Commit Graph

258 Commits

Author SHA1 Message Date
9f66062da7 Fix T72213: F-Curve animation does not update FreeStyle properties
FreeStyle line styles were not part of the dependency graph, and
blacklisted from the Copy-on-Write system. As a result, animated
FreeStyle properties would not be updated by the animation system,
resulting in T72213. There was an explicit call to run the animation
system on the original datablocks, but that was (for good reasons)
removed in D5394.

This commit adds the FreeStyleLineStyle datablocks to the dependency
graph and allows them to be handled by the CoW system. As a result

- the UI now updates properly when properties are animated, and
- animated property values are actually used when rendering.

This commit includes @Sergey's patch P1222, which unifies two bits of
code that did the same thing: check whether datablock type is covered by
copy-on-write.

Reviewed By: sergey, brecht

Differential Revision: https://developer.blender.org/D6609
2020-01-21 10:44:23 +01:00
2a38b857f7 LibOverride: Make diffing several times faster.
Diffing on undo steps is a critical performance point of override
system, although not required for override itself, it gives user
immediate feedback ove what is overridden.

Profiling showed that rna path text search over overrides operations was
by far the most costly thing here, so now using a runtime temp ghash
mapping for this search instead.

Seems to give at least 5 times speedup on big production rig.
2019-11-22 12:26:36 +01:00
Julian Eisel
a6b9e1dfdb Fix: Some ID-Filters not enabled on Link/Append
Caused by 9100982e80.
2019-10-16 11:26:04 +02:00
Dalai Felinto
9100982e80 Fix Filebrowser Blender ID filter
When the filtering option was disable we should see all the datablock types.

Differential Revision: https://developer.blender.org/D6033
2019-10-14 22:45:33 -03:00
659ccd9cd2 Fix T66154: viewlayer hide/exclude settings getting lost for linked collections
The problem was that the object and collection pointers in Base and
LayerCollection would get lost of file read. Normally such ID pointers would
be resolved by pointing to an ID_ID placeholder which has the datablock name,
and then replacing it will the real datablock. However ID_ID is only written
for directly linked datablocks.

This adds the concept of an indirectly linked datablock with a weak reference
to it. For this we write an ID_ID_WEAK_REF code, which is a reference that
will only be resolved if the datablock was read for another reason.

Differential Revision: https://developer.blender.org/D4416
2019-09-19 11:32:35 +02:00
5f4caa8c4f LibOverride: add a generic macro to check whetehr an ID is overridable.
...and use it in code generating library overrides.
2019-09-05 21:31:01 +02:00
34ed58dcaf Fix T68971: Copy As New Driver from Material node creates a bad reference.
NodeTree structures of materials and some other data blocks are
effectively node group datablock 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 datablock, by adding a new ID flag to mark private
pseudo-datablocks.

Also fix functions that return full paths to structures and
properties, e.g. used in python tooltips. Functions for paths
from ID to struct or property can't be changed because of
Animation Data related code.

Reviewers: mont29

Differential Revision: https://developer.blender.org/D5559
2019-08-28 21:52:54 +03:00
2cce65de96 Fix T66872: Changing clip color space does not update background images
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).
2019-07-28 13:24:18 +02:00
1693a5efe9 Fix T66378: Missing animation update when switching view layer
Current frame is stored in a scene, and scene might have multiple view
layers. The inactive view layers were not informed about scene's frame
being changed, so when user switched back to view after changing scene
frame it was in an inconsistent state between current scene frame and
animation.

Now we tag scene for time changes, so dependency graph can catch up
and do proper update.

Currently tagging is from quite generic place. Probably better approach
would be to tag from where frame is actually being assigned. Downside
of this is that it's easy to miss some places.

Reviewers: brecht, mont29

Reviewed By: brecht

Maniphest Tasks: T66378

Differential Revision: https://developer.blender.org/D5332
2019-07-26 10:23:38 +02:00
5e7e49e00d Fix T65662: Drivers on custom properties doesn't properly update
Happens if custom property is on object data data-block, which doesn't
have translation or geometry components. Not for lights and cameras at
least.
2019-06-17 14:09:01 +02:00
b50de0f8b7 Fix T65651: Crash when changing audio strip source file 2019-06-17 12:55:24 +02:00
e85635b882 Cleanup: comment spelling 2019-06-17 08:05:58 +10:00
23254ce4ee Cleanup: Rename: Static Override -> Library Override.
Better to make internal code naming match official/UI naming to some
extent, this will reduce confusion in the future.

This is 'breaking' scripts and files that would use that feature, but
since it is not yet officially supported nor exposed in 2.80, as far
as that release is concerned, it is effectively
a 'no functional changes' commit.
2019-06-14 23:21:12 +02:00
6529d20d79 Cleanup: spelling in comments 2019-06-12 09:43:49 +10:00
bbaa1bffe9 Sound: Port to a copy-on-write concept
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.
2019-06-05 14:23:54 +02:00
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
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
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
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
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
66c3a7c550 Cleanup: comments (long lines) in makesdna 2019-04-22 06:30:08 +10:00
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
e7fd6c8f30 Cleanup: comment blocks 2019-03-19 15:17:46 +11:00
0e9ea707b5 Fix T58721: Keyframing one transform option reset other transforms
Use dedicated flag to tag animation just for copy-on-write synchronization,
which makes it so copies of the original data blocks gets in sync with the
original ID. This will not flush the animation update to all objects which
depend on that animation.

If such flush is required, use ID_RECALC_ANIMATION.

Reviewers: brecht

Reviewed By: brecht

Differential Revision: https://developer.blender.org/D4508
2019-03-13 15:51:44 +01:00
3ad2d6caef Cleanup: better names and comments for library ID linking code.
Differential Revision: https://developer.blender.org/D4415
2019-02-27 19:37:42 +01:00
6a03199b50 Cleanup: use '_pad' convention for padding in all DNA structs
Avoids mixing these in with regular variables in code-completion.

Use char for pad members except for 'void *', to make size clearer.

Removed/shrink a few redundant padding vars which were >= 8 bytes.
2019-02-27 15:09:48 +11:00
3051e2f4ae DNA: rename Lamp -> Light
- BKE_lamp -> BKE_light
- Main.lamp -> light
2019-02-27 11:03:16 +11:00
4d9697a5a9 Merge branch 'blender2.7' 2019-02-26 20:07:36 +01:00
6b6d1e424c Cleanup: prevent future issues with ID.tag overflow, clarify somes names. 2019-02-26 20:05:28 +01:00
de13d0a80c doxygen: add newline after \file
While \file doesn't need an argument, it can't have another doxy
command after it.
2019-02-18 08:22:12 +11:00
42c53e054f Cleanup: Attempt to clarify some ID_RECALC flags 2019-02-15 09:25:26 +01:00
eef4077f18 Cleanup: remove redundant doxygen \file argument
Move \ingroup onto same line to be more compact and
make it clear the file is in the group.
2019-02-06 15:45:22 +11:00
744f633986 Cleanup: trailing commas
Needed for clan-format not to wrap onto one line.
2019-02-03 14:59:11 +11:00
8c68ed6df1 Cleanup: remove redundant, invalid info from headers
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.
2019-02-02 02:40:00 +11:00
65ec7ec524 Cleanup: remove redundant, invalid info from headers
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.
2019-02-02 01:36:28 +11:00
f8ce24f796 Cleanup: sort forward declarations of enum & struct
Done using:
  source/tools/utils_maintenance/c_sort_blocks.py
2019-01-28 22:12:49 +11:00
c0f88ed8a8 Cleanup: sort forward declarations of enum & struct
Done using:
  source/tools/utils_maintenance/c_sort_blocks.py
2019-01-28 21:17:58 +11:00
8e46e5189d Cleanup: comment line length (DNA)
Prevents clang-format wrapping text before comments.
2019-01-16 00:14:25 +11:00
328a0f975b Cleanup: comment line length (DNA)
Prevents clang-format wrapping text before comments.
2019-01-15 23:15:35 +11:00
5a43406e1b Cleanup: move DNA comments before struct members
Needed for clang-format in some cases, see: T53211
2019-01-08 00:43:00 +11:00
38ef3d6b91 Remove unused particle system recalc flag 2018-12-07 18:04:13 +01:00
e9634b6930 Cleanup, typo in naming
\Something went wrong in the rename script..
2018-12-07 17:30:47 +01:00
79312c1912 Depsgraph: Remove duplicated sets of recalc/update flags
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
2018-12-07 11:37:38 +01:00
342e73f90f Spelling fixes in comments and descriptions (2.8 changes), patch by luzpaz.
Differential Revision: https://developer.blender.org/D3719
2018-09-24 18:48:29 +02:00
253dce07d7 Merge branch 'master' into blender2.8 2018-09-24 17:42:52 +02:00
0cff044d84 Spelling fixes in comments and descriptions, patch by luzpaz.
Differential Revision: https://developer.blender.org/D3719
2018-09-24 17:28:40 +02:00
Dalai Felinto
cc9255f8a8 Sync rna_access rna property update cow check with depsgraph
This is a manual synchronization. If we need to re-use the same util in both
areas it would be welcomed as well. For now this at least get things back to a
working state.
2018-08-14 10:15:23 -03:00
66da2f537a New Grease Pencil object for 2D animation
This commit merge the full development done in greasepencil-object branch and include mainly the following features.

- New grease pencil object.
- New drawing engine.
- New grease pencil modes Draw/Sculpt/Edit and Weight Paint.
- New brushes for grease pencil.
- New modifiers for grease pencil.
- New shaders FX.
- New material system (replace old palettes and colors).
- Split of annotations (old grease pencil) and new grease pencil object.
- UI adapted to blender 2.8.

You can get more info here:

https://code.blender.org/2017/12/drawing-2d-animation-in-blender-2-8/
https://code.blender.org/2018/07/grease-pencil-status-update/

This is the result of nearly two years of development and I want thanks firstly the other members of the grease pencil team: Daniel M. Lara, Matias Mendiola and Joshua Leung for their support, ideas and to keep working in the project all the time, without them this project had been impossible.

Also, I want thanks other Blender developers for their help, advices and to be there always to help me, and specially to Clément Foucault, Dalai Felinto, Pablo Vázquez and Campbell Barton.
2018-07-31 10:50:43 +02:00
873d7f7e14 DrawData: Change drawdata to a generic struct shared accross ID types
This makes tagging much more generic and make the world updates more in
line with the new tagging system (Depsgraph).
2018-07-10 15:31:34 +02:00