Age | Commit message (Collapse) | Author |
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Conflicts:
intern/cycles/device/device.cpp
source/blender/blenkernel/intern/library.c
source/blender/blenkernel/intern/material.c
source/blender/editors/object/object_add.c
source/blender/editors/object/object_relations.c
source/blender/editors/space_outliner/outliner_draw.c
source/blender/editors/space_outliner/outliner_edit.c
source/blender/editors/space_view3d/drawobject.c
source/blender/editors/util/ed_util.c
source/blender/windowmanager/intern/wm_files_link.c
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This makes code closer to id_override/assent-engine ones, which
introduce a new type of linked data, and hence reserve
ID_IS_LINKED_DATABLOCK to real linked datablocks.
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This is a lots of changes, but they are boiling down to a simple API
changes where we are no longer relying on implicit usage of scene's
depsgraph and pass depsgraph explicitly.
There should be no user measurable difference, render_layer* tests
are also passing.
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The legacy algorithm only considers two adjacent points when computing
the bezier handles, which cannot produce satisfactory results. Animators
are often forced to manually adjust all curves.
The new approach instead solves a system of equations to trace a cubic spline
with continuous second derivative through the whole segment of auto points,
delimited at ends by keyframes with handles set by other requirements.
This algorithm also adjusts Vector handles that face ordinary bezier keyframes
to achieve zero acceleration at the Vector keyframe, instead of simply pointing
it at the adjacent point.
Original idea and implementation by Benoit Bolsee <benoit.bolsee@online.be>;
code mostly rewritten to improve code clarity and extensibility.
Reviewers: aligorith
Differential Revision: https://developer.blender.org/D2884
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This fix enables the usage of bbones easing parameters for edit and pose mode seperately. This allows animators to take advantage of the functionality and may eliminate confusion as the parameters now behave similar to other bbone parameters.
Note that splitting the parameters between the modes effectively creates a new parameter set. Blend files of previous versions do not contain this information and will have the values set to 0 on load. As it broke backwards compatibility for pose mode values anyway, I also took the liberty to rename the easing parameters in some places for consistency (which breaks edit mode values).
Reviewers: aligorith
Subscribers: aligorith
Tags: #animation
Differential Revision: https://developer.blender.org/D2796
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We expose engine as a string, yet context is dealing with Pointers. To prevent a crash
we may as well just forbid users to override it.
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This way it's more flexible to extend StampData structure
with additional stuff which might require memory free.
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If an object is in any visible collection, the object will be visible.
This behaviour has changed in 9ad2c0b6154b.
If it will change again, it will be for:
https://developer.blender.org/D2878
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Access from the curve clean-up menu
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The offset is subtracted, so that it's intuitive (dragging slider pushes
the animation further that way on the timeline).
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This let us know efficiently if a material has a dedicated nodetree for each of it's output node input.
Only works for Eevee at this moment.
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This moves background images out of the 3D viewport,
to be used only as camera reference images.
For 3D viewport references,
background images can be used, see: D2827
Some work is still needed
(background option isn't working at the moment).
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Was needed for legacy lamp/material drivers.
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With new dependency graph this direct call to driver/animation update should
not be needed,
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They are still modifying global state, such as ID recalc tags stored in bmain,
need some solution for this.
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This would break if using preview in VSE. We now use the scene engine
not the workspace engine.
That said we could have the preview engine defined as part of the sequence strip
as we had for draw modes in the past. But this is a separated topic for a
separated patch.
This issue in particular was introduced in e4f2b2be26ad.
Note: VSE preview is still broken in two cases:
* If you have Eevee as the engine in the Scene of the Scene strip.
* If you use Clay, save the file, and re-open.
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Objects from set scene gets flattened out to the active scene depsgraph, so it
is a big question why do we need to build dependency graph for set scenes.
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This is supposed to be handled by dependency graph now.
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New dependency graph takes care of all datablocks already.
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We wouldn't really know which context we want there.
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Steps to reproduce were:
* Open Blender, create a new scene
* Go back to initial scene, transform object
* Switch back to newly created scene, change operator settings there
* Should cause a crash (at least with asan)
Should behave like 2.7 now, that is, switch scene back to where
operator was executed.
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This needs to be re-implemented in a new fashion, without touching global list
of bases and become compatible with the new dependency graph.
The idea to go here would be to create new dependency graph for motion path
evaluation, bring a single object in there (which will pull all dependencies
at a construction) and use that.
Needs working copy-on-write first tho.
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It will not be possible to do that after depsgraph becomes more context
oriented. Which means, all code will need to explicitly tell which graph
to free,
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Scene is already stored in the graph.
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This is a corner-case, but one that is too easy to reproduce:
* Unlink all the collections of active view layer.
* Link a group without "Instancing" it.
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The idea is following: we do need to have multiple dependency graphs to denote
different scene layers (depsgraph should only contain objects from a specific
scene layer), and we also want to support same scene layer to be evaluated to
a different state in different windows. In order to achieve that we do need to
have a list or hash (for faster lookup presumably) somewhere. To keep things
easier for now, it will be a scene which owns that hash. This seems to make
sense anyway, since dependency graph only points to data which is owned by
scene.
This commit only introduces some basic API and hash itself stored in DNA, there
is no changes in behavior. See this as a first step towards getting rid of
scene-global dependency graph.
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While such drivers will generally get evaluated too late to be of much
use during animations, it can still be useful to allow using drivers to
control a whole bunch of NLA strip properties (i.e. syncing NLA strip
timings via a single property/control).
Keyframe insertion however is still not allowed on these properties
(and an error message will now be displayed when trying to do so,
instead of silently failing), as it is useless.
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