Age | Commit message (Collapse) | Author |
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This complicated handling of undo steps in a generic way
especially switching between undo systems that stored data to ones
that accumulated changes.
Now each undo system must treat it's steps as check-point,
internally it can apply/rewind changes.
This commit also fixes projection paint where the object mode wasn't
following the undo steps.
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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This is often invalid, outdated or misleading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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Workspace switching changed modes w/o the 3D view,
causing sculpt undo's poll function to fail.
Applied the same logic for texture paint too.
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Needed since we don't always have the context,
and avoids adding G_MAIN into undo callbacks.
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Add the ability for undo steps to request memfile undo step added after
them, useful for mode switching, where we need the data to exist for
undo to enter the mode.
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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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Was not freeing undo nodes themselves.
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Tagging object for copy on write will ruin its PBVH.
Since sculpting is an "original" domain, we only need to
update draw batches to update.
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it is possible that two threads will request same undo node, only one
of them will initialize the node. The issue is that initialization is
happening outside of a lock, which was making one thread to use non-
initialized node.
If this change is ever a bottleneck, make a lock inside of node.
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Undo was not tagging PBVH to update normals too...
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number of pbvh vertices.
This shall help catching issues in future.
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Conflicts:
source/blender/editors/sculpt_paint/paint_vertex.c
source/blender/editors/sculpt_paint/sculpt.c
source/blender/editors/sculpt_paint/sculpt_undo.c
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The function definitions still reside in DerivedMesh.c. Once we're done
porting all the DerivedMesh use to Mesh, we'll move the still-relevant
functions to mesh_runtime.c. This move is now cumbersome due to shared
statically-declared utility functions in DerivedMesh.c
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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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The depsgraph was always created within a fixed evaluation context. Passing
both risks the depsgraph and evaluation context not matching, and it
complicates the Python API where we'd have to expose both which is not so
easy to understand.
This also removes the global evaluation context in main, which assumed there
to be a single active scene and view layer.
Differential Revision: https://developer.blender.org/D3152
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This caused too many problems syncing object modes
with multiple objects/windows/workspaces, see: D3130 for details.
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While I'd like to avoid using this too much since the operator
system should handle.
It's less trouble than accessing it inline each time.
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- Undo that changes modes currently asserts,
since undo is now screen data.
Most likely we will change how object mode and workspaces work
since it's not practical/maintainable at the moment.
- Removed view_layer from particle settings
(wasn't needed and complicated undo).
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- Use a single undo history for all operations.
- UndoType's are registered and poll the context to check if they
should be used when performing an undo push.
- Mode switching is used to ensure the state is correct before
undo data is restored.
- Some undo types accumulate changes (image & text editing)
others store the state multiple times (with de-duplication).
This is supported by checking UndoStack.mode `ACCUMULATE` / `STORE`.
- Each undo step stores ID datablocks they use with utilities to help
manage restoring correct ID's.
Needed since global undo is now mixed with other modes undo.
- Currently performs each undo step when going up/down history
Previously this wasn't done, making history fail in some cases.
This can be optimized to skip some combinations of undo steps.
grease-pencil is an exception which has not been updated
since it integrates undo into the draw-session.
See D3113
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Sync API changes from 2.8 to master.
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- Use BLI_threadpool_ prefix for (deprecated)
thread/listbase API.
- Use BLI_thread as prefix for other functions.
See P614 to apply instead of manually resolving conflicts.
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Some other minor changes from D3037 as well
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Those pointers are never to be aliased, so let's be explicit about this and hope
compiler does save some CPU ticks.
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Now all the fine-tuning is happening using parallel range settings structure,
which avoid passing long lists of arguments, allows extend fine-tuning further,
avoid having lots of various functions which basically does the same thing.
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Wrap all arguments into TLS type of argument. Avoids some branching and also
makes it easier to extend things in the future.
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Note that some little parts of code have been dissabled because eval_ctx
was not available there. This should be resolved once DerivedMesh is
replaced.
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BKE_depsgraph.h
This removes BKE_depsgraph.h and depsgraph.c
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Saves 8 bytes per vert/edge/face.
Gives overall ~20-25% memory saving for dyntopo sculpting
and modifiers that use BMesh.
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On undo, sculpting regular meshes would update _all_ GPU VBO's.
Avoiding the update gives noticeably faster undo.
This is also a fix/workaround for strange behavior with NVidia's driver (T47232),
Where locking and unlocking all buffers for updating
slows down redraw speed permanently after the first undo.
However the problem isn't avoided entirely since a single brush stroke might modify most of the mesh.
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Based on usages so far:
- Split callback worker func in two, 'basic' and 'extended' versions. The former goes back
to the simplest verion, while the later keeps the 'userdata_chunk', and gets the thread_id too.
- Add use_threading to simple BLI_task_parallel_range(), turns out we need this pretty much systematically,
and allows to get rid of most usages of BLI_task_parallel_range_ex().
- Now BLI_task_parallel_range() expects 'basic' version of callback, while BLI_task_parallel_range_ex()
expectes 'extended' version of the callback.
All in all, this should make common usage of BLI_task_parallel_range simpler (less verbose), and add
access to advanced callback to thread id, which is mandatory in some (future) cases.
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