- remove unneeded type check from convert grease pencil operator.
- correct some error prints & use __func__.
- make copy_libblock take an ID* argument rather than void*.
duplicate of BKE_curframe() which just takes two extra args.
For the few calls in the physics engine where CFRA+1 instead of CFRA
was being used, I've added a new BKE_nextframe() call, which will
calculate for CFRA+1 instead of CFRA in much the same way that
bsystem_time() would end up doing things (which means including
subframe steps).
* Move scene_update_pre callback before depsgraph flusing so it works better
when you do modifications on objects then.
* Fix missing update after making modifications in frame_change_pre, recalc
flags were not being flushed.
* Adds two new python handlers: scene_update_pre() and scene_update_post()
These run before and after Blender does a scene update on making modifications
to the scene.
* Datablocks now have an is_updated property. This will be set to true in the
above callbacks if the datablock was tagged to be updated. This works for the
most common datablocks used for rendering: object, material, world, lamsp,
texture, mesh, curve.
* Datablock collections also have an is_updated property. If this is set, it
means one datablock of this type was added, removed or modified. It's also
useful as a quick check to avoid looping over all datablocks.
* RenderEngine.view_update() can also check these properties, for interactive
viewport rendering.
http://wiki.blender.org/index.php/Dev:2.6/Source/Render/UpdateAPI
* Scene.use_shading_nodes property to check if RenderEngine is using new shading
nodes system, and RenderEngine.bl_use_shading_nodes to set this.
* Add mechanism for tagging nodes as being compatible with the old/new system.
- Upgrade Recast library to latest portable version
- Implement recast_qsort based on FreeBSD qsort.c to have
portable thread safe quick sort for use in conversion routine.
- Better default value for the Build Navigation Mesh operator
Conflicts resolved:
source/blender/makesrna/intern/rna_scene.c
source/blender/python/intern/CMakeLists.txt
Note for branch builders: Enabling Blender Player may cause linker errors.
Made a major amount of conflict resolution for code adaptation to
the animation system updates introduced in the Pepper branch recently
merged to the trunk.
Resolved conflicts:
source/blender/blenkernel/intern/anim_sys.c
source/blender/blenkernel/intern/library.c
source/blender/editors/animation/anim_channels_defines.c
source/blender/editors/animation/anim_channels_edit.c
source/blender/editors/animation/anim_filter.c
source/blender/editors/animation/keyframes_draw.c
source/blender/editors/animation/keyframes_edit.c
source/blender/editors/include/ED_anim_api.h
source/blender/editors/space_nla/nla_buttons.c
source/blender/editors/space_nla/nla_channels.c
source/blender/makesdna/DNA_action_types.h
source/blender/makesdna/intern/makesdna.c
source/blender/makesrna/intern/rna_main_api.c
Speaker objects fully functional!
Minor changes:
* Fixed three memory bugs found via valgrind.
* Fixed bug with jack transport crashing after file loading.
* Sound NLA Strips now start at CFRA instead of 0.
Implemented basic audio animation.
* AnimatableProperty: Propper cache writing and spline interpolation for reading (the solution for stair steps in audio animation)
* Animatable properties so far are: volume, pitch, panning
* Users note: Changing the pitch of a sound results in wrong seeking, due to the resulting playback length difference.
* Users note: Panning only works for mono sources, values are in the range [-2..2], this basically controls the angle of the sound, 0 is front, -1 left, 1 right and 2 and -2 are back. Typical stereo panning only supports [-1..1].
* Disabled animation of audio related ffmpeg output parameters.
* Scene Audio Panel: 3D Listener settings also for Renderer, new Volume property (animatable!), Update/Bake buttons for animation problems, moved sampling rate and channel count here
This fixes bug #26764 and several others like it, where modifier
properties (and others, but most visibly modifiers) would not do
anything when animated or driven, as modifier properties require the
RNA update calls to tag the modifiers to get recalculated.
While just adding a call to RNA_property_update() could have gotten
this working (as per the Campbell's patch attached in the report, and
also my own attempt #25881). However, on production rigs, the
performance cost of this is untenatable (on my own tests, without
these updates, I was getting ~5fps on such a rig, but only 0.9fps or
possibly even worse with the updates added).
Hence, this commit adds a property-update caching system to the RNA
level, which aims to reduce to the number of times that the update
functions end up needing to get called.
While this is much faster than without the caching, I also added an
optimisation for pose bones (which are numerous in production rigs) so
that their property updates are skipped, since they are useless to the
animsys (they only tag the depsgraph for updating). This gets things
moving at a more acceptable framerate.
- Sequencer dynamics: Now it's possible to change the output channels and the resampling quality also increased (previously maximum quality was 44,1 kHz)
- Changed two buffers to use ffmpeg allocation, not sure if that helps somehow.
- Sync Markers option works for local markers (or any other list of
markers in future) too now.
- Apply Pose to Restpose operator now displays a warning if an action
was found (warning about the action now being invalid)
Drivers for Scene, World, and Compositing Nodes now "work" (well,
sort-of)! Previously they were strictly restricted to object-
accessible data only; now they can function across the board (give or
take some weak spots).
Although there is still no depsgraph support so that these properties
update properly when their source controls are changed (this will
probably require a lot more work), they can still update under other
circumstances (i.e. frame change and/or manual refresh flushing via
mouse movement, etc.)
As the depsgraph tagging support is lacking, these just get always
executed for now, which might potentially be quite sluggish, though it
is hoped that there are so few of these top-level datablocks with
drivers hooked up that this is barely an issue in practice. At least I
haven't noticed any substantial slowdowns for animation playback, so
it should probably be fine.
These should not have any effect on render results, except in some cases with
you have overlapping faces, where the noise seems to be slightly reduced.
There are some performance improvements, for simple scenes I wouldn't expect
more than 5-10% to be cut off the render time, for sintel scenes we got about
50% on average, that's with millions of polygons on intel quad cores. This
because memory access / cache misses were the main bottleneck for those scenes,
and the optimizations improve that.
Interal changes:
* Remove RE_raytrace.h, raytracer is now only used by render engine again.
* Split non-public parts rayobject.h into rayobject_internal.h, hopefully
makes it clearer how the API is used.
* Added rayintersection.h to contain some of the stuff from RE_raytrace.h
* Change Isect.vec/labda to Isect.dir/dist, previously vec was sometimes
normalized and sometimes not, confusing... now dir is always normalized
and dist contains the distance.
* Change VECCOPY and similar to BLI_math functions.
* Force inlining of auxiliary functions for ray-triangle/quad intersection,
helps a few percentages.
* Reorganize svbvh code so all the traversal functions are in one file
* Don't do test for root so that push_childs can be inlined
* Make shadow a template parameter so it doesn't need to be runtime checked
* Optimization in raytree building, was computing bounding boxes more often
than necessary.
* Leave out logf() factor in SAH, makes tree build quicker with no
noticeable influence on raytracing on performance?
* Set max childs to 4, simplifies traversal code a bit, but also seems
to help slightly in general.
* Store child pointers and child bb just as fixed arrays of size 4 in nodes,
nearly all nodes have this many children, so overall it actually reduces
memory usage a bit and avoids a pointer indirection.
A note for branch users: CMake 2.8 on 64-bit Windows Vista raised
an error in line 948 of soc-2008-mxcurioni/CMakeLists.txt due to
an invalid argument for the blender_include_dirs macro:
blender_include_dirs(${OPENGL_INCLUDE_DIR})
The command above should be:
blender_include_dirs("${OPENGL_INCLUDE_DIR}")
Since 2.5x blender has been using CD_MASK_BAREMESH for updating objects since object_handle_update() no longer has access to G.curscreen to calculate the mask from viewports.
The problem with this is after an initial calculation, CD_MASK_MTFACE may be required on draw, so it would recalculate the modifier stack multiple times per frame.
One case which caused this is armature animated mesh with texface in a dupligroup.
Fix this by having customdata_mask member in the scene, this isn't great design but at least fixes the bug and only changes a few files.