Such reload can no longer happen directly and is to be done via dependency
graph.
Eventually, the movie cache will become shared across all copies of the
clip, but even then we still need to have dependency graph mechanism because
we need to update FFmpeg animation handle (which can not be shared across
the copies).
The issue was caused by dependency graph always ignoring animation
update when it is first time constructed. This was a way to make it
preserve unkeyed changes on undo/redo. This, however, made it so
changes of animation data itself (such as deleting/moving keyframes)
did not trigger animation update by the dependency graph.
This worked prior to copy-on-write because animation recalc flags
were stored in the DNA and never re-set on file/undo load. This was
giving dependency graph a clue that animation is to be re-evaluated
when operator explicitly asked to (more precisely, when such operator
was undone/redone).
This change makes it so original ID's recalc flags are storing
recalc flags when ID is tagged for update as an response to user
input. This way re-building dependency graph can force animation
to be updated on redo.
Tricky part here is that ID's recalc flag is no longer to be zeroed
when loading undo step (which is the same as reading .blend file).
This is something what works differently comparing to legacy
dependency graph, which was zeroing object's recalc flags there but
not animation data's recalc flags.
Shouldn't be causing issues, since unkeyed changes are not preserved
upon opening a file anyway, at least to my knowledge.
Related reports which are to be taken into account and verified
they are not re-introduced when making changes in the area:
- T63111: Auto-Bake stuck at constant re-rendering
- T54296: Cycles viewport render stuck on constant re-render
Reviewers: campbellbarton, brecht
Reviewed By: campbellbarton, brecht
Maniphest Tasks: T66325
Differential Revision: https://developer.blender.org/D5316
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
The root of the issue comes to the fact that part of dependency graph
is being removed, without doing any further remapping.
This was happening because only materials used by objects were pulled
in, so when material mode is changed some material became unused and
removed from the dependency graph and freed, causing object or its
data to point to a freed memory in its materials array.
Simplest and safest way to solve this is to pull materials referenced
by both object and object data. This causes somewhat higher memory
usage but keeps evaluated state of scene in an always consistent state,
without any need to tag/update object's data on material mode change.
Don't think it is a problem in practice.
Reviewers: brecht, fclem
Reviewed By: brecht, fclem
Differential Revision: https://developer.blender.org/D5172
Two issues here:
- Evaluated object data is to only be updated for selection only after modifier
stack is done its job. Otherwise it's possible to have selection batch update
called on an input data, at the same time as original object data is being
evaluated.
- If object's modifier stack did not create its own evaluated mesh (in case
when there is no effective modifiers, for example) can not update selection
on object's data, as it might cause threading issues between objects sharing
same data.
Part of the issue was caused by missing speaker objects in the depsgraph
used for post-processing.
Remaining part was caused by missing scene sound update for this depsgraph.
Consists of few simple steps.
Don't tag object data's bounding box as dirty before re-evaluaiton
Most of the time this actually tags evaluated mesh which will be tossed
away few lines below anyway. And this causes issues if the evaluated
mesh is actually owned by the mesh datablock.
The bounding box now has clear separation between original object data
and object data after modifiers, so this should not be causing any
issues.
Free evaluated mesh when owner mesh changes
Ensures that evaluated mesh shares the same settings as its owner when
updates related on animation system happens.
Depsgraph: Update mesh when its geometry settings changes
Allows to have options like autosmooth animated.
Reviewers: brecht, mont29
Differential Revision: https://developer.blender.org/D5030
Currently only obvious setting which can be animated is Smooth.
The rest requires more proper support from animation update on
the Curve datablock.
But at least with this change it's not a "dependency graph fault"
This change makes it so sound handles are created for evaluated scene,
sequencer and speakers. This allows to have properly evaluated animation
on them.
For the viewport playback sound uses regular dependency graph.
For the final render sound uses dependency graph created for render pipeline,
which now also contains sequencer and sound datablocks.
All the direct sound update calls are replaced with corresponding dependency
graph recalc tag.
- Need to assign current scene in the builder: it is used to
route relations for object's customdata.
- Tweak relation from scene to object for the customdaat: this
didn't work before because the render pipeline scene has no
view layer component.
Fixes T65044: Crash when Rendering (F12)
This change makes it so a minimal dependency graph which only includes
compositor and sequencer is built for the render pipeline purposes.
Tricky part here is that it's only compositor itself and sequencer who
to use this dependency graph and IDs from it. Render engines are still
to be provided original IDs because:
- They will create dependency graph for the given scene, and currently
it is not possible to create dependency graph from CoW scene.
- IDs from the compositor/sequencer dependency graph are "stripped",
as in, they wouldn't have all view layers, collections or objects
required for proper final render.
This creates annoying mess of mixing evaluated and original scene
access in various parts of the pipeline.
Fixes T63927: Compositing nodes - drivers don't really work
Reviewers: brecht
Maniphest Tasks: T63927
Differential Revision: https://developer.blender.org/D4911
This is used by driers and this is a first step towards support of
scenes used for only compositor or sequencer.
Fixes T61014: Assert adding a driver that uses a single property of a scene ID
Noticed when was looking into T64764, F7043663.
This is a weird case when proxy group is not a group, but is the
same as linked object.
Remove useless relation which was causing cycle, but had no functional
meaning.
Pair programming session with Brecht.
Reviewers: angavrilov, brecht
Reviewed By: brecht
Differential Revision: https://developer.blender.org/D4928
At some point when the transform evaluation was split into EVAL and FINAL
the b350edc was re-introduced by EVAL being run prior to proxy_group's
matrix is evaluated.
Masks were not really covered by Copy-on-Write due to mistake
in the dependency graph. After correcting that mistake a lot
of tools became broken, so majority of the patch is related
on making it so access to evaluated/tessellated masks is done.
When accessing evaluated mask state make sure access to an
evaluated dependency graph is done. This solves possible
access to NULL data on redo.
Fixes T64899: Re-doing new point addition causes crash
Reviewers: brecht
Reviewed By: brecht
Maniphest Tasks: T64899
Differential Revision: https://developer.blender.org/D4918
There is now a checkbox to enable/disable depth of field per camera. For Eevee
this replace the scene level setting. For Cycles there is now only an F-Stop
value, no longer a Radius.
Existing files are converted based on Cycles or Eevee being set in the scene.
Differential Revision: https://developer.blender.org/D4882
No major API change here, only in the outliner restriction column
variables (e.g., show_restrict_column_selectable > show_restrict_column_select).
* Get rid of _INSTANCE (introduced on b1af682001).
* Differentiate (everywhere but the API) between HIDE (temporary) and VIEWPORT (global).
* Use the expected icon for restrict viewport (same as objects and modifiers).
* selectable > select
See T61578 for discussions and mockups.
Visibility Options
==================
We are adding more granular control over restriction columns in the outliner,
exposing "indirect only" and "holdout" as options, and change the way
users enable/disable collections in a viewlayer.
We also rename the object viewport restriction to hide instance.
So the options we have are:
Collection
----------
* Render Visibility
* Instance Visibility
* Selectable
(View) Layer Collection
-----------------------
* Enable
* Holdout
* Indirect Only
* Viewport
Shortcuts
=========
Isolate Collection
------------------
* Ctr + click isolates the collection.
It turns all its parents and children "visible", and all the other
collections "invisible".
If ALL the collections were already properly set, we re-set the
collections to their default value.
Set Collection Inside Collections and Objects
---------------------------------------------
* Shift + click: Set/unset inside collections and objects.
We only set objects values as well when we are in View Layer mode and
(obviously) when the objects have a matching property.
Icons
=====
Little reminder that we will need better icons for holdout, indirect only, and
probably instanced (nothing wrong with the current, but it differs from
the proposal when it is turned off).
Also, we need to decide where do we want the modifier/bones/... icons to
be (in which column) and ideally make sure their icons match the ones we
use for collections/objects.
At the moment those are using the screen icon, which is not being used
by collections.
Reviewers: brecht, billrey
Subscribers: pablovazquez
Differential Revision: https://developer.blender.org/D4823
When using multiple viewlayers and switching between them the selection
gets buggy. The reason for this is that the select_id is updated based
on the index in the viewlayer. This makes the select_id not unique as
objects might be shared or not shared at all.
This fix will update the select_id on all objects in main. This will be triggered in all the selection operators.
Reviewed By: sergey, brecht
Maniphest Tasks: T55617
Differential Revision: https://developer.blender.org/D4824
Most properties aren't altered by the evaluation of the bone,
and can be read immediately from its input operation. B-Bone
properties can be evaluated at the last possible moment.
This provides more freedom in using drivers to connect bone
properties: for example, it is now possible to read raw local
transform values via drivers from a bone that depends on the
reader bone via constraints.
This happened to be a bigger rabbit hole to hell than it originally seemed,
and there are higher priority design tasks to be handled (at this point high
priority design task is more important than high priority bug fix).
After talking to Brecht the decision was made to revert to the known isolated
issue, which will allow everyone in the studio work same as prior to last
Friday.
The remaining bits will be worked on after all the design tasks are out of
the way.
This commit reverts:
4cdb4b9532 Fix T64161: Crashing using undo and multiple windows
064273a4ae Sound: Port more cases to be a part of dependency graph
2e582f8ab5 Sound: Fix access wrong dependency graph
5fc49d9c91 Sound: add stubs to build without audaspace
c68c81a870 Sound: Make sure spin lock is initialized for new sound datablocks
c02534469a Sound: Delay creating sound scene handle for until is needed
9f681bea68 Fix T64144: Crash when displaying audio waveforms in VSE
2f79286453 Cleanup: unused vars
bed8ad6f95 Fix crash in background rendering after recent sound changes
773691310f Fix T64143: Crash when scrubbing in the graph editor
888852055c Sound: Fix for being unable to jump to a frame during playback with A/V sync
6ab7b38464 Sound: More fixes for access of original scene
35db119545 Sound: Fix access original scene during playback
211c4fd2e9 Depsgraph: Make comment about evaluation more obvious
c5fe16e121 Sound: Make sound handles only be in evaluated datablocks
b4e1e0946b Depsgraph: Preserve sound and audio pointers through copy-on-write
4eedf784b0 Depsgraph: Store original sequencer strip pointer
6990ef151c Sound: Move evaluation to dependency graph
d02da8de23 Sound: Delay opening handlers for until really needed
3369b82891 Depsgraph: Add scene audio component
e8f10d6475 Depsgraph: Tag sequencer for update on changes
6e4b7a6e4d Depsgraph: Initial work to cover sequencer
17447ac5a6 Depsgraph: Make sound ID part of the graph