PyAPI: Remove bpy.app.handlers.scene_update
This is routinely mis-used to continuously run scripts, causing performance problems. This should be replaced with more specific handlers, or possibly timers. See: T47811
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@@ -1493,9 +1493,6 @@ void BKE_scene_update_tagged(EvaluationContext *eval_ctx, Main *bmain, Scene *sc
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{
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Scene *sce_iter;
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/* keep this first */
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BLI_callback_exec(bmain, &scene->id, BLI_CB_EVT_SCENE_UPDATE_PRE);
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/* (re-)build dependency graph if needed */
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for (sce_iter = scene; sce_iter; sce_iter = sce_iter->set) {
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DEG_scene_relations_update(bmain, sce_iter);
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@@ -1540,9 +1537,6 @@ void BKE_scene_update_tagged(EvaluationContext *eval_ctx, Main *bmain, Scene *sc
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BKE_animsys_evaluate_animdata(scene, &scene->id, adt, ctime, 0);
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}
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/* notify editors and python about recalc */
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BLI_callback_exec(bmain, &scene->id, BLI_CB_EVT_SCENE_UPDATE_POST);
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/* Inform editors about possible changes. */
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DEG_ids_check_recalc(bmain, scene, false);
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@@ -1560,7 +1554,6 @@ void BKE_scene_update_for_newframe(EvaluationContext *eval_ctx, Main *bmain, Sce
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/* keep this first */
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BLI_callback_exec(bmain, &sce->id, BLI_CB_EVT_FRAME_CHANGE_PRE);
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BLI_callback_exec(bmain, &sce->id, BLI_CB_EVT_SCENE_UPDATE_PRE);
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/* update animated image textures for particles, modifiers, gpu, etc,
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* call this at the start so modifiers with textures don't lag 1 frame */
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@@ -1596,7 +1589,6 @@ void BKE_scene_update_for_newframe(EvaluationContext *eval_ctx, Main *bmain, Sce
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BKE_sound_update_scene(bmain, sce);
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/* notify editors and python about recalc */
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BLI_callback_exec(bmain, &sce->id, BLI_CB_EVT_SCENE_UPDATE_POST);
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BLI_callback_exec(bmain, &sce->id, BLI_CB_EVT_FRAME_CHANGE_POST);
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/* Inform editors about possible changes. */
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@@ -49,8 +49,6 @@ typedef enum {
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BLI_CB_EVT_LOAD_POST,
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BLI_CB_EVT_SAVE_PRE,
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BLI_CB_EVT_SAVE_POST,
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BLI_CB_EVT_SCENE_UPDATE_PRE,
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BLI_CB_EVT_SCENE_UPDATE_POST,
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BLI_CB_EVT_GAME_PRE,
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BLI_CB_EVT_GAME_POST,
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BLI_CB_EVT_VERSION_UPDATE,
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@@ -59,8 +59,6 @@ static PyStructSequence_Field app_cb_info_fields[] = {
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{(char *)"load_post", (char *)"on loading a new blend file (after)"},
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{(char *)"save_pre", (char *)"on saving a blend file (before)"},
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{(char *)"save_post", (char *)"on saving a blend file (after)"},
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{(char *)"scene_update_pre", (char *)"on updating the scenes data (before)"},
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{(char *)"scene_update_post", (char *)"on updating the scenes data (after)"},
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{(char *)"game_pre", (char *)"on starting the game engine"},
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{(char *)"game_post", (char *)"on ending the game engine"},
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{(char *)"version_update", (char *)"on ending the versioning code"},
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