If something is a list of data, it is to be called list, and data
is to be called data. No need to call list a data and data a weird
two letter abbreviation.
Clarity is our friend!
Was happenign for following cases:
- Deep hierarchy of non-restircted collections, which has grand-grand
parent restricted.
- Collections which are constructed from invisible object.
The title says it all actually, the idea is to speedup the following case:
- Visible duplicator of a restricted collection (reported as T56512),
One of the questionable change is that none of the view layer bases is
ignored now. This ensures corresponding objects will have copy-on-write
component evaluated, making it possible to access those pointers. The
evaluation of those objects is skipped.
Reviewers: brecht
Differential Revision: https://developer.blender.org/D3641
This was just randomly leaving all the Particle datablocks in the
filtered graph (and causing and extra/excess pass over the ID's
to get run). Unless we actually need those specially kept for
some reason later, it's better to leave those out for now.
* COW data hasn't been expanded yet when we try to filter the graph
(you need to have tagged + evaluated it for this data to exist),
so all the offending nodes would just get left in
* Added more debug prints to verify whether the id_nodes vector is
getting cleared correctly
* Simplified operation-relation deletion. Now we collect the relations
to delete into a vector, then iterate through that, thus solving issues
with iterator invalidation (+ aborts arising from that)
* DEG_foreach_ancestor_ID() was assuming that all dependencies were
OperationDepsNodes, when in fact, some could be TimeSource nodes
When this works correctly, we should be able to feed in an existing
depsgraph instance, and get out a "filtered" copy of it that contains
only the subset of nodes needed to evaluate what we're interested in.
The current implementation only filters on ID blocks/nodes,
and starts by building a full new depsgraph instance first.
I'd originally intended to do it per operation instead, copying
over individual nodes as appropriate to have the smallest and least
memory intensive graph possible. However, I ended up running into
into problems with function binding + COW arguments, hence the
current slow solution.
This commit adds a new method, DEG_foreach_ancestor_ID()
to accompany the existing DEG_foreach_descendent_ID().
It can be used to help print/collect all the ID's that
a given ID block depends on (i.e. all the datablocks that
need to be evaluated before the datablock of interest can
be evaluated)
This includes selections both in the clip editor as the viewport.
The selection is implemented as a synchronization function called from the eval
selection update node in depsgraph.
Some constraints have an option to take the final bezier shape of
the target B-Bone into account. This shape usually depends on two
other bones in addition to the target itself, so the graph should
include the relevant dependencies.
Reviewers: sergey
Differential Revision: https://developer.blender.org/D3591
Calling code is responsible to check on NULL pointers here, or ensure
is does have a fully built and evaluated depsgraph, but this should
never crash in DEG queries themselves.
This commit merge the full development done in greasepencil-object branch and include mainly the following features.
- New grease pencil object.
- New drawing engine.
- New grease pencil modes Draw/Sculpt/Edit and Weight Paint.
- New brushes for grease pencil.
- New modifiers for grease pencil.
- New shaders FX.
- New material system (replace old palettes and colors).
- Split of annotations (old grease pencil) and new grease pencil object.
- UI adapted to blender 2.8.
You can get more info here:
https://code.blender.org/2017/12/drawing-2d-animation-in-blender-2-8/https://code.blender.org/2018/07/grease-pencil-status-update/
This is the result of nearly two years of development and I want thanks firstly the other members of the grease pencil team: Daniel M. Lara, Matias Mendiola and Joshua Leung for their support, ideas and to keep working in the project all the time, without them this project had been impossible.
Also, I want thanks other Blender developers for their help, advices and to be there always to help me, and specially to Clément Foucault, Dalai Felinto, Pablo Vázquez and Campbell Barton.