Revision 3997a15 by Sergey Sharybin October 25, 2017, 09:31 (GMT) |
Depsgraph: Cleanup, don't call explicit add_id() This is redundant, adding components will check for ID to exist. |
Revision 7771e0b by Sergey Sharybin October 25, 2017, 09:26 (GMT) |
Merge branch 'master' into blender2.8 |
Revision 1bdc687 by Sergey Sharybin October 25, 2017, 09:25 (GMT) |
Depsgraph: Use explicit parameters eval operation code This replaces usage of generic PLACEHOLDEWR with string lookup with more explicit opcode. This should make it faster to build dependency graph by avoiding string comparisons when it's not needed. There should be no user measurable different. |
Revision 11d7445 by Sergey Sharybin October 25, 2017, 09:25 (GMT) |
Depsgraph: Cleanup, use proper style for macro loop |
Revision 45329ce by Sergey Sharybin October 25, 2017, 09:25 (GMT) |
Depsgraph: Remove unsued node flag |
Revision ea29e4c by Sergey Sharybin October 25, 2017, 09:25 (GMT) |
Depsgraph: Make operation codes more obvious This synchronizes al lrelated changes from blender2.8 branch. |
Revision f29ff14 by Sergey Sharybin October 25, 2017, 09:25 (GMT) |
Depsgraph: Remove bunch of debug code Was never actually used and implementation seems to be slow: we shouldn't be doing per-node evaluation hash lookups, adds too much overhead. We can instead store statistics in the node itself, and maybe even group them somehow. Ideally such a statistics should be user-friendly so riggers and animators can see exactly what's happening. |
Revision 2103194 by Campbell Barton October 25, 2017, 09:12 (GMT) |
Fix T53004: XWayland ignores cursor-warp calls There is currently a limitation in XWayland, the cursor needs to be hidden during warp calls. |
Revision 8dab909 by Clément Foucault October 25, 2017, 08:18 (GMT) |
Eevee: Fix T53095: Black cube on start and no material updates This was caused by a not bound unused texture. Removing the texture usage fixes the problem. |
Revision 1e107fa by Sergey Sharybin October 25, 2017, 08:13 (GMT) |
Merge branch 'master' into blender2.8 |
Revision 8387763 by Brecht Van Lommel October 24, 2017, 23:22 (GMT) |
Fix one more assert being triggered due to recent changes. |
Revision 34fe3f9 by Brecht Van Lommel October 24, 2017, 21:53 (GMT) |
Code refactor: remove MEM_WRITE_ONLY, always use MEM_READ_WRITE. It's unlikely the driver can do useful optimizations with this, and if we sum multiple samples we are reading from the memory anyway. |
Revision 0e7113d by Dalai Felinto October 24, 2017, 18:00 (GMT) |
Silence warning in outliner_id_remap_exec |
Revision 03f1b94 by Julian Eisel October 24, 2017, 16:22 (GMT) |
Fix crash changing settings of operator executed in different scene Steps to reproduce were: * Open Blender, create a new scene * Go back to initial scene, transform object * Switch back to newly created scene, change operator settings there * Should cause a crash (at least with asan) Should behave like 2.7 now, that is, switch scene back to where operator was executed. |
Revision fe25338 by Brecht Van Lommel October 24, 2017, 15:52 (GMT) |
Fix Cycles gtests build on macOS. |
Revision ec49503 by Brecht Van Lommel October 24, 2017, 15:40 (GMT) |
Fix T53146: incomplete multi GPU and CPU + GPU memory statistics. Part due to recent changes, part old bug. |
Revision 3936ba9 by Sergey Sharybin October 24, 2017, 14:47 (GMT) |
Depsgraph: Avoid explicit relations rebuild calls We wouldn't know which dependency graphs needs/safe for reconstruction, so rather use API which tells that relations are out of date. This way graph evaluation will take care of the rest. Committing to 2.8 only since it's where we can't reliably know the graph and is probably not that safe to apply this in master. |
Revision d012c9d by Sergey Sharybin October 24, 2017, 14:39 (GMT) |
Depsgraph: Remove residue of motion path optimization This needs to be re-implemented in a new fashion, without touching global list of bases and become compatible with the new dependency graph. The idea to go here would be to create new dependency graph for motion path evaluation, bring a single object in there (which will pull all dependencies at a construction) and use that. Needs working copy-on-write first tho. |
Revision b6560d9 by Sergey Sharybin October 24, 2017, 14:04 (GMT) |
Depsgraph: Remove bunch of debug code Was never actually used and implementation seems to be slow: we shouldn't be doing per-node evaluation hash lookups, adds too much overhead. We can instead store statistics in the node itself, and maybe even group them somehow. Ideally such a statistics should be user-friendly so riggers and animators can see exactly what's happening. |
Revision 86faf8a by Sergey Sharybin October 24, 2017, 14:04 (GMT) |
Depsgraph: Remove shortcut of freeing scene's depsgraph It will not be possible to do that after depsgraph becomes more context oriented. Which means, all code will need to explicitly tell which graph to free, |
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