Commit Graph

1438 Commits

Author SHA1 Message Date
9ed8f8a968 Fix T63325: Drivers freezing input value
Not sure why driver would be affecting on the behavior, the actual
issue was caused by lack of proper relations built for lamps and
cameras.
2019-05-13 17:55:28 +02:00
1c1e3de015 Fix T64387: Crash with driver copy/paste
Was missing copy-on-write tag since lamp itself has no geometry or
transform.

Now tagging for animation, and taking care of special case in the
dependency graph.
2019-05-13 16:46:07 +02:00
Dalai Felinto
b1af682001 Outliner Visibility Update
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
2019-05-10 19:48:33 -03:00
c0b8d071a7 Fix T64284 Mirrored Instances have flipped normals/face orientation
It was a missing invert matrix update and also setting the OB_NEG_SCALE.

This defeats the purpose of not computing it in the draw manager but this
is more local and is have not a dramatic impact on performance.
2019-05-10 14:48:33 +02:00
8342a124c4 DepsGraph: Multi ViewLayer Selection
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
2019-05-09 13:27:23 +02:00
c041e10c9a Depsgraph: provide more granularity to PoseBone property links.
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.
2019-05-07 15:00:38 +03:00
2b9965122e Sound: Revert all the recent changes to sound
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
2019-05-07 11:50:38 +02:00
89724c03dc Fix T64111: add a NULL check to avoid crash with bad constraint subtarget. 2019-05-06 20:31:22 +03:00
4cdb4b9532 Fix T64161: Crashing using undo and multiple windows
It is possible that dependency graph was not yet initialized,
so need to do NULL pointer check.
2019-05-06 16:40:23 +02:00
064273a4ae Sound: Port more cases to be a part of dependency graph
Mainly covers RNA callbacks which were still doing direct scene update,
which was causing crashes. Now corresponding ID_RECALC flags are used,
so all scenes can update accordingly.

Also tested animated volume/pitch on strips, which now works as well.

Fixes T64133: Assert after changing FPS
Fixes T64154: Immediate crash when changing the current frame on the timeline
Fixes T64185: Client Crashes when the frame position value is changed
Fixes T64190: Blender Crash using Timeline Editor
Fixes T64128: Click to close bug type on timeline
Fixes T64147: Crash when setting current frame from Python
Fixes T64152: Blender Auto-Close on timeline change
2019-05-06 12:54:16 +02:00
22e9365e8b Depsgraph: Fix wrong comment 2019-05-06 10:12:23 +02:00
1c58604070 Depsgraph: fix Bone property drivers stored in Object animdata.
This can easily happen if adding drivers through Python via
pose.bones[...].bone.driver_add(), e.g. in Rigify code: the
bone field doesn't change id_data, so the driver is associated
with the object ID.

To handle this it's necessary to skip from Object to data in
RNA_Bone-specific code both for generic RNA and in the custom
code for drivers. The latter also had to be changed to use the
proper parsed RNA pointer instead of string matching on paths.
2019-05-05 10:44:41 +03:00
a460e97212 Cleanup: Selling in comment 2019-05-03 15:50:40 +02:00
c5fe16e121 Sound: Make sound handles only be in evaluated datablocks
Quite straightforward change, which makes it so audio handles are
only created inside of evaluated datablocks.

Exception is adding sound strip to the sequencer, which needs an
audio handle to query length and number of channels. This is done
by temporarily loading sound file into an original datablock, and
then tossing it away.

There is an assert in sound.c which verifies that audio system is
used from an evaluated domain, which should help porting all the
cases which are likely missed by this commit.

Some annoying parts:

- `BKE_sound_update_scene()` is iterating over all bases, and does
  special ID tags to see whether sound has been handled or not
  already. This can not be done the old fashion now.

  Ideally, this will be done as a speaker datablock evaluation,
  but seems that would require a lock since audio API is not safe
  for threading. So this is not a desired way i'd say.

  Possible solution here would be to iterate over ID datablocks
  using dependency graph query API.

- Frame jump needs to call `BKE_sound_seek_scene()` directly
  because there might be some flags assigned to the scene which
  could be clear after operator execution is over.

  Need to verify if that's the case though. This is a bit hairy
  code, so sticking to a safest and known to work approach for
  now.

- Removed check for format when opening new sound file.
  Maybe we can have some utility function which queries channel
  and duration information, leaving the caller's code clean and
  tidy.

Tested following cases:
- Adding/removing/moving sequencer's sound strips.
- Adding/moving speakers in viewport.
- Rendering audio.

Reviewers: brecht

Differential Revision: https://developer.blender.org/D4779
2019-05-03 15:50:40 +02:00
b4e1e0946b Depsgraph: Preserve sound and audio pointers through copy-on-write
This allows to have scene and speaker copy-on-write executed without
interrupting the playing sound.
2019-05-03 15:50:40 +02:00
4eedf784b0 Depsgraph: Store original sequencer strip pointer
Allows to identify where the strip came from.
2019-05-03 15:50:40 +02:00
6990ef151c Sound: Move evaluation to dependency graph
The sound handles are still in the original datablocks, so it's easier
to test since there should be no functional changes.
2019-05-03 15:50:40 +02:00
3369b82891 Depsgraph: Add scene audio component
The idea is to make that responsible for dealing with
things like audio update on frame jump and such.
2019-05-03 15:50:40 +02:00
e8f10d6475 Depsgraph: Tag sequencer for update on changes
Currently only adding, removing and transforming strips. Most likely more
tags is needed.
2019-05-03 15:50:40 +02:00
6e4b7a6e4d Depsgraph: Initial work to cover sequencer
Just adds sequencer operation and links possible sound ID to it.

No functional changes, just moving towards sound system integration
into the dependency graph.
2019-05-03 15:50:40 +02:00
17447ac5a6 Depsgraph: Make sound ID part of the graph
Currently those IDs are not covered by copy-on-write mechanism since
that ruins the current design of BKE_sound, But this change allows to
move towards system where sound handlers are only valid for an evaluated
ID datablocks.
2019-05-03 15:50:40 +02:00
b5eb6548d1 Depsgraph: Remove filtering API
This was an attempt to speed up motion path calculation, which didn't
really work in real world animation files, where animators already
hide and disable all the heavy collections. Filtering approach also
doesn't allow to have multiple frames evaluated in multiple threads
easily.

Filtering also adds extra complexity on keeping the graph in a correct
and consistent state.

Fixes T64057: Blender crash when use motion paths
2019-05-03 12:42:05 +02:00
b8226a3ae1 Cleanup: warnings
Quiet extra-semi-stmt & missing-variable-declarations
2019-05-03 12:43:02 +10:00
89826e0a0d Alembic: integrate cache file into the dependency graph
* The cache file datablock is now evaluated as part of the dependency graph,
  creating/freeing the Alembic file handle matching the current frame.
  Modifiers and constraints depend on this evaluation.
* Cache file handles and readers now only exist on COW datablocks, never the
  original ones.
* Object data paths are flushed back to the original for the user interface.
* The cache file keeps a list of all readers associated with its handle, and
  automatically frees them when the handle is freed. This kind of sharing of
  data across datablocks is weak but we have no better mechanism for it.

Fix T62720: Alembic sequences not working and crashing

Differential Revision: https://developer.blender.org/D4774
2019-05-01 16:02:27 +02:00
909665a0d4 ClangFormat: run with ReflowComments on source/
Prepare for enabling ReflowComments.
2019-05-01 11:13:14 +10:00
73e8d1096a Depsgraph: Store pointer to original NLA strip
Similar to modifier data and particle systems.
2019-04-30 12:10:18 +02:00
d7e2fe275d Depsgraph: build bbone operation if bone segments has animation
This is a part of T61296: Crash with animated b-bone segments.

Consider animated/driven bendy bones segments as something what requires
special bendy-bones operation and relation in the dependency graph.

This is because it is more beneficial from a performance point of view
to not build operations if they are not needed. But if the property is
animated it is not possible to make any reliable decision based on just
a property value.

Differential Revision: https://developer.blender.org/D4739
2019-04-30 11:32:02 +02:00
6bbb82cf79 Depsgraph: Use new animation cache for visibility check
Should be no functional changes, just switching code to use more
generic checks now.

One thing which goes a bit deeper than that is check for whether
base is a part of dependency graph. This is now done by explicitly
tagging corresponding ID node (of an object) rather than doing
animation check again.
2019-04-30 11:32:02 +02:00
c8f3377d03 Depsgraph: Add generic animated properties cache
Allows to speed up lookups like "is property FOO of data BAR animated".
Can be used to optimize object's visibility check, but also allows to
check animation on bones without too much of time penalty.

The cache is shared between both nodes and relations builder.

Currently is not used, just a boilerplate for an upcoming changes in
an actual logic.
2019-04-30 11:32:02 +02:00
587ee46d88 Depsgraph: Expose set type available
Is way easier to use than a GSet and less proone for errors.

If we really want GSet to always be used, should make some C++
wrapper.
2019-04-30 11:32:02 +02:00
a57fec986d Depsgraph: fix dependencies for drivers and animation on Bone properties.
The driver code was almost there, but didn't work because ID nodes
have no outlinks - and using links won't be safe anyway because of
ordering issues. Instead, just loop over all IDNodes.

Animation is fixed simply by referring to ARMATURE_EVAL instead of
BONE in construct_node_identifier - the bArmature ID doesn't have
BONE components in any case, so the old identifier can't work.
2019-04-29 13:32:11 +03:00
788bbac5bd Depsgraph: fix handling of driver variable dependencies with proxies.
During driver var evaluation, the code directly skips to the proxy
object if present, so the dependencies should reflect that, instead
of inventing extra relations to pretend as if the values were
first copied from the proxy - they actually aren't.

The invented dependencies can't work without cycles in complex but
meaningful cases, e.g. drivers on armature data that depend on pose.

This alters the changes from 72cbf966fb to be more correct.
2019-04-29 13:09:20 +03:00
8955ec6776 Fix T55326: Massive slowdown when animating material in a highpoly mesh
This is a dependency graph part, which is the last required bit to get the
issue solved after all the rest of the work done by Clement.
2019-04-24 11:29:45 +02:00
80b036afab Depsgraph: make the dependency cycle report more readable.
Since it is a continuous cycle, there's no need to repeat the
name of the previous bone. Also, dot is a common symbol in object
and bone names, so use '/' instead for node nesting.
2019-04-23 18:29:41 +03:00
58a1eb9a00 Depsgraph: fix standard IK target dependencies.
Targeting a different object always requires its transform,
and normally dependencies should go to the solver node.

ITASC is quite broken so special case it until fixed.
2019-04-23 17:47:17 +03:00
7d6a9b5517 Cleanup: style, use braces
Add braces for modules already using braces almost everywhere.
2019-04-22 19:48:17 +10:00
2fb9c8ef12 Cleanup: add missing macros to clang-format 2019-04-21 04:40:16 +10:00
bbc5c1e36f Cleanup: quiet extra-semicolon warning 2019-04-20 11:30:19 +02:00
7ec6bca92f Fix T63332: backup and restore bPoseChannel_Runtime data during COW. 2019-04-18 21:32:17 +03:00
333cdbb410 Cleanup: comment blocks 2019-04-18 07:59:28 +02:00
e12c08e8d1 ClangFormat: apply to source, most of intern
Apply clang format as proposed in T53211.

For details on usage and instructions for migrating branches
without conflicts, see:

https://wiki.blender.org/wiki/Tools/ClangFormat
2019-04-17 06:21:24 +02:00
2f2ba04c60 Fix T63574: missing implicit parent bone dependency in proxies.
Although technically evaluating the proxy copy nodes doesn't require
the parent bone to be copied, other nodes that depend on the bones
sometimes expect the parent to be ready. To meet this expectation
it's necessary to add the dependency to the graph.
2019-04-15 19:54:03 +03:00
3731729b96 Depsgraph: fix hard CTD on dependency cycles through POSE_INIT.
As reported in T63582, it can cause chan_array to be not ready.
To reliably avoid crashing, the only easy way seems to be to
create the index during COW -- maybe @sergey has a better idea.
2019-04-14 21:55:30 +03:00
6a59e12364 Fix T59622: dependency problems with Spline IK.
The bug is caused by problems in the dependency graph. Unfortunately,
fixing is not just a matter of fixing the graph, because correct
dependencies would cause a cycle here and in other reasonable use
cases. The real fix thus requires refactoring Spline IK to require
curve data only in the actual evaluation phase, and not in POSE_INIT_IK.

In addition, this separates the normal bone evaluation loop from
Spline IK computations for two reasons:

- That still needs to be done even if spline IK can't evaluate
  due to missing curve data.

- It should reduce issues with induced shearing, as Spline IK now
  controls how parent-child relations are handled in the chain, and
  can take care to only carry over rotation and location.
2019-04-14 18:59:27 +03:00
47adab4f99 CMake: prepare for BLENDER_SORTED_LIBS removal
No functional change, this adds LIB definition and args to cmake files.
Without this it's difficult to migrate away from 'BLENDER_SORTED_LIBS'
since there are many platforms/configurations that could break when
changing linking order.

Manually add and enable WITHOUT_SORTED_LIBS to try building
without sorted libs (currently fails since all variables are empty).
This check will eventually be removed.

See T46725.
2019-04-14 15:37:24 +02:00
90e760270a Depsgraph: fix debug print crash on IK constraint without target. 2019-04-14 13:49:35 +03:00
3d8790faf1 Fix T62048: crash when turning off curve path animation with Spline IK.
Both fix missing depsgraph flag, and gracefully give up on missing data.
2019-04-13 17:36:57 +03:00
b5d1e0ad1e Cleanup: spelling 2019-04-10 00:38:47 +10:00
22bc9fb4a9 Cleanup: style 2019-04-04 08:13:13 +11:00
ba2a81bcf1 Fix T62817: Can't drive modifier property with another one
Random place in the modifier stack can not be referenced,
so it doesn't make sense to sue GEOMETRY component as a
FROM operation.

So now drivers on modifiers are driving GEOMETRY component,
but are using PARAMETERS as a source for variables.
2019-04-03 14:50:21 +02:00