Previously, it was only forbidden to delete the last scene. This can
lead to the situation where a .blend file only contains linked scenes.
This is problematic, because linked data might not always be available
or can be removed from a .blend file without having an additional check
for remaining scenes.
Now there always has to be at least one local scene.
Reviewers: mont29
Differential Revision: https://developer.blender.org/D10049
Split the depsgraph allocation into a separate function
`BKE_scene_ensure_depsgraph()`. Parameters are only passed to those
functions that actually need them. This removes the the "if that boolean
is `false` this pointer is allowed to be `NULL`" logic and more cleanly
decouples code.
No functional changes.
For the sanity checks to work we don't actually need to check other
scenes. So this function can be simplified so that it does not require
a `Main *`.
Mistake in 5cc08510e0.
Users may input an invalid scene/view-layer combination via Python. We
can easily detect that and fail gracefully.
Besides checking input parameters in RNA, also assert the
scene/view-layer combination is valid in lower level Depsgraph lookup
function (called by statistics query).
This replaces header include guards with `#pragma once`.
A couple of include guards are not removed yet (e.g. `__RNA_TYPES_H__`),
because they are used in other places.
This patch has been generated by P1561 followed by `make format`.
Differential Revision: https://developer.blender.org/D8466
Matches other similar cases for collection and object, and general
naming rule (copy is for generic ID copying, duplicate is for more
involved and poweful behaviors specific to an ID type).
Scene audio volume changes require the scene to be tagged with
`ID_RECALC_AUDIO_VOLUME` (see `BKE_scene_update_sound()`). Tagging
happens in the RNA update function `rna_Scene_volume_update()`, but that
function is not called by the animation system. As a result, animated
volume changes are not sent to the audio system.
This commit adds a new depsgraph operation node that sets this tag when
necessary, so that the animated values are used in the rest of the
depsgraph evaluation.
Reviewed By: sergey
Differential Revision: https://developer.blender.org/D7429
Extract will steal all depsgraphs currently stored in given bmain, and
restore will put them back in place, using scene and viewlayers as keys.
Preliminary work for undo-speedup.
Part of T60695/D6580.
Instead of using anonymous booleans flags, also allows to keep the same
behavior in all cases, without needing special handling from calling
code for our beloved oddballs object proxies...
Side-reported in T70505.
Code did not ensure deleted object was removed from the RBW constraints
collection, leading to some invalid status (object in constraints
collection but without relevant contraints data).
Also fixed another issue - code deleting RBW objects would try to remove
any constraint one using it as target, in a very bad and broken way,
since you cannot iterate over objects of a collection while removing
some... Now instead just NULLify relevant pointers... I hope it works,
otherwise we'll have to take a different approach.
Needless to stress again how weak the whole RBW code is in general, and
regarding same object being used by RBW in more than one scene in particular,
that is known broken situation anyway.
Currently unused, but will allow to keep of an owner of the depsgraph.
Could also simplify other APIs in the future by avoiding to pass bmain
explicitly to relation update functions and things like that.
Part of the issue was caused by missing speaker objects in the depsgraph
used for post-processing.
Remaining part was caused by missing scene sound update for this depsgraph.
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.
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
Based on feedback from animators, this is useful to keep as a view
option (as in 2.7x).
Now the transform gizmos can be enabled from the popover,
the tools still work for location/scale/rotation.
The transform tool has been removed.
See T63518
'Linked objects' option was not behaving correctly before, effectively
linking in collections, so this one has been renamed to just 'Linked Copy',
and gives a fully shallow copy of current scene.
'Linked Obdata' was not really useful, kind of confusing, and was
painful to maintain, so dropping it now.
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.
This aims to resolve a conflict where some users want to keep keyboard
axis setting global, even when the orientation is set to something else.
Move/rotate/scale can optionally each have a separate orientation.
Some UI changes will be made next.
This is intended for quick renders for previsualization, animation previews
or sequencer previews. It provides the same settings as found in the 3D view
Shading popover in solid display mode, but in the scene render properties.
The "Workbench" engine was removed, and this name no longer appears in the
user interface, it's purely an internal name. We might come up with a better
name for this OpenGL engine still, but it's good to be consistent with the
OpenGL Render operator name since this has a similar purpose.
I moved some code from ED_rigidbody_object_remove() to
BKE_rigidbody_remove_object(), so that calling the latter doesn't leave
the object in rbw->group (causing a crash later on when rebuilding the
depsgraph).
OVERVIEW
* In 2.7 terminology, all layers and groups are now collection datablocks.
* These collections are nestable, linkable, instanceable, overrideable, ..
which opens up new ways to set up scenes and link + override data.
* Viewport/render visibility and selectability are now a part of the collection
and shared across all view layers and linkable.
* View layers define which subset of the scene collection hierarchy is excluded
for each. For many workflows one view layer can be used, these are more of an
advanced feature now.
OUTLINER
* The outliner now has a "View Layer" display mode instead of "Collections",
which can display the collections and/or objects in the view layer.
* In this display mode, collections can be excluded with the right click menu.
These will then be greyed out and their objects will be excluded.
* To view collections not linked to any scene, the "Blender File" display mode
can be used, with the new filtering option to just see Colleciton datablocks.
* The outliner right click menus for collections and objects were reorganized.
* Drag and drop still needs to be improved. Like before, dragging the icon or
text gives different results, we'll unify this later.
LINKING AND OVERRIDES
* Collections can now be linked into the scene without creating an instance,
with the link/append operator or from the collections view in the outliner.
* Collections can get static overrides with the right click menu in the outliner,
but this is rather unreliable and not clearly communicated at the moment.
* We still need to improve the make override operator to turn collection instances
into collections with overrides directly in the scene.
PERFORMANCE
* We tried to make performance not worse than before and improve it in some
cases. The main thing that's still a bit slower is multiple scenes, we have to
change the layer syncing to only updated affected scenes.
* Collections keep a list of their parent collections for faster incremental
updates in syncing and caching.
* View layer bases are now in a object -> base hash to avoid quadratic time
lookups internally and in API functions like visible_get().
VERSIONING
* Compatibility with 2.7 files should be improved due to the new visibility
controls. Of course users may not want to set up their scenes differently
now to avoid having separate layers and groups.
* Compatibility with 2.8 is mostly there, and was tested on Eevee demo and Hero
files. There's a few things which are know to be not quite compatible, like
nested layer collections inside groups.
* The versioning code for 2.8 files is quite complicated, and isolated behind
#ifdef so it can be removed at the end of the release cycle.
KNOWN ISSUES
* The G-key group operators in the 3D viewport were left mostly as is, they
need to be modified still to fit better.
* Same for the groups panel in the object properties. This needs to be updated
still, or perhaps replaced by something better.
* Collections must all have a unique name. Less restrictive namespacing is to
be done later, we'll have to see how important this is as all objects within
the collections must also have a unique name anyway.
* Full scene copy and delete scene are exactly doing the right thing yet.
Differential Revision: https://developer.blender.org/D3383https://code.blender.org/2018/05/collections-and-groups/