Welcome to mirror list, hosted at ThFree Co, Russian Federation.

git.blender.org/blender.git - Unnamed repository; edit this file 'description' to name the repository.
summaryrefslogtreecommitdiff
AgeCommit message (Collapse)Author
2017-09-10merged the master branchsoc-2017-vertex_paintDarshan Kadu
2017-03-15Fix T50938: Cache not being reset when changing simulation settings with new ↵Sergey Sharybin
depsgraph The thing i'm really starting to hate is the requirement to specify both operation code and node type. Seems to be duplicated enums without real need for that.
2017-01-26Depsgraph: Remove owner argument from relations builder as wellSergey Sharybin
The idea was to link something to a parent, but the point is: we must not pass owner deep and then have any parent-type-related logic implemented in the "children".
2017-01-25Depsgraph: Do ID tag outside of build_sceneSergey Sharybin
Otherwise it was possible to get ID tags cleared in the middle of DEG construction when there are set scenes used.
2016-11-17Depsgrpah: Fix missing animation update in movie clipsSergey Sharybin
2016-11-17Fix T50060: New depsgraph does not update mask animationSergey Sharybin
2016-11-07Depsgraph: Move key implementation from header to dedicated fileSergey Sharybin
2016-11-07Depsgraph: Fully switch from string to const char*Sergey Sharybin
This brings up to 10-20% depsgraph build time improvement in the layout files from the studio repository.
2016-11-07Depsgraph: Add extra name tag for operation nodesSergey Sharybin
The idea here is to address issue that name on it's own is not always unique: for example, when adding driver operations the name used for nodes is the RNA path (and multiple drivers can write to different array indices of the path). Basically, now it's possible to pass extra integer value to distinguish operations in such cases. So now we've already switched from sprintf() to construct unique operation name to pass RNA path and array index. There should be no functional changes yet, but this work is required for further work about replacing string with const char*.
2016-11-02Depsgraph: Fix some errors printed to the consoleSergey Sharybin
They were not real issues, it's just some areas of code tried to create relations between non-existing nodes without checking whether such relations are really needed. Now it should be easier to see real bugs printed. Hopefully should be no regressions here.
2016-09-30Depsgraph: Report proper error when modifier fails to create relation linkSergey Sharybin
2016-08-16Fix depsgraph to compute more accurate links for collision & force.Alexander Gavrilov
Current implementation more or less indiscriminately links physics objects to colliders and forces, ignoring precise details of layer checks and collider groups. The new depsgraph seemed to lack some such links at all. The relevant code in modifiers suffers from a lot of duplication. Different physics simulations use independent implementations of collision and similar things, which results in a lot of variance: * Cloth collides with objects on same or visible layer with dupli. * Softbody collides with objects on same layer without dupli. * Non-hair particles collide on same layer with dupli. * Smoke uses same code as cloth, but needs different modifier. * Dynamic paint "collides" with brushes on any layer without dupli. Force fields with absorption also imply dependency on colliders: * For most systems, colliders are selected from same layer as field. * For non-hair particles, it uses the same exact set as the particles. As a special quirk, smoke ignores smoke flow force fields; on the other hand dependency on such field implies dependency on the smoke domain. This introduces two utility functions each for old and new depsgraph that are flexible enough to handle all these variations, and uses them to handle particles, cloth, smoke, softbody and dynpaint. One thing to watch out for is that depsgraph code shouldn't rely on any properties that don't cause a graph rebuild when changed. This was violated in the original code that was building force field links, while taking zero field weights into account. This change may cause new dependency cycles in cases where necessary dependencies were missing, but may also remove cycles in situations where unnecessary links were previously created. It's also now possible to solve some cycles by switching to explicit groups, since they are now properly taken into account for dependencies. Differential Revision: https://developer.blender.org/D2141
2016-06-18Cleanup: style, whitespace, doxy filepathsCampbell Barton
2016-05-27Depsgraph: Cleanup and code simplificationSergey Sharybin
This is mainly a maintenance commit which was aimed to make work with this module more pleasant and solve such issues as: - Annoyance with looong files, which had craftload in them - Usage of STL for the data structures we've got in BLI - Possible symbol conflicts - Not real clear layout of what is located where So in this commit the following changes are done: - STL is prohibited, it's not really predictable on various compilers, with our BLI algorithms we can predict things much better. There are still few usages of std::vector, but that we'll be solving later once we've got similar thing in BLI. - Simplify foreach loops, avoid using const_iterator all over the place. - New directory layout, which is hopefully easier to follow. - Some files were split, some of them will be split soon. The idea of this is to split huge functions into own files with good documentation and everything. - Removed stuff which was planned for use in the future but was never finished, tested or anything. Let's wipe it out for now, and bring back once we really start using it, so it'll be more clear if it solves our needs. - All the internal routines were moved to DEG namespace to separate them better from rest of blender. Some places now annoyingly using DEG::foo, but that we can olve by moving some utility functions inside of the namespace. While working on this we've found some hotspot in updates flush, so now playback of blenrig is few percent faster (something like 96fps with previous master and around 99-100fps after this change). Not saying it's something final, there is still room for cleanup and API simplification, but those might happen as a regular development now without doing any global changes.