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Blenderin Git "master"-kehityshaaran kommitit.

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July 1, 2013, 21:23 (GMT)
Replace stupid static balancing with task-based one

Initially i wanted to have some really simple and basic
threading scheduler and wrote one based on traversing
depsgraph in advance. But it ended up in some issues with
the single-pass traverse i did which didn't gather all
the dependencies actually.

That was for sure solvable, but it ended up in a bit of
time consuming thing and with huge help of Brecht's
patch it was faster just to write proper balancing.

But it's again really basic thing, which could be
easily changed depending on feedback and design decisions
from Joshua,

So for now it works in the following way:

- Currently DagNode is used for threaded evaluaiton,
meaning traversing actually happens for DagNodes.

This is easier than converting DAG to a graph where
only objects are stored, but required adding one int
field to DagNode for faster runtime checks.

We could change this later when it'll be clear how
and where we'll store evaluation data, but for now
it work pretty ok.

- The new field is called "valency" and it's basically
number of node parents which needs to be evaluated
before the node itself could be evaluated.

- Nodes' valency is getting initialized before threading,
and when node finished to update valency of it's childs
is getting decreased by one. And if it happens so
child's valency became zero, it's adding to task pool.

- There's thread lock around valency update, it'll be
replaced with spinlock in nearest future.

- Another update runtime data is node color. White nodes
represents objects, gray one non-objects.

Currently it's needed to distinguish whether we need to
call object_handle_update on node->ob or not. In the
future it could be replaced with node->type to support
granularity, meaning we then could update object data
separately from object itself.

- Needed to add some public depsgraph functions to make
it possible to traverse depsgraph without including
depsgraph private header to other files.

This change doesn't make code anyhow more stable, but
solves update order issues noticed while working on
fixing underlying bugs.

Threaded update is still ifdef-ed for until curves and
armatures are considered thread-safe, which is next
step to be done.
July 1, 2013, 21:23 (GMT)
Task scheduler ported to C

Patch by Brecht, which in original version also
gets rid of ThreadedWorker in favor of new task
scheduler and ports some areas to it.

Kudos to Brecht for this work!
July 1, 2013, 20:27 (GMT)
move api functions from r57909 into BKE.
Revision 11145c7 by Gaia Clary
July 1, 2013, 19:30 (GMT)
Restrict Weight Edit Panel to mesh/lattice Edit and Weight Paint vertex selection mode
July 1, 2013, 15:23 (GMT)
Merged revision(s) 57828-57907 from trunk/blender into soc-2013-dingto
Revision 472f746 by Joshua Leung
July 1, 2013, 14:58 (GMT)
NLA Bugfix: When clicking on a channel name in the channel list while still in
tweakmode, this will now result in tweakmode being exited instead of going into
a weird limbo-land where channel selection has changed (but tweakmode is still
active but not drawn)
July 1, 2013, 14:49 (GMT)
Fix incorrect GLSL bump mapping in editmode when the UV coordinates are
flipped, was not passing sign on to GLSL shader.
Revision 7a304c2 by Joshua Leung
July 1, 2013, 14:14 (GMT)
Bugfix [#35744] FCurve select changes on Graph Editor Resize

Selection state of F-Curves is lost when resizing the Graph Editor.

The problem was that SIPO_TEMP_NEEDCHANSYNC was getting set in the graph_init()
callback, which gets called everytime the view resizes, and not just the very
first time this happens. However, setting this flag forces the selection state
to the updated/pulled from the scene data.

In the past, it was necessary to set this flag so that we could force F-Curve
colors to get initialised correctly. However, things probably changed at some
point, so this behaviour is no longer needed. At worst now, opening a new graph
editor may not show F-Curve selection correctly synced with the viewport, though
that's easily worked around by reselecting whatever it is in the 3d view.
Revision 64bc3ce by Joshua Leung
July 1, 2013, 13:57 (GMT)
Bugfix [#35856] Bones gets scaled chaotically when during NLA Strip Blend In/Out

This was one of the consequences of r.57333 (i.e. influence shouldn't be ignored
on the first strip that animates a channel), as scale should really default to a
base value of 1 (instead of things being blended against 0 as per all other
properties). The end result was that bones were getting scaled to zero here when
the influence of their strip fell to zero.

Now, we use the RNA default values of properties to initialise their initial
values. This may/may not work well in all cases:
1) For properties which don't have the appropriate RNA defaults set, this will
be problematic. But, most properties people are likely to animate here I think
are already set up correctly.
2) It may not always be nice to have values "snapping back" to default values.
In this case, you should still be defining a strip at the bottom of your NLA
stack which defines what the appropriate rest poses *should* be for your shot.
Revision 72a5c1f by Joshua Leung
July 1, 2013, 13:19 (GMT)
Bugfix [#35887] Keyframes inserted at wrong time on offsetted NLA Strips when
using "Auto Keying" + "Insert Available Only"

Patch from Campbell.

The problem was that NLA offset/mapping correction was only done when no
destination action was supplied to insert_keyframe(). In most cases, this is not
a problem, since all normal keyframing goes through keyingset or the insert-
button operators, and these just pass action=NULL (since they're too lazy to
look it up). However, there is one situation where this bug gets triggered (the
specific combination of autokeyframing and "insert available only"), where the
caller of insert_keyframe() actually passed in an action (to prevent it from
creating one itself!).
Revision 4f3f957 by Joshua Leung
July 1, 2013, 13:02 (GMT)
Bugfix [#35936] Can't create new vertex group when using Ctrl G menu

This was caused by r.57812

There were two problems here:
1) vertex_group_vert_select_unlocked_poll() had faulty logic which meant that
it always failed when there were no vgroups present yet - the final return
always just fell through
2) Since the "Assign to New Groups" option was actually implemented using the
same operator as "Assign to Active Group" (just with an extra parameter set), if
the active group was locked, it was not possible to "Assign to New Group" (even
though a new group would not be locked).
July 1, 2013, 11:00 (GMT)
Made modifiers_getVirtualModifierList safe for threading

Move static variables to context filling in by this fcuntion
and owned by a callee function. This ensures no conflicts
between threads happens because of static variables used in
this function.

Also moved modifier types and virtual modifiers data to a
function called from creator. This is needed to be sure all
the information is properly initialied to the time when
threads starts to use this data.
July 1, 2013, 09:07 (GMT)
Merging r57816 through r57896 from trunk into soc-2013-depsgraph_mt

July 1, 2013, 08:53 (GMT)
Fix for Make Local -> All not working correct with multy-user datablocks

Make Local operator uses BKE_library_make_local function if all the
datablocks needs to be made local. And this function was calling
id_clear_lib_data for every datablock, which only clears library
data. But this function doesn't work correct for datablocks which
areshared by multiple users (this is also mentioned in comment
for this function).

This lead to situations when two datablocks shares the same runtime
data leading to crashes later. For example making everythig local in
scales cycles scene from durian ends up in a crash when toggling
rig edit mode.

Solved by using id_make_local instead of id_clear_lib_data, which
will ensure all the data are nicely expanded and made local.

Checked by Brecht, thanks fr the review!
July 1, 2013, 08:25 (GMT)
fix [#35858] there were two bugs here, hidden faces were occluding in vertex selection mode.
July 1, 2013, 07:15 (GMT)
bridge tool: calculate face normals before triangulating, own error when removing normal recalc from the bmesh operator.
also rename `Fill Grid` -> `Grid Fill` to match `Beauty Fill`
July 1, 2013, 07:12 (GMT)
add type checking assert in bmesh operator iterator.
July 1, 2013, 01:25 (GMT)
tweak to commit r57891, dont draw hidden faces/edges in editmode.
July 1, 2013, 00:42 (GMT)
fix [#35911] Show weights not working with a weight edit modifier in edit mode
June 30, 2013, 23:50 (GMT)
add some missing members to opengl debug print, also use a macro to avoid passing each arg twice.
Tehnyt: Miika HämäläinenViimeksi päivitetty: 07.11.2014 14:18MiikaH:n Sivut a.k.a. MiikaHweb | 2003-2021