Blender Git Loki

Blenderin Git "master"-kehityshaaran kommitit.

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April 13, 2018, 12:17 (GMT)
Depsgraph: store mode and time in depsgraph, add view layer / scene accessors.

Scene, view layer and mode are now set in the constructor and never changed.
Time is updated on frame changes to indicate which frame is being or has been
evaluated last.

This is a step towards making EvaluationContext obsolete.

Differential Revision: https://developer.blender.org/D3144
April 13, 2018, 12:16 (GMT)
Python API: remove object.dupli_list_create and dupli_list_clear.

Cycles is no longer using this. There are still addons using it but for
correct results with the new depsgraph this API should not be used.

Differential Revision: https://developer.blender.org/D3143
April 13, 2018, 11:04 (GMT)
Fix incorrect object in editmode tests in depsgraph eval.

These cases should not depend on the view layer.
April 13, 2018, 11:04 (GMT)
Fix incomplete evaluation context in depsgraph iter.
April 13, 2018, 10:19 (GMT)
Merge branch 'master' into blender2.8
April 13, 2018, 10:14 (GMT)
Remove editor type selector from File Browser when in 'Operator' mode.

Having that one when opening a file or loading some lib makes absolutely
no sense, and switching that 'temp' editor to some other type can
trigger all kind of funny bugs...

Note that using the shortcuts keys (Shift-F5 etc.) is still possible,
removing those seems a bit more involved. :/
April 13, 2018, 09:47 (GMT)
Point cache: stop using general object dupli system.

We now only look into dupli groups to find point caches to edit. This
feature is a leftover from the old proxy system, and evaluating the
full dupli list and all transforms was overkill. With static overrides
we may want to get rid of using duplis entirely, and just let users
select the objects directly.
April 13, 2018, 09:31 (GMT)
Cleanup: add utility function to find a single point cache ID.
April 13, 2018, 09:31 (GMT)
Cleanup: don't use Blender structs in iTaSC module.
Revision 9599ed3 by Julian Eisel
April 13, 2018, 08:32 (GMT)
UI: Activate (unused) tab button-type on press instead of release

Even if we want to support drag & drop, seems like most other apps that
support drag & drop for tabs activate the tab first anyway.
Revision b557033 by Julian Eisel
April 12, 2018, 16:13 (GMT)
UI: Activate workspace after appending it using the '+' menu

Could use an operator-macro if they'd support own RNA-properties. For
now added a wrapper operator.
April 12, 2018, 15:37 (GMT)
GPUSelect: Remove glFinish() that was causing bad perf issue.

I can see how it's slowing things down: glFinish make sure that every query
are finished but the first query may have been finished a long time ago.

This might create bubbles because of the PIL_sleep_ms.
Revision a494df8 by Joshua Leung
April 12, 2018, 13:50 (GMT)
Fix: Follow up to 16b795cb95c

It's not just the Graph Editor that needed this - the NLA also uses similar code
and thus suffers from a similar problem.

(My first commit from the Blender Institute v2.0 - Just testing that everything works)
April 12, 2018, 09:05 (GMT)
Depsgraph: Move CoW tag to ID datablock tag

Unless there is an external action from an user, there should not
be need in re-copying original datablock to a copied one.

This brings performance up from 5fps to 11fps with Spring runcycle
(performance in master is 14fps).
April 12, 2018, 09:05 (GMT)
Depsgraph: Avoid relations build time scene datablock expansion

Quite straightforward implementation, allows us to remove all the cherry-picking
update of specified scene/view layer/collection fields. Makes it possible to use
generic function to update scene.

The tricky part is that we need to know view layer pointer before the whole
evaluation starts. So we actually expand scene at initialization of evaluation.
context. This is still a bit of an exceptional case, but at least we still avoid
dangerous cherry-picking update.
April 12, 2018, 09:05 (GMT)
Depsgraph: Introduce ID recalc flag for COW component

Currently unused, but will become handy to check whether ID needs
to have COW update to be run.
April 12, 2018, 09:05 (GMT)
Depsgraph: Bind base by it's index

For the performance we convert object bases list to an array
during view layer evaluation. This makes it possible to have
very cheap index-based base lookup.

The goal of this change is to get rid of base used for function
binding, and avoid scene datablock expansion at the depsgraph
construction time.
April 12, 2018, 09:05 (GMT)
Depsgraph: Bind view layer by index

Makes it a bit slower to evaluate single view layer, but this is does not
happen often, and overall number of layers is not very high.
April 12, 2018, 09:05 (GMT)
Depsgraph: Remove function bindings with collections

Use single function to evaluate all the collections for the given view layer.

This way we avoid need to get scene ID sub-data. Similar to pchan index, this
allows us to avoid build-time scene expansion, which also simplifies update of
the scene datablock.

Well, sort of. There is still work to be done to get rid of build-time scene
datablock expansion, which includes:

- Need to pass view layer by index.

Annoying part would be to get actual view layer for that index. In practice
doing list lookup might not be such a bad idea, since such lookup will not
happen very often, and it is unlikely to have more than handful of view
layer anyway.

Other idea could be to use view layer from evaluation context.
Or maybe from depsgraph, which is supposed to be in the context. Can have
some assert statements to make sure everything is good.

- Need to get id of base binding for flags flush.

We can replace that with index-based lookup from an array created by view
layer evaluation.

Reviewers: dfelinto

Differential Revision: https://developer.blender.org/D3141
April 12, 2018, 08:27 (GMT)
Moved vectorblur code from render to compositor

In preparation of the removal of blender internal render we
moved the vectorblur code that was placed in the render package
(legacy) to the compositor. The compositor is only using this
code even the blender internal renderer did not use the code at
all.
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