November 27, 2014, 16:30 (GMT) |
Depsgraph: Fix memory leak in root graph node We'd better switch to OBJECT_GUARDED_NEW() so we see memory leaks more instant. |
November 27, 2014, 16:20 (GMT) |
Depsgraph: Workaround to be able to compile with Clang |
November 27, 2014, 15:49 (GMT) |
Merge remote-tracking branch 'origin/master' into depsgraph_refactor |
November 26, 2014, 14:14 (GMT) |
Depsgraph: Allow transforming animated objects The issue was solved by skipping flush to animation component when tagging ID block for an update. This seems to be reasonable thing to do: animation should only be tagged directly when editing in the animation editor or via the time source node update. |
November 26, 2014, 13:59 (GMT) |
Depagraph: proper relations for lattice modifier |
November 26, 2014, 13:52 (GMT) |
Depsgraph: Cleanup, move helper functions to an anonymous namespace |
November 26, 2014, 13:49 (GMT) |
Depsgraph: De-duplicate root ik solver bone find code |
November 26, 2014, 13:36 (GMT) |
Depsgraph: Don't evaluate drivers/nla from action evaluation callback |
November 26, 2014, 13:02 (GMT) |
Merge branch 'master' into depsgraph_refactor |
November 24, 2014, 14:18 (GMT) |
Merge branch 'master' into depsgraph_refactor |
November 21, 2014, 13:32 (GMT) |
Depsgraph: Experiment with bettr handling of parents when there are IK solvers The main issue here is that pchans from the same IK solver chain should use pre-solver position of the parent pchan. But in cases when pchan's parent is in different solver it's child should depend on the solved result of the bone transform. The last rule was violated in previous implementation. Now added quite quick and not so quick code to check if pchan and it's parent are in the same IK solver and made dependencies built based on this information/ This isn't final at all, committing just for the reference. Next step would be to gather all collected knowledge from this week and implement rig dependencies in a really clean fashion. |
November 21, 2014, 11:34 (GMT) |
Depsgraph: Workaround-ish hook of on_visible_update to the new depsgraph It should be totally re-implemented actually, but current change is good enough for testing purposes. So this way opening the file with new DEG enabled from the command line wouldn't end up in some unknown state. |
November 21, 2014, 11:05 (GMT) |
Merge branch 'master' into depsgraph_refactor |
November 20, 2014, 16:43 (GMT) |
Depsgraph: Use proper dependency for the armature modifier |
November 20, 2014, 16:22 (GMT) |
Depsgraph: Correction to the previous commit For until granular updates uses proper intermediate storage need to handle dependencies to bones from self a bit different. |
November 20, 2014, 16:08 (GMT) |
Depsgraph: Fix wrong dependency from the bone target in IK solver |
November 20, 2014, 15:28 (GMT) |
Depsgraph: Corrected dependencies for hook modifier and bone parent Victor rig is still broken tho.. |
November 20, 2014, 15:12 (GMT) |
Depsgraph: Hook up spline IK solver to the granular update A bit of test of prove-of-concept of the design made in the previous commit. still needs a bit of cleanup (de-duplicate some logic, move functions to their final location etc). But currently it's good enough for testing i guess. |
November 20, 2014, 14:45 (GMT) |
Merge branch 'master' into depsgraph_refactor |
November 20, 2014, 13:57 (GMT) |
Depsgraph: Initial move towards more granular armatures update Main goal is to be able to do interleaved updates of bones from different armatures, so it'll be possible to drive some bones of armature B with bones of armature B and drive other bones in an opposite direction. This also beans interleaved update of bones from the same armature should be possible. This commit adds an initial support of this but have some limitation still, for example drivers are not supported yet at all. Spline IK is also not supported in the granular update. IK solver is so called "seems to work" state, but might need some extra work. Some technical details of the changes: - Basically just filled in existing callbacks which so far were doing nothing, also needed to fix some typos in the code. - Changed the Bone component a bit, so now it does have "Final Transform" NOOP node which would guarantee Bone component depends on the IK solver if it exists. So now all the external dependencies would use bone transform after the solver, plus bones child which are not in the solver would use solved transform of the bone. This required changes in the relations of the IK solver as well, so now it depends on the bone local transform and optionally on the bone constraint stack. - Currently scene is being passed for the current time, in the future we need to pass time source node instead. This would likely break some setups which used to work before going granular, but even at that time update wasn't finished at all. There are some known TODOs about making code more clean in the change, will be solved later. |
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