Age | Commit message (Collapse) | Author |
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vertex in a fcurve.
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Most of the places which relied on RNA_path_resolve() did so believing that if
it returned true, that it had found a valid property, and that the returned
pointer+property combination would be what the path referred to. However, it
turns out that if the property at the end of the path turns out to be a
"pointer" property (e.g. "data" for Object.data), this would automatically
become the pointer part, while the prop part would be set to null. Hence, if a
user accidentally (or otherwise) specifies a path for the single-property driver
variable type like this, then Blender would crash.
This commit introduces two convenience functions - RNA_path_resolve_property()
and RNA_path_resolve_property_full() - which mirror/wrap the existing
RNA_path_resolve() functions. The only difference though is that these include a
check to ensure that what was found from resolving the path was in fact a
property (they only return true iff this is the case), and make it explicitly
clear in the name that this is what they will do so that there's no further
confusion. It is possible to do without these wrapper functions by doing these
checks inline, but the few cases that had been patched already were pretty
hideous looking specimens. Using these just make it clearer and simpler for all.
I've also beefed up the docs on these a bit, and changed these to using bools.
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BKE_utildefines is now unused but keep incase we want to add defines there later.
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For now, the notifiers on bone group color setting won't trigger the necessary
color syncing, so it will be necessary to select another bone/object before the
view responds properly.
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More specifically, selecting bones didn't update the active F-Curve/Groups. This
meant that when editing drivers, it was often easy to accidentally edit the
drivers for the wrong bone.
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doing an allocation.
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autocomplete will allocate a sequencer.
... instead add scene.sequencer_editor_create / clear, these match id.animation_data_* functions.
- refactor for names, for scene level functions call them BKE_sequencer_*
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also use ..._find_name(..., name) rather then ..._find_named(..., name) --- both were used.
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else if's
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already used a lot and part of proposed style guide).
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- spelling - turns out we had tessellation spelt wrong all over.
- use \directive for doxy (not @directive)
- remove BLI_sparsemap.h - was from bmesh merge IIRC but entire file commented and not used.
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missing NULL check.
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Causing a flurry of refresh file prompts post-commit,
Confusing local diffs and causing merge conflicts,
Stating the obvious; redundant and useless...
We shall not miss thou, blasted expand $keywords$
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* This (big) commit is aimed at cleaning up the filtering flags used
by the animation channel filtering code. The list of filtering flags
has been growing a bit "organically" since it's humble origins for use
in the Action Editor some 3 years (IIRC) ago now during a weekend
hackathon. Obviously, some things have ended up tacked on, while
others have been the product of other flag options. Nevertheless, it
was time for a bit of a spring clean!
* Most notably, one area where the system outgrown its original design
for the Action Editor was in terms of the "visibility" filtering flag
it was using. While in the Action Editor the concept of what channels
to include was strictly dictated by whether the channel hierarchy
showed it, in the Graph Editor this is not always the case. In other
words, there was a difference between the data the channels
represented being visible and the channels for that data being visible
in the hierarchy.
Long story short: this lead to bug report [#27076] (and many like it),
where if you selected an F-Curve, then collapsed the Group it was in,
then even after selecting another F-Curve in another Group, the
original F-Curve's properties would still be shown in the Properties
Region. The good news is that this commit fixes this issue right away!
* More good news will follow, as I start checking on the flag usage of
other tools, but I'm committing this first so that we have a stable
reference (of code similar to the old buggy stuff) on which we can
fall back to later to find bugs (should they pop up).
Anyways, back to the trenches!
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MAKE_ID, FILE_MAXDIR, moved the generic defines to BLI_utildefines.h.
no functional changes.
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assignment.
Makes adding new flags give ambiguous results and also makes it less easy to tell whats intended.
In some places it looks like OB_RECALC_TIME should be left out too.
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only tags the ID and does the actual flush/update delayed, before the next
redraw. For objects the update was already delayed, just flushing wasn't
yet.
This should help performance in python and animation editors, by making
calls to RNA property update quicker. Still need to add calls in a few
places where this was previously avoided due to bad performance.
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- removed deprecated bitmap arg from IMB_allocImBuf (plugins will need updating).
- mostly tagged UNUSED() since some of these functions look like they may need to have the arguments used later.
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with 2.4x
Modifiers were being mistakenly recalculated at every frame as long as the object had animation, slowing things down due to incorrect depsgraph recalc tags.
Renamed OB_RECALC -> OB_RECALC_ALL to reduce future confusion. During this process, I noticed a few dubious usages of OB_RECALC, so it's best to use this commit as a guide of places to check on. Apart from the place responsible for this bug, I haven't changed any OB_RECALC -> OB_RECALC_OB/DATA in case that introduces more unforseen bugs now, making it more difficult to track the problems later (rename + value change can be confusing to identify the genuine typos).
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This commit brings back the functionality whereby the selection of F-Curves and/or relevant Group(s) is synced with the selection status of the corresponding bones when the bones are selected/deselected.
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* Added ANIM_list_elem_update and ANIM_id_update functions to call when
changing animation curves, which will then call the RNA property update
functions for those curves.
This is to replace just calling DAG_id_flush_update, that may not always
be the right thing to do, and doesn't send proper notifiers for redraw.
Still only used/usable when transforming in the graph editor, not sure
how this do this with NLA for example, .. needs to be improved.
* Added function wm_data_handle_update function to contain the object
update function, and also added scene animation update there. Actually
it should be doing all datablocks, this makes it work for sequencer.
Joshua, do you agree this is the right direction to go in? I can revert or
change the code if you think it should be done differently. Mainly wanted
to get this working well for sequencer now.
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* Removed ED_anim_dag_flush_update and ED_anim_object_flush_update. These
were wrapping DAG_* calls and were intended be used instead of them when
doing a DAG update from editors. That goes against the design in my opinion,
no matter who calls the DAG, that should update the editors correctly, so
any special checks in such functions for editors should be avoided.
* Driver RNA properties now do updates again, including DAG scene sorting,
text buttons no longer update as you type anymore, so this should be
safe I think.
* Remove scene.update() RNA function, all properties/functions should do this
automatically, if changing some property or calling a function/operator
does not do the correct update, that should be fixed.
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Channels too
* Only F-Curves and Drivers that affect selected bones will be visible when this happens.
* Moved the function to grab text within a pair of "" following some prefix to blenlib.
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* Move function to compute visible screen layers to BKE.
* Use this now in the depsgraph, was still using this all layers
to flush. Still missing a way to get the current scene in
background mode..
* Also two more function to not require a scene pointer anymore:
* DAG_object_update_flags is now DAG_id_update_flags.
* DAG_ids_flush_update is now available next to DAG_scene_flush_update.
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Was caused by old animation-system code that was no longer working. I've commented out this code for now until we need something like this again.
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I've gone through all the Animation Editor operators, making sure they send appropriate notifiers, and that these notifiers are handled.
* Added a separate category for animation-related notifiers, since the old-style ones attached to specific datatypes only was turning out to be not too feasible.
* For now, the focus has been on making sure that all Animation Editors update when there have been any potentially suitable changes at all. Later on, we can filter these more carefully to only take the ones we really need (for optimisation purposes)
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Although there is currently code in place to listen to notifiers + tag updates for regions, these don't actually result in any changes yet. Everything still relies on 'manual' redraw tags for the entire area to have refreshes.
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Render back! And not only back, even full threaded now. :)
Current state is unfinished, but too much fun to not to
commit for review and test!
WARNING: because render is in a threaded job, it will
use data as can be edited in the UI. That'll crash in many
cases of course... the idea is to limit UI usage to viewing
stuff, especially for the Image Window to inspect layers
or zoom in/out.
What works now;
- F12 render (no anim)
- ESC from render
- ESC pushes back temporary Image Window
- Render to ImageWindow or full-screen.
- Executing composites, and edit composites after render.
Note that the UI is 100% responsive in a render, you can
switch screens, slide area dividers around, or even load
a new file during render. :) It's quite stable even.
I'll collect all crash reports especially to get a good
picture of where the protection is required at least.
Also added: XKey "Delete Objects", to get things crash...
unfortunately it didn't for me.
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* Added 'select-tweak' functionality to DopeSheet
* Added proper notifiers for Graph Editor updates
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- Weightpaint back (CTRL+TAB or menu)
Also weightpaint is sortof non-modal, allowing to use all existing
hotkeys while in paint mode. Only leftmouse is overridden.
- Made vpaint and wpaint entirely local, stored in scene (and saved!)
- Small bugfix (also in 2.48): on weightpaint mode, all armature objects
in 3d window were drawing as active poses. Now only the armature
deformer is.
Nice point for the UI agenda: are paint modes on ACTION mouse? Only then
you can combine it with SELECT mouse...
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* Added crash fixes for loading old files with Actions/Armatures in them. Was caused by usage of some old globals still and the functions in question not performing NULL checks on the validity of the data they're given.
* Added back reorganise action channels tools (shift/ctrl-shif pageup/down) for Action Editor. These are only available in 'Action Mode' only.
* Tidied up Action Editor/Dopesheet tools code - removed various unused things, and also, added an API call in anim_deps.c to send the correct notifiers, since I anticipate that they're likely to require a few context checks which would be better to centralise than copy+paste everywhere.
Note to Ton: could you have a look at this notifier stuff here? I'm not sure which ones I should be sending...
* Also added a few assorted comments in various places
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Think global, act local!
The old favorite G.scene gone! Man... that took almost 2 days.
Also removed G.curscreen and G.edbo.
Not everything could get solved; here's some notes.
- modifiers now store current scene in ModifierData. This is not
meant for permanent, but it can probably stick there until we
cleaned the anim system and depsgraph to cope better with
timing issues.
- Game engine G.scene should become an argument for staring it.
Didn't solve this yet.
- Texture nodes should get scene cfra, but the current implementation
is too tightly wrapped to do it easily.
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* Start of Action/Pose syncing code (in anim_deps.c) This is currently not hooked up yet, as we still need to figure out where these should get called (due to a few dependencies they have - i.e. visibility syncing of channels is turned on/off by setting in appropriate views).
* Also added assorted comments/changes to rna/dna
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