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This commit integrates the work done so far on the new dependency graph system,
where goal was to replace legacy depsgraph with the new one, supporting loads of
neat features like:
- More granular dependency relation nature, which solves issues with fake cycles
in the dependencies.
- Move towards all-animatable, by better integration of drivers into the system.
- Lay down some basis for upcoming copy-on-write, overrides and so on.
The new system is living side-by-side with the previous one and disabled by
default, so nothing will become suddenly broken. The way to enable new depsgraph
is to pass `--new-depsgraph` command line argument.
It's a bit early to consider the system production-ready, there are some TODOs
and issues were discovered during the merge period, they'll be addressed ASAP.
But it's important to merge, because it's the only way to attract artists to
really start testing this system.
There are number of assorted documents related on the design of the new system:
* http://wiki.blender.org/index.php/User:Aligorith/GSoC2013_Depsgraph#Design_Documents
* http://wiki.blender.org/index.php/User:Nazg-gul/DependencyGraph
There are also some user-related information online:
* http://code.blender.org/2015/02/blender-dependency-graph-branch-for-users/
* http://code.blender.org/2015/03/more-dependency-graph-tricks/
Kudos to everyone who was involved into the project:
- Joshua "Aligorith" Leung -- design specification, initial code
- Lukas "lukas_t" Toenne -- integrating code into blender, with further fixes
- Sergey "Sergey" "Sharybin" -- some mocking around, trying to wrap up the
project and so
- Bassam "slikdigit" Kurdali -- stressing the new system, reporting all the
issues and recording/writing documentation.
- Everyone else who i forgot to mention here :)
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This commit only adds callbacks which then later be used with major dependency
graph commit, keeping the upcoming commit more clean to follow.
Should be no functional changes so far still.
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Currently still only used from object.c, but in the next commit it'll be also
used from granular object update callbacks.
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Currently unused, based on the code from old depsgraph.c. The purpose is to
re-sue the code over old and new depsgraph in an easy way.
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This calls are not strictly speaking needed for the old dependency graph, but
due to more granular nature of upcoming depsgraph more actions requires update
of relations of IDs.
On the one hand this extra tags could be wrapped with if() statements, but on
the other hand it makes sense to keep tag in sync so it's clear if some issue
is caused by missing/extra tag or by depsgraph itself.
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Currently this function only tags pose itself, totally matching previous
behavior. But this will be needed in the future once new dependency graph
is landed, because of it's granular nature which relies on the fact that
pose channels are all up to date when building the graph.
Should be no functional changes so far.
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Currently it is just moving existing functions into a new file,
but in the future those new files will be grown much more due
to upcoming more granular scene updates.
Should be no functional changes.
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Very stupid mistake, odd nobody hit this earlier... :/
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also remove some API docs from example
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Most of this patch was created by Daniel Stokes, I'm mostly just cleaning
it up and testing it. Still todo: hardness. I need to figure out how to
handle the integer -> float conversion on a dynamic uniform.
Reviewers: psy-fi, brecht
Reviewed By: psy-fi
Subscribers: psy-fi
Differential Revision: https://developer.blender.org/D511
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An assertion to check if `re->clipsta` < 0 (added as part of addressing
T36009 in rBrB795034c17d76bef2a15e576ac9c70ae2268a823b) was failing when
Freestyle viewport preview rendering takes place in the camera view with
an orthographic camera (in this case, the user-defined clipping range is
used without changes, so that `re->clipsta` is positive). The
`re->clipsta` property has a negative value only when the 3D viewport is
in an orthographic view but not in the camera view. It seems that this
viewport setting cannot be identified from rendering settings accessible
from Freestyle. Now a negative `re->clipsta` value is directly checked
instead, without relying on other render flags.
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In case `BKE_mesh_calc_normals_split()` would fail, exporter would read
uninitialized random mem... Should not happen, but better be safe than sorry.
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This commit mainly:
* Exposes PreviewImage struct in RNA, including ways for user to set images data.
* Adds a new kind of PreviewImage, using a file path and IMB_thumb to get image.
* Adds a new kind of custom icon using PreviewImage, unrelated to ID previews system.
* Adds a python API (utils.previews) to allow python scripts to access those custom previews/icons.
Note that loading image from files' thumbnails is done when needed (deferred loading), not
when defining the custom preview/icon.
WARNING: for release addons who would want to use this, please keep it to a strict minimum, really needed level.
We do not want our UI to explode under hundreds of different flashy icons!
For more info, see also the release notes of Blender 2.75 (http://wiki.blender.org/index.php/Dev:Ref/Release_Notes/2.75/Addons)
and the example/templates featured with Blender.
Patch by Campbell (ideasman42), Inês (brita) and Bastien (mont29).
Differential Revision: https://developer.blender.org/D1255
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an unused coordinate missing.
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Add basic support (holding Alt) to edit all selected objects/bones/sequences.
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On existing Blender could rebuild tree many times (on freeing each ID).
Use a flag instead of immediately rebuilding.
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Was running cleanup on every draw.
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Needed in cases where the memory from each key is owned by the GHash.
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After multiview, it was continuously unloading/loading image buffers from
the cache due to mismatch in cache insert and lookup keys.
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Currently we can't update the physics mesh of an added rigid body.
The cause is that that we need to update all shapes to say that the mesh was changed, for static object we don't do that previously because we use a odd way to reallocate memory at the same place.
So now when a mesh is changed we iterate all physics controllers which use the same shape info and recreate its shape with the correct mesh.
example file : {F168100}
Reviewers: scorpion81, sergof, hg1, sybren, moguri, agoose77
Reviewed By: moguri, agoose77
Subscribers: sybren
Differential Revision: https://developer.blender.org/D1269
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are there
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Many thanks to Sergey, for practically giving the solution!
Note that it may also fix T44345, depends whether there are other missing
protections/locks or not...
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rendering
Make scene background color as default for render-to-texture instead of
current blue color (0, 0, 255).
It is very useful for mirrors setups.
Reviewers: moguri, ben2610, sybren, panzergame, hg1
Reviewed By: panzergame, hg1, moguri
Subscribers: mpan3
Differential Revision: https://developer.blender.org/D1287
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eb81153896 broke the fix for T38335, and this fix was incomplete, now we iterate by triangles and polys in the same while block.
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Prevents null pointer references in the case of the Save Buffers option
enabled. This is a regression likely due to rBd5f1b9c22233.
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Previously we forgot to do a special operation for indexes to convert a quad to two triangles.
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another case of SSAO effect reversal.
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"if (value == true)" -> "if(value)"
"if (ptr == NULL)" -> "if (!ptr)"
"vector<bool>" -> "std::vector<bool>"
And other blender typo.
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preview"
Looks like this does not work for animators here after all, will use a
different code for this (probably not hardcoded)
This reverts commit 3bbb4020e7f0fae80a5edd31e19b7fa97d2149e4.
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settings into account.
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edge in "even mode".
Modal events (TFM_MODAL_EDGESLIDE_UP/_DOWN) were eaten by NOP generic transform event handling...
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We can calculate tangents analytically for bezier curves, so just make
them awesome. New code uses forward differencing calculation for
efficiency just like curve calculation.
Picture before/after:
http://www.pasteall.org/pic/87843
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Own stupid mistake in rBcdabf7e3...
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modifier.
Since it was not ensuring dest has valid mdisp data matching new multires modifier subdiv level...
Also, fixed a bug in `multires_subdivide()`, which would crash when trying to
increase from level 0 (aka no subdiv) to > 1 (wrong check, trying to interpolate
when it should not). And added a few sanity checks.
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and current position.
patch by Bastien
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Painting would revert alpha even on unpainted pixels, where values would
contain garbage.
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Functionality matches vertex slide.
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