Many depsgraph failures are because some data in the graph is being
recalculated too early (or not at all).
Since we better support animators with working renders, here's a hack to
allow manual additional updates on frame changes.
In Property Editor, Object, Panel "Relations Extra" you now have two
buttons:
- Extra Object Update
- Extra Data Update
This will do an extra update of object and/or its data ONLY on frame changes.
Update happens as last.
Tested on files collected in Wiki todo, several cases now work OK, especially
the lags on updates.
This implements AO baking directly from multi-resolution mesh with much
less memory overhead than regular baker.
Uses rays distribution implementation from Morten Mikkelsen, raycast
is based on RayObject also used by Blender Internal.
Works in single-thread yet, multi-threading would be implemented later.
Nice formatted version (pictures soon):
http://wiki.blender.org/index.php/Dev:Ref/Release_Notes/2.66/Usability
Short list of main changes:
- Transparent region option (over main region), added code to blend in/out such panels.
- Min size window now 640 x 480
- Fixed DPI for ui - lots of cleanup and changes everywhere. Icon image need correct size still, layer-in-use icon needs remake.
- Macbook retina support, use command line --no-native-pixels to disable it
- Timeline Marker label was drawing wrong
- Trackpad and magic mouse: supports zoom (hold ctrl)
- Fix for splash position: removed ghost function and made window size update after creation immediate
- Fast undo buffer save now adds UI as well. Could be checked for regular file save even...
Quit.blend and temp file saving use this now.
- Dixed filename in window on reading quit.blend or temp saves, and they now add a warning in window title: "(Recovered)"
- New Userpref option "Keep Session" - this always saves quit.blend, and loads on start.
This allows keeping UI and data without actual saves, until you actually save.
When you load startup.blend and quit, it recognises the quit.blend as a startup (no file name in header)
- Added 3D view copy/paste buffers (selected objects). Shortcuts ctrl-c, ctrl-v (OSX, cmd-c, cmd-v).
Coded partial file saving for it. Could be used for other purposes. Todo: use OS clipboards.
- User preferences (themes, keymaps, user settings) now can be saved as a separate file.
Old option is called "Save Startup File" the new one "Save User Settings".
To visualise this difference, the 'save startup file' button has been removed from user preferences window. That option is available as CTRL+U and in File menu still.
- OSX: fixed bug that stopped giving mouse events outside window.
This also fixes "Continuous Grab" for OSX. (error since 2009)
* Split and moved Cycles’ render layers panels into the render_layer
context as well (would be nice to hide this context when not needed,
e.g. with the BGE, but this is not so easy to do nicely...).
* Fixed some inconsistencies with trunk (probably due to svn merge
glitches) using r52858 as reference. Also recovered the missing
release/bin/blender-softwaregl file.
* A bunch of style code fixes in Blender's own code (not Freestyle
itself yet): line lengths, spaces around operators, block formatting,
headers, etc. In rna_linestyle.c, color_blend_items was replaced by
ramp_blend_items (exported from rna_material.c).
- Don't crash if there's any fcurves created for sequencer but no sequencer itself
- Don't copy sequencer's fcurves when copy new scene with linking data/objects method
Case: multiple scenes, linked objects on different layers.
By definition, a layer is a local scene property - not of object.
On setting scenes, this then gets copied over to objects.
Error was a 2.5 year old commit to allow object layer animation,
which is due to depsgraph issues badly supported anyway.
(animate visibility outliner flags instead)
Now tile size is setting up explicitly instead of using number of tiles.
This allows better control over GPU performance, where having tiles aligned
to specific size makes lots of sense.
Still to come: need to update startup.blend to make tiles size 64x64.
- Disabled "Quick Cache" option. It was causing ridiculous updates
on the entire animation system for start-end frame on every user
event causing changes here (like during transform). Worst was that you
couldn't transform animated objects for that reason either.
Most of the code is still there, waiting for a moment to revise it...
- Constraint "Follow Track" (marker) wasn't using inverse matrix code
in transform, making it wacko to use (wrong pivot, crazyspace)
* Added additional tag_main_idcode in BKE_scene_update_for_newframe similar to what was done previously in BKE_scene_update_tagged to fix#32017 (unlimited recursion issue for material updates) by Joshua Leung
* So issue wasn't the dependencies, but the material was already tagged (from previous drawing), so wouldn't be updated each frame.
Generated and UV coordinates from the duplicator of instance instead of the
object itself.
This was used in e.g. Big Buck Bunny for texturing instanced feathers with
a UV map on the bird. Many files changed, mainly to do some refactoring to
get rid of G.rendering global in duplilist code.
Made it so viewport will disable color management if display device set to None.
This solves couple of regressions, mainly related on old BGE files and made
None display behave exactly as old color management disabled.
Conflicts resolved:
source/blender/blenloader/intern/readfile.c
source/blender/render/intern/source/convertblender.c
source/blender/render/intern/source/pipeline.c
Also addressed code inconsistency due to changes in the trunk revision 50628 (color
management with OCIO) and 50806 (UV project material). OCIO-related changes are marked
OCIO_TODO as in some other files modified in revision 50628.
Replace old color pipeline which was supporting linear/sRGB color spaces
only with OpenColorIO-based pipeline.
This introduces two configurable color spaces:
- Input color space for images and movie clips. This space is used to convert
images/movies from color space in which file is saved to Blender's linear
space (for float images, byte images are not internally converted, only input
space is stored for such images and used later).
This setting could be found in image/clip data block settings.
- Display color space which defines space in which particular display is working.
This settings could be found in scene's Color Management panel.
When render result is being displayed on the screen, apart from converting image
to display space, some additional conversions could happen.
This conversions are:
- View, which defines tone curve applying before display transformation.
These are different ways to view the image on the same display device.
For example it could be used to emulate film view on sRGB display.
- Exposure affects on image exposure before tone map is applied.
- Gamma is post-display gamma correction, could be used to match particular
display gamma.
- RGB curves are user-defined curves which are applying before display
transformation, could be used for different purposes.
All this settings by default are only applying on render result and does not
affect on other images. If some particular image needs to be affected by this
transformation, "View as Render" setting of image data block should be set to
truth. Movie clips are always affected by all display transformations.
This commit also introduces configurable color space in which sequencer is
working. This setting could be found in scene's Color Management panel and
it should be used if such stuff as grading needs to be done in color space
different from sRGB (i.e. when Film view on sRGB display is use, using VD16
space as sequencer's internal space would make grading working in space
which is close to the space using for display).
Some technical notes:
- Image buffer's float buffer is now always in linear space, even if it was
created from 16bit byte images.
- Space of byte buffer is stored in image buffer's rect_colorspace property.
- Profile of image buffer was removed since it's not longer meaningful.
- OpenGL and GLSL is supposed to always work in sRGB space. It is possible
to support other spaces, but it's quite large project which isn't so
much important.
- Legacy Color Management option disabled is emulated by using None display.
It could have some regressions, but there's no clear way to avoid them.
- If OpenColorIO is disabled on build time, it should make blender behaving
in the same way as previous release with color management enabled.
More details could be found at this page (more details would be added soon):
http://wiki.blender.org/index.php/Dev:Ref/Release_Notes/2.64/Color_Management
--
Thanks to Xavier Thomas, Lukas Toene for initial work on OpenColorIO
integration and to Brecht van Lommel for some further development and code/
usecase review!
When initially coding this functionality, I was aware of the potential for
infinite recursion here, just not how frequently such setups are actually
used/created out in the wild (nodetree.ma_node -> ma -> ma.nodetree is all too
common, and often even with several levels of indirection!).
However, the best fix for these problems was not immediately clear. Alternatives
considered included...
1) checking for common recursive cases. This was the solution employed for one
of the early patches committed to try and get around this. However, it's all too
easy to defeat these measures (with all the possible combinations of indirection
node groups bring).
2) arbitrarily restricting recursion to only go down 2/3 levels? Has the risk
of missing some deeply chained/nested drivers, but at least we're guaranteed to
not get too bad. (Plus, who creates such setups anyway ;)
*3) using the generic LIB_DOIT flag (check for tagged items and not recurse down
there). Not as future-proof if some new code suddenly decides to start adding
these tags to materials along the way, but is easiest to add, and should be
flexible enough to catch most cases, since we only care that at some point those
drivers will be evaluated if they're attached to stuff we're interested in.
4) introducing a separate flag for Materials indicating they've been checked
already. Similar to 3) and solves the future-proofing, but this leads to...
5) why bother with remembering to clear flags before traversing for drivers to
evaluate, when they should be tagged for evaluation like everything else?
Downside - requires depsgraph refactor so that we can actually track the fact
that there are dependencies to/from the material datablock, and not just to the
object using said material. (i.e. Currently infeasible)