Age | Commit message (Collapse) | Author |
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This reverts "Depsgraph: Don't tag original IDs", commit:
5f814cb3b47df9255724e979458e05a42ed40f9a.
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This partially reverts bf2c5217 and makes it so animation is evaluated
for datablocks which were never evaluated within the dependency graph.
Not ideal, but safest way currently.
Animation for already evaluated datablocks will only be evaluated on
manual edits, so the initial bugfix is still valid.
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This is unreliable for cases when multiple dependency graphs
are to be updated.
The only reason why it was attempted to be made is to deal
with cases when ID appears in the dependency graph for the
first time. But even then it should be smart enough bring
itself to an up-to-date state without any extra tricks.
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Special case of handling update tag of 0 was using wrong update
source, causing unwanted point cache resets on file load.
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Move \ingroup onto same line to be more compact and
make it clear the file is in the group.
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Missed when removing contributors.
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BF-admins agree to remove header information that isn't useful,
to reduce noise.
- BEGIN/END license blocks
Developers should add non license comments as separate comment blocks.
No need for separator text.
- Contributors
This is often invalid, outdated or misleading
especially when splitting files.
It's more useful to git-blame to find out who has developed the code.
See P901 for script to perform these edits.
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Some summary of changes:
- Don't use DEG prefix for types and enumerator values:
the code is already inside DEG namespace.
- Put code where it locally belongs to: avoid having one
single header file with all sort of definitions in it.
- Take advantage of modern C++11 enabled by default.
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Dependency graph will poke some IDs for recalc after finishing building.
Those shouldn't be considered as a user edit.
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Was missing conversion of ID_RECALC_GEOEMTRY to curve's operation.
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Differential Revision: https://developer.blender.org/D4223
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Textures are now hooked up to the RESET operation of particle
settings, which ensures particles being re-distributed when
texture is changed.
This is limited to a direct user modifications, which matches
old behavior in 2.79.
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\Something went wrong in the rename script..
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There were at least three copies of those:
- OB_RECALC* family of flags, which are rudiment of an old
dependency graph system.
- PSYS_RECALC* which were used by old dependency graph system
as a separate set since the graph itself did not handle
particle systems.
- DEG_TAG_* which was used to tag IDs.
Now there is a single set, which defines what can be tagged
and queried for an update. It also has some aggregate flags
to make queries simpler.
Lets once and for all solve the madness of those flags, stick
to a single set, which will not overlap with anything or require
any extra conversion.
Technically, shouldn't be measurable user difference, but some
of the agregate flags for few dependency graph components did
change.
Fixes T58632: Particle don't update rotation settings
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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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Makes it simpler to make some changes...
Also fix order of some includes (use alphabetical please).
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The idea of those flags is to avoid evaluation of operations
which are not needed to bring visible objects to an up to date
state.
Previously, dependency graph attempted to do combine those
into an ID level flag. In practice it proved to be rather
tricky, since there could be dependency cycles on ID level
which will not exist on component level.
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Was missing update of ID blocks which are becoming visible.
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This includes selections both in the clip editor as the viewport.
The selection is implemented as a synchronization function called from the eval
selection update node in depsgraph.
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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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Currently done for mesh batch cache update, and for base flags sync.
Those components do not need anything from original object, and hence
can skip CoW tag and have faster update after them used.
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keyframe on timeline
Completely ignore animation for legacy zero update tag.
If one needs animation to be evaluated, tag with proper update tag, stop relying
on direct assignment of adt->>recalc with zero update tag for DEG.
This commit might cause missing updates when needed, those needs to be looked
into once they happen.
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This partially reverts f8d7df6f162.
I committed this bit by mistake.
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Note: Depsgraph still calls the nodetree eval function that doesn't
nothing in turn. We can remove it, but it is harmless though.
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This partially reverts 5975d6581cee.
With single editing context it is more predictable what is unkeyed change is.
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They are no longer needed after the active depsgraph concept is here.
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After discussion with Sergey and Dalai, we have decided to remove
this option completely. We're getting to the point where it is almost
impossible to really use 2.8 without COW, and keeping the old option
running ends up diverting dev resources away towards tracking down
and fixing problems with a parallel system that will be going away.
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This introduces a new depsgraph API for getting updated datablocks,
rather than getting it from bpy.data.
* depsgraph.ids_updated gives a list of all datablocks in the depsgraph
which have been updated.
* depsgraph.id_type_updated('TYPE') is true if any datablock of the given
type has been added, removed or modified.
More API updates are coming to properly handle multiple depsgraphs and
finer update granularity, but this should make Cycles work again.
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Bring back animation channel exception for tag flag=0.
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Without this it's quite unpredictable what state of unkeyed changes
datablock will end up with.
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Will print list of human-readable update flags, not the combined bitfield
printed as a number.
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Was caused by two things from the past:
- Tagging would set id->recalc to COW update flag.
This one is to be ignored.
- Particle tagging will use psys recalc flags on id->recalc,
but we only need to use flags from particles. Otherwise
it will be some collisions in bit masks.
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Scene, view layer and mode are now set in the constructor and never changed.
Time is updated on frame changes to indicate which frame is being or has been
evaluated last.
This is a step towards making EvaluationContext obsolete.
Differential Revision: https://developer.blender.org/D3144
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Unless there is an external action from an user, there should not
be need in re-copying original datablock to a copied one.
This brings performance up from 5fps to 11fps with Spring runcycle
(performance in master is 14fps).
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Use single function to evaluate all the collections for the given view layer.
This way we avoid need to get scene ID sub-data. Similar to pchan index, this
allows us to avoid build-time scene expansion, which also simplifies update of
the scene datablock.
Well, sort of. There is still work to be done to get rid of build-time scene
datablock expansion, which includes:
- Need to pass view layer by index.
Annoying part would be to get actual view layer for that index. In practice
doing list lookup might not be such a bad idea, since such lookup will not
happen very often, and it is unlikely to have more than handful of view
layer anyway.
Other idea could be to use view layer from evaluation context.
Or maybe from depsgraph, which is supposed to be in the context. Can have
some assert statements to make sure everything is good.
- Need to get id of base binding for flags flush.
We can replace that with index-based lookup from an array created by view
layer evaluation.
Reviewers: dfelinto
Differential Revision: https://developer.blender.org/D3141
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The cache was getting reset always, due to special case of flag being 0.
Bug introduced by: 44cd24a9cee9ffb14b5d26a622f
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Use more generic id->recalc flag.
Also sanitize flag flush from settings to particle system.
Need to do such flush before triggering point cache reset, since
point cache reset will do some logic based on what flags are set.
This will solve crash caused by threaded update which will set
some bitflags while point cache reset is in progress.
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Tagging based on components might not be granular enough.
For example, for particles we would want to know what part
of particles was changed exactly. For the flushing we wouldn't
worry too much, because we will want less granular updates
there anyway.
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