The idea is simple: when falling back to one of the nodes which was partially
handled we "resume" checking outgoing relations from the index which we stopped.
This gives about 15-20% depsgraph construction time save.
This is more proper way to go:
- Avoids re-compilation of all dependent files when implementation changes
without changed API,
- Linker should have much simpler time now de-duplicating and getting rid
of redundant implementations.
The idea here is to address issue that name on it's own is not
always unique: for example, when adding driver operations the
name used for nodes is the RNA path (and multiple drivers can
write to different array indices of the path). Basically, now
it's possible to pass extra integer value to distinguish
operations in such cases.
So now we've already switched from sprintf() to construct unique
operation name to pass RNA path and array index.
There should be no functional changes yet, but this work is
required for further work about replacing string with const
char*.
There is no real reason to have nodes storing heap-allocated name
and description. Doing this increases amount of allocations during
dependency graph building, which usually means somewhat slowness.
We're temporarily loosing some eyecandy in the graphviz visualizer,
but those we can bring back as a part of graphiz dump (which happens
much less often than depsgraph build).
This will happen in multiple commits for the ease of bisect in the
future just in case this causes any regression. This commit contains
ID creation API changes.
Bullet spring constraint already supports rotational springs, but
they are not exposed in blender UI, likely due to a simple oversight.
Supporting them is as simple as adding a few DNA/RNA properties
with appropriate UI and passing them on to Bullet.
Reviewers: sergof
Reviewed By: sergof
Differential Revision: https://developer.blender.org/D2331
Previously, it was only possible to choose a single GPU or all of that type (CUDA or OpenCL).
Now, a toggle button is displayed for every device.
These settings are tied to the PCI Bus ID of the devices, so they're consistent across hardware addition and removal (but not when swapping/moving cards).
From the code perspective, the more important change is that now, the compute device properties are stored in the Addon preferences of the Cycles addon, instead of directly in the User Preferences.
This allows for a cleaner implementation, removing the Cycles C API functions that were called by the RNA code to specify the enum items.
Note that this change is neither backwards- nor forwards-compatible, but since it's only a User Preference no existing files are broken.
Reviewers: #cycles, brecht
Reviewed By: #cycles, brecht
Subscribers: brecht, juicyfruit, mib2berlin, Blendify
Differential Revision: https://developer.blender.org/D2338
There's more dll's hanging out in the ucrt folder, but I just grabbed the ones blender requested (not sure if that's a wise idea, but it seems to work)
Reviewers: sergey, juicyfruit
Reviewed By: juicyfruit
Differential Revision: https://developer.blender.org/D2335
We have to clear `newid` of all datablocks, not only object ones.
Note that this whole stuff is still using some kind of older, primitive
'ID remapping', would like to see whether we can replace it with new,
more generic one, but that's for another day.
Code would try to add multiple time the same key in `parent_gh` (for this
ghash a lot of dupliobjects may generate same key).
Was making the tool unusable in debug builds.
Also optimise things a bit by avoiding creating parent_gh when only
`use_base_parent` is set.
New code dealing with getting rid of lib-only cycles of data-blocks
could add several time the same datablock to the list of candidates. Now
this is avoided, and pointers are further cleaned up as double-safety
measure.
The issue was caused by image ID nodes not being in the depsgraph.
Now, tricky part: we only add nodes but do not add relations yet. Reasoning:
- It's currently important to only call editor's ID update callback to solve
the issue, without need to flush changes somewhere deeper.
- Adding relations might cause some unwanted updates, so will leave that for
a later investigation.
Animation system has separate fcurves for each of array elements and
dependency graph creates separate nodes for each of fcurve, This is
needed to keep granularity of updates, but causes issues because
animation system will actually write the whole array to property when
modifying single value (this is a limitation of RNA API).
Worked around by adding operation relation between array drivers
so we never write same array form multiple threads.
It was possible to have synchronization issues whe naccumulating smooth
normal to a vertex, causing shading artifacts during playback.
Bug found by Dalai, thanks!
They were not real issues, it's just some areas of code tried to create
relations between non-existing nodes without checking whether such
relations are really needed.
Now it should be easier to see real bugs printed.
Hopefully should be no regressions here.
Request from Hjalti Hjalmarsson for the animation work.
Basically a common part of the workflow of animation is to change the pose, scrub back and forth a few times and roll back the changes when unsatisfied.
However if you go back and forth too many times the UNDO stack would be full, and it would not be possible to bring back the previous pose.
I'm leaving clip_editor change frames as it is for now. But we can
probably change the behaviour there as well.
Issue here was that py API code was keeping references (pointers) to the
liniked data-blocks, which can actually be duplicated and then deleted
during the 'make local' process...
Would have like to find a better way than passing optional GHash to get
the oldid->newid mapping, but could not think of a better idea.
Radial append/remove had swapped args and *slightly* different behavior.
- bmesh_radial_append(edge, loop)
- bmesh_radial_loop_remove(loop, edge)
Match logic for append/remove,
Logic for the one case where the edge needs to be left untouched
has been moved to: `bmesh_radial_loop_unlink`.
This is yet another debug option that allows to render an arbitrary
simulation field by using a color ramp to inspect its voxel values.
Note that when using this, fire rendering is turned off.
Reviewers: plasmasolutions, gottfried
Differential Revision: https://developer.blender.org/D1733
This option allows to create a smoother transition between Bricks and Mortar - 0 applies no smoothing, and 1 smooths across the whole mortar width.
Mainly useful for displacement textures.
The new default value for the smoothing option is 0.1 to give some smoothing that helps with antialiasing, but existing nodes are loaded with smoothing 0 to preserve compatibility.
Reviewers: sergey, dingto, juicyfruit, brecht
Reviewed By: brecht
Subscribers: Blendify, nutel
Differential Revision: https://developer.blender.org/D2230
constraints.
This avoids traversing the archive everytime object data is needed and
gives an overall consistent ~2x speedup here with files containing
between 136 and 500 Alembic objects. Also this somewhat nicely de-
duplicates code between data creation (upon import) and data streaming
(modifiers and constraints).
The only worying part is what happens when a CacheFile is deleted and/or
has its path changed. For now, we traverse the whole scene and for each
object using the CacheFile we free the pointer and NULL-ify it (see
BKE_cachefile_clean), but at some point this should be re-considered and
make use of the dependency graph.