Age | Commit message (Collapse) | Author |
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This is similar to rather recent fix in nodes builder.
Fixes crash when creating static override for chicken from Dweebs.
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After copying animation data we need to re-map action, otherwise
our original DNA values will go out of symc, causing flickering
when tweaking values on animated node tree.
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Without this it's quite unpredictable what state of unkeyed changes
datablock will end up with.
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This way we can see for which depsgraph datablock is being evaluated for.
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Currently only affects EVALUATION debug messages, rest are to be
supported on per-depsgraph level.
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There are various values which depends on context in there, for example
current driver value and original DNA value f-curve is applied for.
This partially fixes issue with not being able to tweak keyed values
when material preview is open.
The material preview is not being currently updated against non-keyed
changes since every tweak of material property does full preview scene
depsgraph evaluation.
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Need to make sure animation data is copied from original tree to a copy,
it is NOT enough to only copy node socket values.
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Both the scene and workspace had an active view layer, and it was confusing
which settings were being used or displayed where. Now we always have one,
so there is no mismatch.
The "View Layers" tab in the properties editor is now "View Layer", no longer
showing a list of layers. Instead view layers can be added and removed with
the workspace view layer selector. They are also listed and selectable in the
outliner.
Single layer rendering uses the active view layer from the workspace.
This fixes bugs where the wrong active view layer was used, but more places
remain that are wrong and are now using the first view layer in the scene.
These are all marked with BKE_view_layer_context_active_PLACEHOLDER.
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This causes crashes in the view layer tests.
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Is useless without main.
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Previously they would have been replaced with flag from original
datablock, which is not what we want.
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Previously it could have happened on every request to evaluated scene
or view layer.
This commit also removes expansion of view layer and scene from iterator.
Iterator is not to be used before depsgraph is evaluated.
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Cache pointer to evaluated scene datablock on relations build time,
that pointer never changes after that.
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This way we can avoid re-evaluation of certain parts of datablock
when something unrelated has changed.
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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 adding some relations twice. Harmless, but means extra stuff to do
when evaluating the scene.
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Was possible to miss some relations from being built
when parent object is linked to the scene graph indirectly.
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Brecht authored this commit, but he gave me the honours to actually
do it. Here it goes; Blender Internal. Bye bye, you did great!
* Point density, voxel data, ocean, environment map textures were removed,
as these only worked within BI rendering. Note that the ocean modifier
and the Cycles point density shader node continue to work.
* Dynamic paint using material shading was removed, as this only worked
with BI. If we ever wanted to support this again probably it should go
through the baking API.
* GPU shader export through the Python API was removed. This only worked
for the old BI GLSL shaders, which no longer exists. Doing something
similar for Eevee would be significantly more complicated because it
uses a lot of multiplass rendering and logic outside the shader, it's
probably impractical.
* Collada material import / export code is mostly gone, as it only worked
for BI materials. We need to add Cycles / Eevee material support at some
point.
* The mesh noise operator was removed since it only worked with BI
material texture slots. A displacement modifier can be used instead.
* The delete texture paint slot operator was removed since it only worked
for BI material texture slots. Could be added back with node support.
* Not all legacy viewport features are supported in the new viewport, but
their code was removed. If we need to bring anything back we can look at
older git revisions.
* There is some legacy viewport code that I could not remove yet, and some
that I probably missed.
* Shader node execution code was left mostly intact, even though it is not
used anywhere now. We may eventually use this to replace the texture
nodes with Cycles / Eevee shader nodes.
* The Cycles Bake panel now includes settings for baking multires normal
and displacement maps. The underlying code needs to be merged properly,
and we plan to add back support for multires AO baking and add support
to Cycles baking for features like vertex color, displacement, and other
missing baking features.
* This commit removes DNA and the Python API for BI material, lamp, world
and scene settings. This breaks a lot of addons.
* There is more DNA that can be removed or renamed, where Cycles or Eevee
are reusing some old BI properties but the names are not really correct
anymore.
* Texture slots for materials, lamps and world were removed. They remain
for brushes, particles and freestyle linestyles.
* 'BLENDER_RENDER' remains in the COMPAT_ENGINES of UI panels. Cycles and
other renderers use this to find all panels to show, minus a few panels
that they have their own replacement for.
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Was caused by ec0756af6c7, once again, we can't pass view layer,
need to pass index.
The sad part is that currently we don't have quick way to look up
view layer by index. Can do similar thing as we do for bones and
bases.
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Fixes view_layer_background_set regression test.
This makes Dalai happy! :)
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