Age | Commit message (Collapse) | Author |
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animated
Because depsgraph isn't rebuild for animated properies, we have to
assume that active bodies will always want to have updates from the
rigidbody simulation.
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We need to have transforms from passive objects if they are animated or
driven by parent relations. This is not immediately obvious as the
object transform matrix will still be available, it is just one frame
behind in some cases.
Fixed dependency cycles if there is a constraint between two rigid
bodies. Because bullet keeps track of its simulated bodies, we do not
need to supply objects transforms as bullet should already have them.
I need combine these two fixes because otherwise we will get depsgraph
warnings that nodes are missing that it expects to be there.
Reviewed By: Sergey, Jacques
Differential Revision: http://developer.blender.org/D8732
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Ensure that time source always is in the dependency graph, allowing to
tag the graph for time update prior it was fully built.
Collaboration of Philipp Oeser, Jacques Lucke and myself.
Thanks everyone :)
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No functional changes expected.
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This reverts {rB1693a5efe91999b60b3dc0bdff727473b3bd00bb}
and implements an alternative solution.
The old patch had the problem that the depsgraph would always
evaluate at the current frame of the original scene (even when
`DEG_evaluate_on_framechange` was used). Now it is possible
to evaluate the depsgraph at a specific frame without having to
change the original scene.
Reviewers: sergey, sybren
Differential Revision: https://developer.blender.org/D8616
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This mainly removes the bmain argument, which can be
retrieved from the graph itself.
Also, I removed some outdated/unnecessary comments.
Reviewers: sergey, sybren
Differential Revision: https://developer.blender.org/D8614
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Reviewers: sergey, sybren
Differential Revision: https://developer.blender.org/D8611
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Reviewers: sergey
Differential Revision: https://developer.blender.org/D8613
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Reviewers: sergey
Differential Revision: https://developer.blender.org/D8605
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Add a new depsgraph builder class that includes invisible objects and
use that in the Alembic exporter.
Alembic supports three options for visibility, "visible", "inherited",
and "hidden". This means that parents can be hidden and still have
visible children (contrary to USD, where invisibility is used to prune
an entire scene graph subtree). Because of this, the visibility is
stored on the transform node, as that represents the Object in Blender
and thus keeps the Alembic file as close to Blender's own structure as
possible.
Reviewed By: Sergey
Differential Revision: https://developer.blender.org/D8595
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The object "delta_" rna variables were not added to the depsgraph search
and thus it would not trigger updates of the object during animation
playback.
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Solves possible pointer-based comparison fiasco.
Another nice outcome of this is that topology cache will now be
preserved throughout the undo system. For example, undo of object
transform will not require topology cache to be re-created.
Differential Revision: https://developer.blender.org/D8493
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Allows to keep track of modifiers, which is required, for example,
for runtime data preservation in depsgraph.
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modifiers
This does not fix all the cases in the bug report, because there are multiple
different issues. Only the first two are fixed. The third is probably a known
issue for now.
Before this patch, the rigid body simulation was always done after modifiers
are evaluated, because to perform the simulation, the final geometry of the
object was required. However, the geometry is not required in all cases,
depending on the selected collisions shape.
This patch changes it so that when the simulation does not need the
evaluated geometry, the simulation will be done before the modifiers
are evaluated. This gives the modifiers access to the simulated positions.
When the rigid body simulation does depend on the evaluated geometry,
it will still be performed after modifiers are evaluated.
The simulation will be performed after modifiers are evaluated, iff
the collision shape is "Convex Hull" or "Mesh" and the source is set
to "Deform" or "Final".
Reviewers: sergey
Differential Revision: https://developer.blender.org/D8487
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This addresses warnings from Clang-Tidy's `readability-else-after-return`
rule in the `source/blender/depsgraph` module.
No functional changes.
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This replaces header include guards with `#pragma once`.
A couple of include guards are not removed yet (e.g. `__RNA_TYPES_H__`),
because they are used in other places.
This patch has been generated by P1561 followed by `make format`.
Differential Revision: https://developer.blender.org/D8466
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Reviewers: sybren, sergey
Differential Revision: https://developer.blender.org/D8473
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Directly caused by rB2bb73787791a, but actual issue was a pre-exiting
typo that never caused problems so far apparently...
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The data member `new` was conflicting with the `new` keyword
when `BKE_screen.h` was included in C++ files.
Reviewers: sergey
Differential Revision: https://developer.blender.org/D8459
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Fixes possible fiasco caused by re-allocation re-using pointers between
pose channels.
Differential Revision: https://developer.blender.org/D8453
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Allows to identify pose channels more reliably than by the pointer.
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This will make it easier & cleaner to make custom-built depsgraph (for
example for exporting invisible objects to USD or Alembic, see T75936).
No functional changes.
Reviewed by: sergey
Differential Revision: https://developer.blender.org/D8423
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depsgraph.
Just check and skip building if it has already been done before.
Thanks to @sergey for the help.
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The root of the issue comes to the fact that sub-data pointers were
used to match strips before/after copy-on-write. The undo system might
re-use sub-data pointers after re-allocating them, making it so that,
for example, pointer used by sound strip is later re-used by video
strip.
This fix takes an advantage of recently introduced per-sequence UUID
and uses it to match sequences before/after copy-on-write.
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Will trigger code paths which makes sure UUIDs are generated and
are unique.
Enabled with --debug-depsgraph-uuid (which is also implied by
--debug-depsgraph).
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This patch adds a new compound shape entry to the shape selection
dropdown. It also corrects wrong inertia calculation for convex hulls,
that resulted in strange behavior for small objects.
The compound shape take the collision shapes from its object children
and combines them. This makes it possible to create concave shapes from
primitive shapes. Using this instead of the mesh collision shape is
often many times faster.
Reviewed By: Sergey, Sebastian Parborg
Differential Revision: http://developer.blender.org/D5797
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Reviewers: zeddb
Differential Revision: D8431
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This makes `RNANodeQuery::construct_node_identifier()` more strict in
its matching of certain property names.
The downside of this approach is that it's not possible any more to use
`"rotation"` and expect a match for `"rotation_euler"` and friends, so
the list of strings to test against is now 3x as long.
Reviewed By: sergey
Maniphest Tasks: T79121
Differential Revision: https://developer.blender.org/D8375
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This is necessary to avoid false positive memory leaks.
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