This allows us to:
- Not mock around with tags stored in a global space,
and not to iterate over all datablocks in the database
to clear the tags.
- Properly deal with datablocks which might not be in main database.
While it sounds crazy, it might be handy when dealing with preview,
or some partial scene updates, such as motion paths.
- Avoids majority of places where depsgraph construction needed bmain.
This is something what could help in blender2.8 branch.
From tests with production file here did not see any measurable slowdown.
Hopefully, there is no functional changes :)
Not sure why we need a relation from solver to a tip local transform, this
will be handled via parent relation.
Fixes remaining dependency cycles reported in T54083.
It is not possible to address transform at particular position of constraint
stack, and when constraint is being addressed is usually from driver variable.
This fixes some of dependency cycles reported in T54083.
- When returning the number of items in a collection use BLI_*_len()
- Keep _size() for size in bytes.
- Keep _count() for data structures that don't store length
(hint this isn't a simple getter).
See P611 to apply instead of manually resolving conflicts.
This is kind of doesn't matter where macro itself is defined.
We should stick to the following:
- If some macro is actually more an inline function, follow regular
function name conventions.
- If macro is a macro, type it in capitals. Use module prefix if that
helps readability or it if helps avoiding accidents.
- Read-only access can often use EvaluationContext.object_mode
- Write access to go to WorkSpace.object_mode.
- Some TODO's remain (marked as "TODO/OBMODE")
- Add-ons will need updating
(context.active_object.mode -> context.workspace.object_mode)
- There will be small/medium issues that still need resolving
this does work on a basic level though.
See D3037
Made shape keys to work for meshes. Also added missing code for curves.
Curves and lattices will not have shape keys visible, since modifiers support
is still to be done for them.
It is possible to have non-NULL scene in graph which was never built yet,
this happens when ID is tagged for update for non-built graph.
Was causing crash opening deg_anim_pose_bones.
Reported by Mai in IRC, thanks!
This fixes an issue where old cache data was used after an object has been moved.
Particles were coming from very wrong positions. Reproduction case is to move an
object while animation is running and then let the animation loop back and
play again.
Differential Revision: https://developer.blender.org/D3044
The reason it appeared working was due to left-over debug code to force
time dependency.
Real fix seems to include force tagging objects used by duplication,
similar to what we do for some other modifiers already.
Cycles old behaviour is to hide the duplicator on rendering at all times.
We have since a few months an option in 2.8 to control the duplicator
visibility on its own. However when the duplicator is also duplicated, things
were not working properly.
What we do now is, in addition to the duplicator visibility control, is to not
have the source collection of the duplicator object to ever influence its
visibility when the object is been duplicated.
So if the user wants to reproduce Cycles old behaviour all that is required is
to have different collections, one for the original to-be duplicated objects
that you hide in for the view layer used in the final render. And another
collection with only the first duplicator (which in turn duplicates other
duplicators).
I know this all may sound confusing, so please just give it a try, it's simpler
than it sounds.
Was happening when viewport visibility on the particle system is disabled.
This became an issue after c45afcf, but the actual issue goes a bit deeper
and the following aspects were involved:
- Relations builder for particle system was ignoring particle system if
it's visibility is not enabled for viewport. This is something what
shouldn't have been done -- depsgraph relations are supposed to be the
same no matter if it's viewport or render.
- Relation builder was only dealing with duplication set to object, but
was ignoring group duplication.
This is technically a regression in 2.79a-RC as well, so would need to
backport this fix to the branch after extra testing is done here in the
studio.
General idea of the fix: skip the whole draw manager callback madness which
was used to tag object's engine specific data as dirty. Use generic recalc
flag in ObjectEngineData structure instead. This gives us the following
benefits;
- Sovles mentioned bug report.
- Avoids whole interface lookup for opened viewports for EVERY changed ID.
- Fixes missing updates when viewport is temporarily invisible.
Reviewers: dfelinto, fclem
Differential Revision: https://developer.blender.org/D3028
This code was disable a while back and got re-enabled by some previous debug
process. Having relation names in dot file helps understanding what's going
on in one cases, but makes things spread too far away in others.
The new depsgraph was only considering the active action
when attaching relations from the AnimData component/operation
to the properties that are affected by the animation data.
As a result, only properties animated by the active action
were working, while those animated by NLA strips did not change
when playing back/scrubbing the timeline.
This commit fixes this introducing a recursive method to properly
visit all NLA strips, and calling DepsRelBuilder::build_animdata_curves_targets()
on each of those strips.
The issue was caused by Cycles allocating ID property in a temporary object
which gets overwritten and thrown away every so often.
Now dependency graph will try to reliably check whether ID properties from
a temp object are to be freed.