Was caused by weird and feedback-loop based issue from a long time ago.
The auto-render was only happening for nodes which are tagged for exec.
This tag is assigned by edit operations on the tree (for example, when
adding or removing links). It is also set in the render pipeline for
nodes which are to be executed.
The issues comes from the fact that "life updates" during editing did
not clear the need_exec flag, ever. This made it so Auto Render was
working as expected. However, rendering the scene resets need_exec
flags at the end of rendering using ntreeCompositClearTags().
The actual need of such clear is not very clear, but it was making it
so Auto Render does not work after render.
To my knowledge the flag didn't really meant that the node is connected
to the output, so it couldn't have acted as attempt to ignore rendering
of an unused scene. It also should be possible to auto-render even if
node tree itself was never altered.
Long story short: lets ignore need_exec flag in auto-render check and
render scene node if the scene is used by the node.
Differential Revision: https://developer.blender.org/D8171
Due to recent changes clicks in the node editor would trigger a
depsgraph update resulting in too many redraws. This patch limits
the updates to when workbench shown in texture mode in any visible
screen.
There are still cases where too many updates are created. For example when
there are a Cycles render viewport and a Workbench texture viewport on the
same screen.
This fix is meant as a workaround. The actual fix should add a mechanism
to the depsgraph and the viewports should check if they need to be redrawn.
Reviewed By: Brecht van Lommel
Differential Revision: https://developer.blender.org/D7830
This implements a new builtin node tree type called `SimulationNodeTree`.
It is not yet embedded in the `Simulation` data block.
The node tree will initially be used for the new particle nodes system.
When the cmake option `WITH_NEW_SIMULATION_TYPE` is enabled, a new
`Simulation Editor` is shown in the editors menu (which is just a node editor).
This patch does not add entries to the Add Node menu, so it is empty.
Reviewers: brecht
Differential Revision: https://developer.blender.org/D7287
Note this only changes cases where the variable was declared inside
the for loop. To handle it outside as well is a different challenge.
Differential Revision: https://developer.blender.org/D7320
Follow up of b2ee1770d4 and 10c2254d41, part of T74432.
Now the area and region naming conventions should be less confusing.
Mostly a careful batch rename but had to do few smaller fixes.
Also ran clang-format on affected files.
The old convention was easy to confuse with ScrArea.
Part of https://developer.blender.org/T74432.
This is mostly a batch rename with some manual fixing. Only single word
variable names are changed, no prefixed/suffixed names.
Brecht van Lommel and Campbell Barton both gave me a green light for
this convention change.
Also ran clan clang format on affected files.
This is only supposed to happen when copying nodes that are part of the user
editable database, not temporary copies for the dependency graph.
The LIB_ID_COPY_LOCALIZE test was wrong because it is a combination of multiple
bitflags as pointed out by Bastien, and was actually redundant anyway since
LIB_ID_CREATE_NO_MAIN is part of it.
Currently unused, but will allow to keep of an owner of the depsgraph.
Could also simplify other APIs in the future by avoiding to pass bmain
explicitly to relation update functions and things like that.
The old layout of `PointerRNA` was confusing for historic reasons:
```
typedef struct PointerRNA {
struct {
void *data;
} id;
struct StructRNA *type;
void *data;
} PointerRNA;
```
This patch updates it to:
```
typedef struct PointerRNA {
struct ID *owner_id;
struct StructRNA *type;
void *data;
} PointerRNA;
```
Throughout the code base `id.data` was replaced with `owner_id`.
Furthermore, many explicit pointer type casts were added which
were implicit before. Some type casts to `ID *` were removed.
Reviewers: brecht, campbellbarton
Differential Revision: https://developer.blender.org/D5558
This reverts commits 54fd8176d7, 4c5becb6b1 and 8f578150e.
Those kind of commits must be reviewed and approved by project owners.
That one:
* Broke Collada building by not properly updating all calls to modified
function.
* Broke *whole* ID management by not properly updating library_query.c.
And in general, I am strongly against backward ID pointers, those are
*always* a serious PITA for ID management. Sometimes they cannot be
avoided, but in general other ways to get that kind of info should be
investigated first.
NodeTree structures of materials and some other data blocks are
effectively node group data block objects that are contained inside
the parent block. Thus, direct references to them are only valid
while blender is running, and are lost on save.
Fix Copy As New Driver to create a reference that goes through
the owner data block, by adding a new runtime field to bNodeTree.
There are two aspects to the problem:
- Dependency graph update for compositor preview was missing
updates flush.
Apparently, update for new frame style of update will take
care of flushing, but not the update tagged style of update.
This goes to a legacy dependency graph and is to be changed
at some point, but not so close to the release.
- Movie clips were missing from the compositor dependency graph.
This fixes part of T66519.
Reviewers: brecht
Reviewed By: brecht
Differential Revision: https://developer.blender.org/D5256
This is probably just one of the related issues.
Root of the problem was that compositor job was using original scene and node
tree for compositing. It is not guaranteed to have all the evaluated data.
Switched compositor job to use it's own render-pipeline-like dependency graph
which has everything evaluated in it.
Reviewers: brecht
Reviewed By: brecht
Differential Revision: https://developer.blender.org/D4998
The root of the problem goes to the fact that node tree copying
uses source tree and nodes for a temporary storage.
This makes it so multiple dependency graphs can not be reliably
evaluated from different threads if they are using same original
node tree.
Solved by doing the following:
- Commonly used tree copying function (which is used by library
manager) keeps source tree, nodes and sockets untouched.
- All the related areas (like node tree's callback) now have
const qualifier on the input.
- Areas which needs to have those temporary pointers assigned are
now using explicit function.
Would be really cool to get rid of those temporary pointers
completely, but this is a bit tricky due to hairy nature of the
code. Can happen any time now though: is easy enough to generalize
the new pointers mapping.
Note that this change is only intended to solve the crash.
The fact that icons shouldn't be updated on playback will be fixed
as a separate change.
Reviewers: brecht, fclem
Reviewed By: brecht, fclem
Subscribers: brecht, fclem
Differential Revision: https://developer.blender.org/D5002
Cycles lights now use strength and color properties of the light outside
of the shading nodes, just like Eevee. The shading nodes then act as a
multiplier on this, and become optional unless textures, fallof or other
effects are desired.
Backwards compatibility is not exact, as we can't be sure which renderer
the .blend was designed for or even if it was designed for a single one.
If the render engine in the active scene is set to Cycles, lights are
converted to ensure overall light strength remains the same, and removing
unnecessary shader node setups that only included a single emission node.
If the engine is set to Eevee, we increase strength to remove the automatic
100x multiplier that was there to match Cycles.
Differential Revision: https://developer.blender.org/D4588
User counting now happens before init() and after free() methods, so that
the ID users are in a valid state when Python might modify them. ID user
counting was moved into node.c and simplified.
Patch by Miguel with further refactoring by Brecht. Ref D4370.
Convention was not to but after discussion on 918941483f we agree its
best to change the convention.
Names now mostly follow RNA.
Some exceptions:
- Use 'nodetrees' instead of 'nodegroups'
since the struct is called NodeTree.
- Use 'gpencils' instead of 'grease_pencil'
since 'gpencil' is a common abbreviation in the C code.
Other exceptions:
- Leave 'wm' as it's a list of one.
- Leave 'ipo' as is for versioning.
was caused by rBc6e3a20ab60b, copied node was actually added to the
nodetree, resulting in an endless loop.
Reviewers: brecht
Differential Revision: https://developer.blender.org/D4360
Nuke away old nodeCopyNode(), much better to use new BKE_node_copy_ex(),
which behaves as expected for the various optional flags that can be passed.
This also removes the need to handle ID refcounting in calling code
(ugly!) and allows us to remove an even uglier name from our codebase! :D
Note that this fixes three related issues actually, that bug was also
affecting copy/paste of nodes, and 'Separate with copy' operator (the
latter being actually fully wrong, since it was not refcounting
anything, not even node->id pointer...).
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.