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2020-09-04Cleanup: Clang-Tidy readability-inconsistent-declaration-parameter-name fixSebastian Parborg
No functional changes
2020-09-01Fix: Active rigidbodies would not recive updates after the stopped being ↵Sebastian Parborg
animated Because depsgraph isn't rebuild for animated properies, we have to assume that active bodies will always want to have updates from the rigidbody simulation.
2020-08-28Fix Rigidbody depsgraph passive and constraint transform relations.Sebastian Parborg
We need to have transforms from passive objects if they are animated or driven by parent relations. This is not immediately obvious as the object transform matrix will still be available, it is just one frame behind in some cases. Fixed dependency cycles if there is a constraint between two rigid bodies. Because bullet keeps track of its simulated bodies, we do not need to supply objects transforms as bullet should already have them. I need combine these two fixes because otherwise we will get depsgraph warnings that nodes are missing that it expects to be there. Reviewed By: Sergey, Jacques Differential Revision: http://developer.blender.org/D8732
2020-08-21Cleanup: rename iterators over sequences to be more clear about what they do.Bastien Montagne
No functional changes expected.
2020-08-03Merge branch 'blender-v2.90-release'Bastien Montagne
2020-08-03Fix T79222: Assert due to multiple building of same scene sequencer in ↵Bastien Montagne
depsgraph. Just check and skip building if it has already been done before. Thanks to @sergey for the help.
2020-07-30Fix T79117: dependency cycle with passive rigid body objectsJacques Lucke
Reviewers: zeddb Differential Revision: D8431
2020-07-22Depsgraph: build ids referenced by socketsJacques Lucke
2020-07-22Simulation: improve depsgraph integrationJacques Lucke
A simulation data block has an embedded node tree, which requires special handling in a couple of places. Some of those places were missing beforehand. This also adds a relation to make sure that the simulation is evaluated after animations on the embedded node tree are evaluated.
2020-07-16Fix T78920: missing depsgraph relation when using sound strips in VSESybren A. Stüvel
Having a sound strip in the VSE caused a missing relation error to be logged on the console. This was caused by the AUDIO depsgraph component not having an entry node. This commits adds that node, and sets up relations correctly. Differential Revision: https://developer.blender.org/D8290 Reviewed By: Sergey
2020-06-29Depsgraph: introduce blender::deg namespaceJacques Lucke
Reviewers: sergey Differential Revision: https://developer.blender.org/D8150
2020-06-26Fix T78071: Drivers reading object visibility not updating automaticallySybren A. Stüvel
A driver reading `Object.hide_viewport` would break when that object was hidden. Hidden objects don't have the `OBJECT_BASE_FLAGS` node in the depsgraph, but that node was required for the driver to work. Now the `OBJECT_FROM_LAYER` component (which optionally contains the `OBJECT_FROM_LAYER` node) has explicit `ENTRY` and `EXIT` nodes, which are used for relations with other components. These relations now remain valid, even when the `OBJECT_FROM_LAYER` node is absent. Differential Revision: https://developer.blender.org/D8124 Reviewed By: sergey
2020-06-25Revert "Fix T78071: Drivers reading object visibility not updating ↵Sybren A. Stüvel
automatically" This reverts commit baa0da3e69a1225cd18c075be5563c7d811b5347. The commit causes some issues I didn't foresee, I'd rather take the time to do it properly than hastily try and commit a fix for it.
2020-06-25Fix T78071: Drivers reading object visibility not updating automaticallySybren A. Stüvel
An object can be targeted by a driver that reads its `hide_viewport` or `hide_render` property. The existence of such a driver will create a relation between the 'sync base flags' depsgrpah node, and the datablock containing the driver. When the object is hidden, however, it has no base, and thus it had no 'sync base flags' depsgraph node. To support such a driver, that depsgraph node is now always added, but for hidden objects it will just be a no-op. If the node is not used by anything, it will be automatically disconnected and have a negligible effect on performance.
2020-06-23Fix T77712: Crash on proxied rig, custom bone shape, driver targeting rigSybren A. Stüvel
It turns out that `DepsgraphNodeBuilder::build_object_data_geometry(Object *object, bool is_object_visible)` was called for the custom shape with `is_object_visible=false` when there are drivers, and `is_object_visible=true` when there aren't any.
2020-06-10Depsgraph: use blender::Vector instead of std::vectorJacques Lucke
We decided that `blender::Vector` should be the default choice for a vector data structure in Blender. Reviewers: sergey Differential Revision: https://developer.blender.org/D7981
2020-05-28Depsgraoh: Fix missing texture node allocationSergey Sharybin
It was causing wrong binding for image animation: since there was no ID node for texture at the moment of build_animdata original texture ID was passed to the callback. This is not what is supposed to happen. This is part of fix for T65889.
2020-05-25Simulations: pass simulation data block to update functionJacques Lucke
2020-05-25Merge remote-tracking branch 'origin/blender-v2.83-release'Sybren A. Stüvel
2020-05-25Fix T76897: Lamp Power Not Updating from DriverSybren A. Stüvel
Lamps were not tagged with `ID_RECALC_SHADING` when they were updated from drivers. As a result, Cycles considered the lamp as unchanged. This is resolved by having a (seemingly non-functional) callback in a new `LIGHT_UPDATE` depsgraph node. This patch unconditionally adds the `LIGHT_UPDATE` node + the relation from the lamp's PARAMETERS node. Differential Revision: https://developer.blender.org/D7822 Reviewed by: brecht
2020-05-19Merge branch 'blender-v2.83-release'Philipp Oeser
2020-05-19Fix T76689: Armature layers not indicating the existence of bonesSybren A. Stüvel
From what I can see, there are two issues at play in {T76689} and its merged-in report {T76590}: - In Blender ≤ 2.79 the bone layer dots were updated in the draw code. This ensured the info was up to date before drawing. This is no longer possible, as the drawing code uses evaluated objects, and those should not be written to. This has been addressed in rB709f126e8143 by calling the update function explicitly in various places in the code. The problem is that this wasn't added to all necessary spots. - When in edit mode, changes are made to the edit bones but not to the 'actual' bones (this is synced when exiting edit mode). This causes undo to mess up the layer indicators. I think both issues can be addressed by having the dependency graph update the used layer info as part of the armature evaluation. This will make the undo system work properly, and allows the removal of some `BKE_armature_refresh_layer_used()` from various places. There is still the issue that there are two functions (`BKE_armature_refresh_layer_used()` and `ED_armature_edit_refresh_layer_used()`) that are both responsible for updating `bArmature::layer_used`. This is a trickier thing to solve, though, as the definition of the `EditBone` struct resides in the armature editor module. This means that blenkernel can't iterate over edit bones, but on the other hand the dependency graph shouldn't call any editor functions either. This is why I left the `ED_armature_edit_refresh_layer_used()` calls untouched. The downside of recalculating `layer_used` from the dependency graph (at least in the way that I did it now) is that it is called every time a user moves a bone in pose mode. This frequency of updates is not necessary. Differential Revision: https://developer.blender.org/D7709
2020-05-13Simulation: Add modifier to access simulation dataJacques Lucke
For now the "Simulation" modifier only exists for point cloud objects, because we need this for the particle system. Right now, the modifier is doing nothing. There is a new `DEG_add_simulation_relation` function that is used by the modifier to make sure that the simulation is evaluated before the modifier is executed. Reviewers: brecht, sergey Differential Revision: https://developer.blender.org/D7549
2020-05-09Cleanup: spellingCampbell Barton
2020-05-08Cleanup: take includes out of 'extern "C"' blocksJacques Lucke
Surrounding includes with an 'extern "C"' block is not necessary anymore. Also that made it harder to add any C++ code to some headers, or include headers that have "optional" C++ code like `MEM_guardedalloc.h`. I tested compilation on linux and windows (and got help from @LazyDodo). If this still breaks compilation due to some linker error, the header containing the symbol in question is probably missing an 'extern "C"' block. Differential Revision: https://developer.blender.org/D7653
2020-05-08GPencil: Refactor - Rename modifier and shder functionsAntonio Vazquez
This change is to align names with changes in T76498
2020-05-08Fix T76498: Refactoring - Rename BKE modifiers funtionsAntonio Vazquez
2020-05-01Cleanup: moved drivers to BKE_fcurve_driver.h / fcurve_driver.cSybren A. Stüvel
All the driver-specific code in `fcurve.c` has been moved into a new file `fcurve_driver.c`. The corresponding declarations have been moved from `BKE_fcurve.h` to `BKE_fcurve_driver.h`. All the `#include "BKE_fcurve.h"` statements have been investigated and replaced with `BKE_fcurve_driver.h` where necessary. No functional changes.
2020-04-28Depsgraph: use BLI::Set for entry_tagsJacques Lucke
Reviewers: sergey Differential Revision: https://developer.blender.org/D7555
2020-04-28Merge branch 'blender-v2.83-release'Bastien Montagne
Conflicts: source/blender/blenkernel/intern/lib_query.c source/blender/depsgraph/intern/builder/deg_builder_relations.cc
2020-04-28Depsgraph: Add IDProperties handling.Bastien Montagne
Fix T75279: BLI_assert failed when deleting object in debug build (only). And all general cases of ID pointer idproperties that would use a data-block not referenced anywhere else in the depsgraph. This includes idproperties from: * All ID types; * Bones and pose bones; * Sequences; * Nodes and sockets. Differential Revision: https://developer.blender.org/D7551
2020-04-28Depsgraph: Use BLI::Map in more placesJacques Lucke
Reviewers: sergey Differential Revision: https://developer.blender.org/D7519
2020-04-20Simulations: Add new simulation data blockJacques Lucke
This data block will be the container for simulation node trees. It will be used for the new particle node system (T73324). The new data block has the type `ID_SIM`. It is not visible to users and other developers by default yet. To enable it, activate the cmake option `WITH_NEW_SIMULATION_TYPE`. New simulation data blocks can be created by running `bpy.data.simulations.new("name")`. Reviewers: brecht Differential Revision: https://developer.blender.org/D7225
2020-04-17Merge remote-tracking branch 'origin/blender-v2.83-release'Sybren A. Stüvel
2020-04-17Fix T75686: Animating scene audio volume doesn't workSybren A. Stüvel
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
2020-04-17Cleanup: use colon after doxygen parameters, spellingCampbell Barton
2020-04-03Cleanup: Animation, move AnimData API to `anim_data.c`/`BKE_anim_data.h`Sybren A. Stüvel
The `BKE_animsys.h` and `anim_sys.c` files already had a an "AnimData API" section. The code in that section has now been split off, and placed into `BKE_anim_data.h` and `anim_data.c`. All files that used to include `BKE_animsys.h` have been adjusted to only include the animation headers they need (sometimes none). No functional changes.
2020-04-03Cleanup: use tern 'sync' instead of 'synchronization' for function namesCampbell Barton
This is a common, unambiguous abbreviation already used throughout the code-base.
2020-04-01Fix T74224: Add missing depsgraph relations for boid particlesJacques Lucke
Reviewers: brecht Differential Revision: https://developer.blender.org/D7302
2020-03-24Cleanup: spellingCampbell Barton
2020-03-23Fix T74984: Crash opening specific production filesSergey Sharybin
More detailed symptoms: there was no curve cache created for an object which was used by draw manager. A bit tricky situation, which involves collection instances and their proxies. The root of the problem in the dependency graph was that instanced collections visibility was not updated when object is requested with different visibility. So what was happening is that one of the objects was pulled as an indirect dependency of something invisible, so it built instanced collections as if the instancer is invisible. After that the same object was built as visible. Before this fix this was only update object flags, the instanced collections still believed they are invisible. Since there is no path via relations which would connect visible object with instanced objects the visibility flush which is happening during graph finalization did not "fix" the visibility flags. This change makes it so instanced collections are updating their visibility when their instancer's visibility is changing to truth. This is similar to how collections will accumulate their visibility when same collection is used from multiple ones with different visibility. However, this alone wasn't enough to get crash fixed. This marked collections as visible, but the geometry component of the curve object was still considering self as invisible. This is something tricky, since the code which is responsible for this issue was added as an optimization in afb4da6650d. This looks like like an oversight in that commit since it's rather weird that ID node's flag would depend on construction order (in "normal" object builder the ID node's directly_visible flag is initialized to object's visibility). So it seems logical to get this part of code in sync between "regular" and "accumulative" object builder. And last but not least the naming is_directly_visible is old and does not really represent what it actually mans now: a more correct name would be "will be used by the draw manager". Differential Revision: https://developer.blender.org/D7217
2020-03-19Cleanup/refactor: remove BKE_idcode, in favour of BKE_idtype.Bastien Montagne
Mpving utils from idcode to idtype proved to be somewhat painful for some reasons, but now all looks good. Had to add a fake/empty shell for the special snowflake too, `ID_LINK_PLACEHOLDER/INDEX_ID_NULL`...
2020-03-19Cleanup: `make format` after SortedIncludes changeDalai Felinto
2020-03-18Objects: add Volume object type, and prototypes for Hair and PointCloudBrecht Van Lommel
Only the volume object is exposed in the user interface. It is based on OpenVDB internally. Drawing and rendering code will follow in another commit. https://wiki.blender.org/wiki/Source/Objects/Volume https://wiki.blender.org/wiki/Reference/Release_Notes/2.83/Volumes Hair and PointCloud object types are hidden behind a WITH_NEW_OBJECT_TYPES build option. These are unfinished, and included only to make it easier to cooperate on development in the future and avoid tricky merges. https://wiki.blender.org/wiki/Source/Objects/New_Object_Types Ref T73201, T68981 Differential Revision: https://developer.blender.org/D6945
2020-03-14Cleanup: spellingCampbell Barton
2020-03-11Depsgraph: Fix crash deleting Viewer image from OutlinerSergey Sharybin
Was happening when having compositor open with Viewer node attached directly to Render Layers output. There were two things involved here: 1. The code which was storing CoW-ed versions of IDs was checking all IDs for whether they are expanded or not. This was causing access of freed memory for deleted IDs which do not need CoW (such as IM). Simple fix: store ID type as a scalar and use early check before doing more elaborate check based on accessing fields of id_cow. 2. The code which was ensuring view layer pointer is doing CoW for scene. This isn't an issue on its own, but scene might have an embedded ID such as compositor which was actually traversed by the ID remap routines. This was causing remapping procedure to go into non-updated copy of compositor, accessing freed Viewer image ID. Solved by not recursing into embedded IDs for datablocks as those are supposed to have own copy-on-write operations which takes care of re-mapping. Reported my Bastien, and also pair-coded with him.
2020-03-09GPencil: Refactor of Draw Engine, Vertex Paint and all internal functionsAntonio Vazquez
This commit is a full refactor of the grease pencil modules including Draw Engine, Modifiers, VFX, depsgraph update, improvements in operators and conversion of Sculpt and Weight paint tools to real brushes. Also, a huge code cleanup has been done at all levels. Thanks to @fclem for his work and yo @pepeland and @mendio for the testing and help in the development. Differential Revision: https://developer.blender.org/D6293
2020-03-09Depsgraph: fix crash caused by removing too many NO-OP nodesSybren A. Stüvel
Unused no-op operation nodes are not bound to a callback function, and have no outgoing relations. Incoming relations of such nodes are removed since ff60dd8b18ed00902e5bdfd36882072db7af8735. However, this was done too broadly, causing too many relations to be lost and indirectly linked objects to be unevaluated. This commit introduces a `DEPSOP_FLAG_FAKE_USER` flag for operation nodes, which indicates they are not to be removed, even when they appear to be unused. Reviewed By: sergey Differential Revision: https://developer.blender.org/D7074
2020-03-06Fix T73254: Drivers with the object.dimension variable are not updatedSybren A. Stüvel
This fixes an issue where drivers using `object.dimension` only add a dependency on `GEOMETRY` to the depsgraph, whereas they should also depend on `TRANSFORM`. This patch adds a new no-op operation that depends on the geometry and transform components to the Parameters component. An alternative implementation would be to have `RNANodeQuery::construct_node_identifier` return multiple node identifiers. However, this would spread throughout the depsgraph code and unnecessarily force many other functions to either return or handle multiple nodes where in 99.999% of the time a single node would suffice. The new `DIMENSIONS` node is added for each object. An upcoming patch will go over all no-op operation nodes and remove them from the depsgraph. Since this is a more dangerous operation, it'll be reviewed separately. Differential Revision: https://developer.blender.org/D7031
2020-03-05Cleanup: material API namingCampbell Barton
- Use 'BKE_object_material_*', 'BKE_id_material_*' prefix for functions that operate on Object and ID types. - Use '_len' suffix for length (matching BLI naming). - Use '_p' suffix for functions that return a pointer to values where the value would typically be returned. Functions renamed: - BKE_object_material_resize was BKE_material_resize_object - BKE_object_material_remap was BKE_material_remap_object - BKE_object_material_remap_calc was BKE_material_remap_object_calc - BKE_object_material_array_p was BKE_object_material_array - BKE_object_material_len_p was BKE_object_material_num - BKE_id_material_array_p was BKE_id_material_array - BKE_id_material_len_p was BKE_id_material_num - BKE_id_material_resize was BKE_material_resize_id - BKE_id_material_append was BKE_material_append_id - BKE_id_material_pop was BKE_material_pop_id - BKE_id_material_clear was BKE_material_clear_id