Age | Commit message (Collapse) | Author |
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update + proxy
Make proxy copy result more atomic operation.
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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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Hopefully this will fix issue with camera rig where camera properties
(like, near/far clip) are driven by custom properties from bones, and
those bones are actually belong to proxied armature.
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Modifier stack might reference arrays from mesh, so if any of sub-data
pointer changed, modifier stack is to be re-evaluated.
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Old behavior: tagging ID with DEG_TAG_COPY_ON_WRITE will do copy-on-write
(as requested), but will also flush changes to all operations with depends
on it. This means, for example, tagging object for copy-on-write will force
its modifier stack to be evaluated.
This was needed in the earlier days of copy-on-write when things were not
well defined and when lots of areas were not doing proper tagging.
New behavior: tagging ID with DEG_TAG_COPY_ON_WRITE will only ensure copy
of the dadatblock is up to date, without flushing updates to any dependencies.
This means following things:
- We can update parts of ID without invoking heavy computation of other
parts of same ID. For example, tagging object for COPY_ON_WRITE update
on mode change will not force modifiers stack to update.
- If some dependent datablock is dependent on pointers which are invalidated
by copy-on-write (like, evaluated mesh referencing custom data layers from
original mesh), this will either require explicit tag or explicit relation
in the dependency graph.
Currently can not find a faulty case since tagging of mesh happens with
either 0 (which means, everything) or with GEOMETRY, which also forces
all dependent modifier stacks to be re-evaluated.
This fixes missing PBVH when going into sculpt mode (sculpt mode toggle
was tagging object for COPY_ON_WRITE update, which was forcing modifier
stack to be updated, which was freeing PBVH.
Some other operations might also become faster with this change.
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Internally it's still mostly named lamps, though some modules like Cycles
were already calling them lights.
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This way we guarantee that animation component on the datablock will
totally wait for action to be fully evaluated before attempting to
evaluate f-curves.
Fixes T55642: Inconsistent result on animated DoF file
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Same reasoning as effector relations in earlier commit.
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To find all effectors in the scene, we need to loop over all objects.
Doing this during depsgraph evaluation caused crashes because not all
objects are guaranteed to be evaluated yet.
To fix this, we now cache the relations as part of the dependency graph
build. As a bonus this also makes evaluation faster for big scenes,
since looping over all objects for each particle system is slow.
Fixes T55156.
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Transform evaluation does depend on that matrix, but relation was never
in dependency graph. It was not even in the old dependency graph, which
makes me wonder how this thing worked reliably to begin with.
Should fix flickering issue in the render farm.
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Transform evaluation doesn't not depend on objects which are being duplicated,
so should not be any regressions here.
The whole relation should probably be gone as it's kind of rooting back to
legacy times, but that would need more clear research and investigation and
regression testing.
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That will help with cases when dupli_group object is not linked
directly to the scene.
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Note this is now separate from H key hiding, and meant for more persistent
ways to define which objects are relevant to the viewport or render.
This avoids some cases where you'd have to create collection specifically
to hide objects for viewport/render.
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- rbw->group added to the depsgraph.
- Mesh evaluation added when necessary.
- Prevent of double-free by freeing the scene before objects.
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For physics simulation it's still fuzzy though, but this needs bigger
design for how it works with view layers and visibility.
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This makes evaluated objects to point to a non-evaluated collection,
which is already really bad. What is even more worse, objects in those
collections are not evaluated either.
Proper solution would be to implement visibility flag for nodes, which
will be set to 0 for transform/geometry components, but which will be
1 for copy-on-write components.
This way we will guarantee consistency of dependency graph.
For now this change is good enough and unlocks production.
Fixes T55375: Crash when changing visibility of instanced collection
Fixes T55357: Particle geometry crash
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Were caused by depsgraph trying to create relations between objects
which are coming from restricted collection.
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Drivers can reference object data datablock directly, and if there
was no object in the scene with that datablock, blender will crash.
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This is a beginning of series of commits which will clearly separate
building IDs which are used as object data from object building.
The goal is to be able to always build whatever ID. Required to make
driver targets to work reliably with copy-on-write concept.
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With single editing context we can have expected and correct evaluation order
of animation and material update.
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The relation was inverted here, for a long time already. The reason is
unclear and in principle it should work fine in the right direction.
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This includes:
- Skip OB_RECALC_TIME tag from object duplicate operator
not sure why it is needed: even if original object was
animated, duplicating it will copy evaluated values.
- Don't tag whole ID for update when updating it after
relations rebuilt. Use the same trickery to detect
whether animation is to be re-evaluated or not as is
done for update flag=0.
- Don't tag datablocks which are expanded for update
of copy-on-write.
- Avoid flush along relation from copy-on-write
operation in action. This will not invalidate any
pointers in the copied datablock since we don't
reference anything in the action.
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