/blender/blenkernel/intern/pointcache.c
source/blender/blenkernel/intern/scene.c
source/blender/blenkernel/intern/smoke.c
source/blender/depsgraph/intern/builder/deg_builder_nodes.cc
source/blender/depsgraph/intern/builder/deg_builder_relations.cc
source/blender/editors/include/ED_object.h
source/blender/editors/object/object_add.c
source/blender/editors/object/object_edit.c
source/blender/editors/object/object_modifier.c
source/blender/editors/physics/dynamicpaint_ops.c
source/blender/editors/sculpt_paint/paint_vertex.c
source/blender/editors/sculpt_paint/sculpt_uv.c
source/blender/editors/space_view3d/drawobject.c
source/blender/editors/space_view3d/view3d_draw.c
source/blender/editors/transform/transform_conversions.c
source/blender/editors/transform/transform_snap_object.c
source/blender/editors/util/ed_util.c
source/blender/gpu/intern/gpu_material.c
source/blender/makesrna/intern/rna_meta.c
source/blender/makesrna/intern/rna_object_api.c
source/blender/modifiers/intern/MOD_dynamicpaint.c
source/blenderplayer/bad_level_call_stubs/stubs.c
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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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Only do it for active dependency graph.
Currently covers animation, drivers, object and pose channel matricies.
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This way we allow animation system to make decisions based on which
context dependency graph is coming from, and whether it belongs to
an active edit window or not.
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Saves quite a bit of CPU ticks per mesh update, giving measurable
speedup for file from T55228.
Memory usage goes up a it, most likely due to evaluated mesh having
more custom data layers than corresponding DM does.
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Time should alwaus come from depsgraph, not scene.
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The problem was a missing depsgraph relation between the transforms of
the object and its proxy, it was only there for the pose.
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Differential Revision: https://developer.blender.org/D3438
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Does all points all the time, ignoring the setting in viewport header.
This is to be addressed by the next commit.
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This will be handled by the new view layer override system which will
store data elsewhere, removing the code already for easier refactoring.
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Currently only affects EVALUATION debug messages, rest are to be
supported on per-depsgraph level.
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Was caused by ec0756af6c7, once again, we can't pass view layer,
need to pass index.
The sad part is that currently we don't have quick way to look up
view layer by index. Can do similar thing as we do for bones and
bases.
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Fixes view_layer_background_set regression test.
This makes Dalai happy! :)
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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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This adds initial multi-object editing support.
- Selected objects are used when entering edit & pose modes.
- Selection & tools work on all objects however many tools need porting
See: T54641 for remaining tasks.
Indentation will be done separately.
See patch: D3101
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