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This also makes `IDP_CopyProperty` the "opposite"
of `IDP_FreeProperty`, which is what I'd expect.
Two refactoring steps:
* rename IDP_FreeProperty to IDP_FreePropertyContent
* new IDP_FreeProperty function that actually frees the property
Reviewers: brecht
Differential Revision: https://developer.blender.org/D4872
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No major API change here, only in the outliner restriction column
variables (e.g., show_restrict_column_selectable > show_restrict_column_select).
* Get rid of _INSTANCE (introduced on b1af68200159).
* Differentiate (everywhere but the API) between HIDE (temporary) and VIEWPORT (global).
* Use the expected icon for restrict viewport (same as objects and modifiers).
* selectable > select
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Specifically the dependency is on any drivers that may be affecting
the RNA property of the handle bone, which currently link to segments.
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Not sure why driver would be affecting on the behavior, the actual
issue was caused by lack of proper relations built for lamps and
cameras.
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Was missing copy-on-write tag since lamp itself has no geometry or
transform.
Now tagging for animation, and taking care of special case in the
dependency graph.
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See T61578 for discussions and mockups.
Visibility Options
==================
We are adding more granular control over restriction columns in the outliner,
exposing "indirect only" and "holdout" as options, and change the way
users enable/disable collections in a viewlayer.
We also rename the object viewport restriction to hide instance.
So the options we have are:
Collection
----------
* Render Visibility
* Instance Visibility
* Selectable
(View) Layer Collection
-----------------------
* Enable
* Holdout
* Indirect Only
* Viewport
Shortcuts
=========
Isolate Collection
------------------
* Ctr + click isolates the collection.
It turns all its parents and children "visible", and all the other
collections "invisible".
If ALL the collections were already properly set, we re-set the
collections to their default value.
Set Collection Inside Collections and Objects
---------------------------------------------
* Shift + click: Set/unset inside collections and objects.
We only set objects values as well when we are in View Layer mode and
(obviously) when the objects have a matching property.
Icons
=====
Little reminder that we will need better icons for holdout, indirect only, and
probably instanced (nothing wrong with the current, but it differs from
the proposal when it is turned off).
Also, we need to decide where do we want the modifier/bones/... icons to
be (in which column) and ideally make sure their icons match the ones we
use for collections/objects.
At the moment those are using the screen icon, which is not being used
by collections.
Reviewers: brecht, billrey
Subscribers: pablovazquez
Differential Revision: https://developer.blender.org/D4823
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It was a missing invert matrix update and also setting the OB_NEG_SCALE.
This defeats the purpose of not computing it in the draw manager but this
is more local and is have not a dramatic impact on performance.
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When using multiple viewlayers and switching between them the selection
gets buggy. The reason for this is that the select_id is updated based
on the index in the viewlayer. This makes the select_id not unique as
objects might be shared or not shared at all.
This fix will update the select_id on all objects in main. This will be triggered in all the selection operators.
Reviewed By: sergey, brecht
Maniphest Tasks: T55617
Differential Revision: https://developer.blender.org/D4824
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Most properties aren't altered by the evaluation of the bone,
and can be read immediately from its input operation. B-Bone
properties can be evaluated at the last possible moment.
This provides more freedom in using drivers to connect bone
properties: for example, it is now possible to read raw local
transform values via drivers from a bone that depends on the
reader bone via constraints.
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This happened to be a bigger rabbit hole to hell than it originally seemed,
and there are higher priority design tasks to be handled (at this point high
priority design task is more important than high priority bug fix).
After talking to Brecht the decision was made to revert to the known isolated
issue, which will allow everyone in the studio work same as prior to last
Friday.
The remaining bits will be worked on after all the design tasks are out of
the way.
This commit reverts:
4cdb4b9532c Fix T64161: Crashing using undo and multiple windows
064273a4ae7 Sound: Port more cases to be a part of dependency graph
2e582f8ab53 Sound: Fix access wrong dependency graph
5fc49d9c915 Sound: add stubs to build without audaspace
c68c81a870b Sound: Make sure spin lock is initialized for new sound datablocks
c02534469ac Sound: Delay creating sound scene handle for until is needed
9f681bea68f Fix T64144: Crash when displaying audio waveforms in VSE
2f79286453e Cleanup: unused vars
bed8ad6f95a Fix crash in background rendering after recent sound changes
773691310f9 Fix T64143: Crash when scrubbing in the graph editor
888852055c1 Sound: Fix for being unable to jump to a frame during playback with A/V sync
6ab7b384645 Sound: More fixes for access of original scene
35db1195455 Sound: Fix access original scene during playback
211c4fd2e9a Depsgraph: Make comment about evaluation more obvious
c5fe16e121e Sound: Make sound handles only be in evaluated datablocks
b4e1e0946bf Depsgraph: Preserve sound and audio pointers through copy-on-write
4eedf784b04 Depsgraph: Store original sequencer strip pointer
6990ef151c1 Sound: Move evaluation to dependency graph
d02da8de23b Sound: Delay opening handlers for until really needed
3369b828916 Depsgraph: Add scene audio component
e8f10d64757 Depsgraph: Tag sequencer for update on changes
6e4b7a6e4d9 Depsgraph: Initial work to cover sequencer
17447ac5a6b Depsgraph: Make sound ID part of the graph
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It is possible that dependency graph was not yet initialized,
so need to do NULL pointer check.
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Mainly covers RNA callbacks which were still doing direct scene update,
which was causing crashes. Now corresponding ID_RECALC flags are used,
so all scenes can update accordingly.
Also tested animated volume/pitch on strips, which now works as well.
Fixes T64133: Assert after changing FPS
Fixes T64154: Immediate crash when changing the current frame on the timeline
Fixes T64185: Client Crashes when the frame position value is changed
Fixes T64190: Blender Crash using Timeline Editor
Fixes T64128: Click to close bug type on timeline
Fixes T64147: Crash when setting current frame from Python
Fixes T64152: Blender Auto-Close on timeline change
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This can easily happen if adding drivers through Python via
pose.bones[...].bone.driver_add(), e.g. in Rigify code: the
bone field doesn't change id_data, so the driver is associated
with the object ID.
To handle this it's necessary to skip from Object to data in
RNA_Bone-specific code both for generic RNA and in the custom
code for drivers. The latter also had to be changed to use the
proper parsed RNA pointer instead of string matching on paths.
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Quite straightforward change, which makes it so audio handles are
only created inside of evaluated datablocks.
Exception is adding sound strip to the sequencer, which needs an
audio handle to query length and number of channels. This is done
by temporarily loading sound file into an original datablock, and
then tossing it away.
There is an assert in sound.c which verifies that audio system is
used from an evaluated domain, which should help porting all the
cases which are likely missed by this commit.
Some annoying parts:
- `BKE_sound_update_scene()` is iterating over all bases, and does
special ID tags to see whether sound has been handled or not
already. This can not be done the old fashion now.
Ideally, this will be done as a speaker datablock evaluation,
but seems that would require a lock since audio API is not safe
for threading. So this is not a desired way i'd say.
Possible solution here would be to iterate over ID datablocks
using dependency graph query API.
- Frame jump needs to call `BKE_sound_seek_scene()` directly
because there might be some flags assigned to the scene which
could be clear after operator execution is over.
Need to verify if that's the case though. This is a bit hairy
code, so sticking to a safest and known to work approach for
now.
- Removed check for format when opening new sound file.
Maybe we can have some utility function which queries channel
and duration information, leaving the caller's code clean and
tidy.
Tested following cases:
- Adding/removing/moving sequencer's sound strips.
- Adding/moving speakers in viewport.
- Rendering audio.
Reviewers: brecht
Differential Revision: https://developer.blender.org/D4779
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This allows to have scene and speaker copy-on-write executed without
interrupting the playing sound.
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Allows to identify where the strip came from.
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The sound handles are still in the original datablocks, so it's easier
to test since there should be no functional changes.
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The idea is to make that responsible for dealing with
things like audio update on frame jump and such.
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Currently only adding, removing and transforming strips. Most likely more
tags is needed.
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Just adds sequencer operation and links possible sound ID to it.
No functional changes, just moving towards sound system integration
into the dependency graph.
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Currently those IDs are not covered by copy-on-write mechanism since
that ruins the current design of BKE_sound, But this change allows to
move towards system where sound handlers are only valid for an evaluated
ID datablocks.
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This was an attempt to speed up motion path calculation, which didn't
really work in real world animation files, where animators already
hide and disable all the heavy collections. Filtering approach also
doesn't allow to have multiple frames evaluated in multiple threads
easily.
Filtering also adds extra complexity on keeping the graph in a correct
and consistent state.
Fixes T64057: Blender crash when use motion paths
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Quiet extra-semi-stmt & missing-variable-declarations
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* The cache file datablock is now evaluated as part of the dependency graph,
creating/freeing the Alembic file handle matching the current frame.
Modifiers and constraints depend on this evaluation.
* Cache file handles and readers now only exist on COW datablocks, never the
original ones.
* Object data paths are flushed back to the original for the user interface.
* The cache file keeps a list of all readers associated with its handle, and
automatically frees them when the handle is freed. This kind of sharing of
data across datablocks is weak but we have no better mechanism for it.
Fix T62720: Alembic sequences not working and crashing
Differential Revision: https://developer.blender.org/D4774
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Prepare for enabling ReflowComments.
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Similar to modifier data and particle systems.
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This is a part of T61296: Crash with animated b-bone segments.
Consider animated/driven bendy bones segments as something what requires
special bendy-bones operation and relation in the dependency graph.
This is because it is more beneficial from a performance point of view
to not build operations if they are not needed. But if the property is
animated it is not possible to make any reliable decision based on just
a property value.
Differential Revision: https://developer.blender.org/D4739
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Should be no functional changes, just switching code to use more
generic checks now.
One thing which goes a bit deeper than that is check for whether
base is a part of dependency graph. This is now done by explicitly
tagging corresponding ID node (of an object) rather than doing
animation check again.
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Allows to speed up lookups like "is property FOO of data BAR animated".
Can be used to optimize object's visibility check, but also allows to
check animation on bones without too much of time penalty.
The cache is shared between both nodes and relations builder.
Currently is not used, just a boilerplate for an upcoming changes in
an actual logic.
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Is way easier to use than a GSet and less proone for errors.
If we really want GSet to always be used, should make some C++
wrapper.
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The driver code was almost there, but didn't work because ID nodes
have no outlinks - and using links won't be safe anyway because of
ordering issues. Instead, just loop over all IDNodes.
Animation is fixed simply by referring to ARMATURE_EVAL instead of
BONE in construct_node_identifier - the bArmature ID doesn't have
BONE components in any case, so the old identifier can't work.
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During driver var evaluation, the code directly skips to the proxy
object if present, so the dependencies should reflect that, instead
of inventing extra relations to pretend as if the values were
first copied from the proxy - they actually aren't.
The invented dependencies can't work without cycles in complex but
meaningful cases, e.g. drivers on armature data that depend on pose.
This alters the changes from 72cbf966fb91 to be more correct.
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This is a dependency graph part, which is the last required bit to get the
issue solved after all the rest of the work done by Clement.
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Since it is a continuous cycle, there's no need to repeat the
name of the previous bone. Also, dot is a common symbol in object
and bone names, so use '/' instead for node nesting.
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Targeting a different object always requires its transform,
and normally dependencies should go to the solver node.
ITASC is quite broken so special case it until fixed.
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Add braces for modules already using braces almost everywhere.
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Apply clang format as proposed in T53211.
For details on usage and instructions for migrating branches
without conflicts, see:
https://wiki.blender.org/wiki/Tools/ClangFormat
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Although technically evaluating the proxy copy nodes doesn't require
the parent bone to be copied, other nodes that depend on the bones
sometimes expect the parent to be ready. To meet this expectation
it's necessary to add the dependency to the graph.
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As reported in T63582, it can cause chan_array to be not ready.
To reliably avoid crashing, the only easy way seems to be to
create the index during COW -- maybe @sergey has a better idea.
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The bug is caused by problems in the dependency graph. Unfortunately,
fixing is not just a matter of fixing the graph, because correct
dependencies would cause a cycle here and in other reasonable use
cases. The real fix thus requires refactoring Spline IK to require
curve data only in the actual evaluation phase, and not in POSE_INIT_IK.
In addition, this separates the normal bone evaluation loop from
Spline IK computations for two reasons:
- That still needs to be done even if spline IK can't evaluate
due to missing curve data.
- It should reduce issues with induced shearing, as Spline IK now
controls how parent-child relations are handled in the chain, and
can take care to only carry over rotation and location.
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