This is unreliable for cases when multiple dependency graphs
are to be updated.
The only reason why it was attempted to be made is to deal
with cases when ID appears in the dependency graph for the
first time. But even then it should be smart enough bring
itself to an up-to-date state without any extra tricks.
Fix T61406: Particles don't render
Consider initial dependency graph evaluation as a file load.
Is still resetting too much, but that we can solve later.
Now collection and objects can be either:
* Disabled for all the view layers.
* Hidden for a view layer but not necessarily for all others.
* Visible for a view layer but not necessarily for all others.
Regarding icons: Whatever we decide to use for the "Hidden for all view
layers" needs to be a toggle-like icon. Because when viewing "Scenes"
instead of "View Layer" in the outliner we should be able to edit the
collection "Hidden for all the view layers" as an on/off option.
The operators are accessible via a Visibility context menu or shortcuts:
* Ctrl + Click: Isolate collection (use shift to extend).
* Alt + Click: Disable collection.
* Shift + Click: Hide/Show collection and its children (objects and collections)
Things yet to be tackled:
* Object outliner context menu can also get a Visibility sub-menu.
* Get better icons for viewport enable/disable.
Note:
* When using emulate 3 button mouse alt+click is used for 2d panning.
In this case users have to use the operator from the menu.
See T57857 for discussion.
Patch: https://developer.blender.org/D4011
Reviewers: brecht and sergey
Thanks to the reviewers and William Reynish and Julien Kasper in
particular for the feedback.
No local work copy is expected to need preview data, at least it should
not. Part of copy flags cleanup, done in separate commit in case
something goes wrong here...
Those two first sets of flags should represent some common use cases.
The goal here is to reduce verbosity of calls to BKE_id_copy_ex, and
help make it more obvious the 'common behaviours' of ID copying across
codebase.
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This is often invalid, outdated or misleading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.
Some summary of changes:
- Don't use DEG prefix for types and enumerator values:
the code is already inside DEG namespace.
- Put code where it locally belongs to: avoid having one
single header file with all sort of definitions in it.
- Take advantage of modern C++11 enabled by default.
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
Aka all the thousand of reports duplicated here.
I should have seen this coming, since I had to add a hack in the first
place because things were "not working".
I should have figured out earlier that COW handles base in a really
special way, with its own special object_runtime_backup hack.
COW nodes in the graph are mostly connected via a relation type
that doesn't propagate the update flags. Unfortunately, due to
the scheduling implementation that means the relations don't
actually guarantee execution order for indirect dependencies.
Relations also don't guarantee order in case of cycles.
As mentioned in IRC, the simplest way to fix possible problems
is to execute all COW nodes as a separate execution stage. This
seems to fix crashes with Data Transfer modifier in a cycle.
Staging works by simply delaying actual scheduling of tasks for
non-COW nodes until the second run of schedule_graph.
Reviewers: sergey
Differential Revision: https://developer.blender.org/D4027
After update of the mesh some of that data is so broken that using
it would crash. To reduce the risk of crashes in case of dependency
cycles, clean it up immediately.
Move all mask-related fields from Object and OperationDepsNode
to Object_Runtime and IDDepsNode. Auto-apply DEG_TAG_GEOMETRY
if the mask changes after DEG rebuild. Update DEG API and all
code that uses it.
This fixes "source mesh data is not ready" errors from Data
Transfer modifier when parameters are changed in the UI after
the recent mesh_get_eval_final fix.
Reviewers: sergey
Differential Revision: https://developer.blender.org/D4025
This finished old standing TODO which was attempting to
ignore objects of all invisible collections.
The difference here is that we remove invisible bases from
view layers. This guarantees that the evaluated state is
consistent and does not reference original objects.
Among all the lines moved around, the general idea is quite simple.
Actually, there are two ideas implemented there.
First one, is when object itself is tagged for update, we tag its
point cache component for evaluation, which makes it so point cache
is properly reset. We do it implicitly because otherwise we'll need
to go everywhere and add explicit tag in almost all the properties.
Second thing is, we link all collider and force fields to a point
cache component using special type of link. This type of link only
allows flush if change is caused by a user update. This way reset
does not happen when change is caused due to animation, but will
properly happen when user causes indirect change to the objects
which are part of physics simulation.
NLA strips are users of their action, so we need to pass along ID
management flags.
This commit also cleans up a bit things by passing along ID_CREATE/COPY
flags instead of dummy booleans...
The idea of those flags is to avoid evaluation of operations
which are not needed to bring visible objects to an up to date
state.
Previously, dependency graph attempted to do combine those
into an ID level flag. In practice it proved to be rather
tricky, since there could be dependency cycles on ID level
which will not exist on component level.
If something is a list of data, it is to be called list, and data
is to be called data. No need to call list a data and data a weird
two letter abbreviation.
Clarity is our friend!
The title says it all actually, the idea is to speedup the following case:
- Visible duplicator of a restricted collection (reported as T56512),
One of the questionable change is that none of the view layer bases is
ignored now. This ensures corresponding objects will have copy-on-write
component evaluated, making it possible to access those pointers. The
evaluation of those objects is skipped.
Reviewers: brecht
Differential Revision: https://developer.blender.org/D3641
This separate probe rendering from viewport rendering, making possible to
run the baking in another thread (non blocking and faster).
The baked lighting is saved in the blend file. Nothing needs to be
recomputed on load.
There is a few missing bits / bugs:
- Cache cannot be saved to disk as a separate file, it is saved in the DNA
for now making file larger and memory usage higher.
- Auto update only cubemaps does update the grids (bug).
- Probes cannot be updated individually (considered as dynamic).
- Light Cache cannot be (re)generated during render.