Commit Graph

943 Commits

Author SHA1 Message Date
66e6cd5315 Cleanup: unused struct declarations 2019-01-28 22:06:53 +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
820d1b249d Fix freestyle renders not including some types of animation.
Freestyle Python scripts need to get the evaluated view layer and scene,
not the original one.
2019-01-24 16:46:11 +01:00
41a7dd383c Cleanup: style 2019-01-24 09:27:14 +11:00
32c2e941e6 Fix T60417: Hair not instantly updating when editing curve guide
Reviewers: sergey, brecht

Maniphest Tasks: T60417

Differential Revision: https://developer.blender.org/D4193
2019-01-23 20:47:43 +01:00
8d4bad39c1 Fix T60742, T55974: crash using mesh/curve surface force fields.
Missing dependency graph relations caused race conditions.
2019-01-22 15:24:06 +01:00
dfc0d3755b Depsgraph: Fix missing relation from node tree to light
Was only happening when lamp had driver on the Light datablock.

Reported by Dalai Felinto in T60137.
2019-01-04 16:17:53 +01:00
3f4e3f718f Cycles: restore old sample and material override settings for view layers.
Since there will be no view layer overrides in 2.80, this is needed still.
2018-12-28 18:59:33 +01:00
4563849c1b Fixes for particle system and physics
- Silence harmless error print about relation.

  Object with particle system which doesn't use physics will
  not have point cache component.

- Tag relations for update when particle system physics type
  change.

  This ensures correct state of point cache component.

This is all part of T59258.
2018-12-19 15:36:09 +01:00
908a274240 Fix T59237: Instancing on a path doesn't do anything
This commit makes it so curve path parent solving accepts an explicit
arguments for both time and curve speed flag, making it so we don't
have to mock around with scene's frame.

One unfortunate issue still is that if the instancing object is used
for something else, we might be running into a threading conflict.
Possible solution would be to create a temp copy of an object, but
then it will be an issue of preventing drivers from modifying other
datablocks.

At least the original issue is fixed now, and things behave same as
in older Blender version. Additionally, the global variable which
was defining curve speed flag behavior is gone now!
2018-12-19 11:59:47 +01:00
5cc015f0ad Fix force fields not affecting rigid bodies
This fixes part of T58991.
Still need to add proper relations so that point cache is marked as outdated
when effectors are modified.
2018-12-13 12:34:35 +01:00
f179ac9fc1 Fix T58932: Impossible to influence the particle system 2018-12-10 17:37:30 +01:00
c2b0d8b6d6 Fix T57633: Particle texture update problem
Textures are now hooked up to the RESET operation of particle
settings, which ensures particles being re-distributed when
texture is changed.

This is limited to a direct user modifications, which matches
old behavior in 2.79.
2018-12-10 15:11:57 +01:00
073a011f91 Fix T58993: Duplicating after setting a rigid body world crashes Blender.
There is no guarantee that object in rigidbody collection already have a
valid rgigidbody data when rebuilding deg relations, that is often
generated on-the-fly by actual rigid body simulation.

Note that this can be an issue when generating deg relations I guess...
But at least it won't crash anymore.
2018-12-10 15:10:29 +01:00
1ddfd8c9ec Cleanup: style 2018-12-08 15:01:47 +11:00
fff5df8108 Depsgraph: Make data allocation dependency more robust
This fix aims to fix crash/assert failure related on wrong
evaluation order which happens when there is a cyclic
dependency involved.

The rationality of this change is that we can allow use
of uninitialized scalar value, but memory is better be
allocated.

This might not be ideal still, but worth a try.
2018-12-07 11:37:44 +01:00
89121253db Depsgraph: Use shorter relation name
It is clear enough already that it goes From to To.
2018-12-07 11:37:38 +01:00
5c9a67c63b Depsgraph: Cleanup, line length 2018-12-07 11:37:38 +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
d355a2b7d8 Depsgrapgh: Use more distinctive opcode for texture and image evaluation 2018-12-05 17:35:48 +01:00
cf2e35fcfe Fix T58118: Make duplicates real does nothing
The issue was caused by transflag set in geometry evaluation
never copied back top original object.

Now we have a dedicated operation which does all sort copy
back to original object, so we don't have to worry about
atomic assignments or what gets set where.

Still need to move boundbox to the same function, but it
needs some careful doublechecking first.
2018-12-04 16:04:10 +01:00
bb16167fd8 Depsgraph: completely move customdata_mask to the ID node.
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
2018-12-03 18:29:06 +03:00
f880b60353 Depsgraph: Add missing cache file handling in build_id() 2018-12-03 16:05:17 +01:00
55b31dd98c Merge branch 'master' into blender2.8 2018-12-02 14:37:04 +11:00
8f8c238659 Merge branch 'master' into blender2.8 2018-11-30 15:11:32 +11:00
8c85f1316c Cleanup: name macros w/ matching BEGIN/END 2018-11-30 15:08:47 +11:00
2bd62b076f Outliner/visibility: revert changes for now until we find better solutions.
See T57857 for discussion. This reverts:

"Outliner: Do not gray out empty collections"
4521d3e707.

"Remove eye column from the outliner"
fd16b35997.

Fix/workaround issues in pose and edit mode"
6d2e2e30d5.

"Per view-layer collection visibility"
4de6a210c6.
2018-11-28 14:34:13 +01:00
Dalai Felinto
4de6a210c6 Per view-layer collection visibility
We still control this in the viewport collections visibility menu. But
now we are actually changing the visibility of the collections, not of
the objects.

If a collection is indirectly invisible (because one of its parents are
invisible) we gray it out.

Also if you click directly in the collection names, it "isolates" the
collection by hiding all collections, and showing the direct parents and
all the children of the selected collection.

Development Note:

Right now I'm excluding the hidden collections from the depsgraph.
Thus the need for tagging relations to update.

If this proves to be too slow, we can change.
2018-11-28 02:33:04 -02:00
fb262f942e Cleanup: style, includes 2018-11-27 08:01:54 +11:00
1e820898ff Depsgraph: add a new operation node for computing B-Bone segments.
Computing the shape of a B-Bone is a quite expensive operation, and
there are multiple constraints that can access this information in
a variety of useful ways. This means computing the shape once per
bone and saving it is good for performance.

Since the shape may depend on the position of up to two other bones,
often in a "cyclic" manner, this computation has to be a separate
node with its own dependencies.

Reviewers: sergey

Differential Revision: https://developer.blender.org/D3975
2018-11-23 23:19:23 +03:00
6a3451fe4e Depsgraph: Ensure solver cleanup order
Ensure that pose cleanup is never run before all IK solvers are finished.
2018-11-22 16:17:18 +01:00
60857cdb79 Depsgraph: Cleanup, line wrapping 2018-11-22 16:17:18 +01:00
a20d350dd5 Depsgraph: Cleanup, make it easier to create relations with flags 2018-11-22 16:17:18 +01:00
d3e686d61e Depsgraph: Update comment 2018-11-21 16:29:22 +01:00
2a354dd4bd Depsgraph: Allow flush of CoW tag from Action
This way we guarantee that action tagged for CoW will ensure
order of updates with objects which are using it.

Fixes T57870: Scaling keyframes in Graph Editor causes crash
Fixes T57971: Moving keys in the Dopesheet crashes with Segfault 11
Fixes T57530: Moving keys on a rig, Crash
Fixee T57491: Crash when trying to move keyframe in dope sheet
2018-11-21 16:21:24 +01:00
b6693f1f54 Depsgraph: Cleanup, use more clear name
Five years later since the original commit, is probably not so bad
timing on calling things by their clear name.
2018-11-21 14:52:42 +01:00
4dc639ac99 Speedup rigs with multiple objects deformed by bbones
Previously each of the objects which has armature modifier will
request deformation matricies from bbones. Thing is, all those
deformations are the same and do not depend on object which is
being modified. What's even worse is that this calculation is
not cheap.

This change makes it so bbones deformation is calculated once
and stored in the armature object. After this armature modifiers
simply use it.

With a rigs we've got here dependency graph evaluation time
goes down from 0.02 sec to 0.012 sec.

Possible further optimization is to make bbone deformation
calculated at the time when bone is calculated. This will avoid
an extra threaded loop over all bones.
2018-11-20 15:53:59 +01:00
b0c463a274 Fix T57889: Crashes on undo and redo while working with image or image empty 2018-11-19 12:04:39 +01:00
93cd8e2494 Cleanup: style 2018-11-17 22:23:25 +11:00
33ac6c25b9 Fix T56673: Tara.blend from Blender cloud crashes on load
The issue was caused by dependency cycle solver killing relation
which was guaranteed various things: i.e. copy-on-write component
orders and pose evaluation order (which must first run pose init
function).

Now it is possible to prevent such relations from being ignored.

This is not a complete fix, but is enough to make this specific
rig to work. Ideally, we also need to run copy-on-write operation
prior to anything else.
2018-11-16 16:29:46 +01:00
9a9ca5e40b Depsgraph: Build all type of IDs for modifiers and constraints
It was missing handling of collections there, which caused collection
used for smoke colliders to not be in the dependency graph.
2018-11-15 12:48:55 +01:00
90cf9bcc7d Depsgraph: Make drivers builder less noisy
Do early output when trying to add target relation with wrong rna_path.

We can't do anything reliably in that case anyway, so hopefully it is
a no-functional-change for artists, just avoids noisy error prints in
the terminal.
2018-11-15 12:13:28 +01:00
773110f848 Depsgraph: Save memory by ignoring invisible objects
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.
2018-11-15 11:43:12 +01:00
4a3a4eef14 Depsgraph: Use more human readable relation keys identifier 2018-11-15 11:43:12 +01:00
e20557046b Depsgraph: suppress logs from add_relation on invalid driver variables.
Rig generators (e.g. rigify) use dummy drivers to attach extra
ID references to rigs for Append/Link. These references use
Single Property variables with empty path, which is intentionally
invalid and shouldn't produce low-level error logs from depsgraph.

The removed code would always print an error because RNAPathKey
requires a valid path to produce a non-NULL reference.
2018-11-14 20:18:48 +03:00
d3c08b1aa6 Depsgraph: Fix missing point cache reset when physics changes
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.
2018-11-14 14:08:39 +01:00
b0d0179d60 Depsgraph: fix missing relations for drivers on ShaderNode properties.
Also fix duplicate driver to target relations due to a redundant line.
2018-11-13 21:11:09 +03:00
f17a5a96c2 Fix depsgraph console warning after recent changes. 2018-11-08 18:53:30 +01:00
11a53ec28a Fix T57689: world nodes / texture not updating for Eevee.
Only do GPU material updates through depsgraph evaluation now. This was
already happening for material, just missing for the world.
2018-11-08 16:01:02 +01:00
64ec05b64d Cleanup: remove some useless BKE_library and BKE_main includes.
Makes it simpler to make some changes...

Also fix order of some includes (use alphabetical please).
2018-11-07 20:58:54 +01:00