We get already enough reports of people complaining about crashes on
edit mode unaware that they are in the non-supported Blender Render
engine.
Blender Render is going away, no reason to keep it around. Once we have
a nice fallback on Eevee and fast file loading we can default to Eevee
instead.
This is the fake ID nature of compositor again. Need to discard such
pointers before freeing datablock even for scenes (before it was done
for objects only).
Previously it was possible to run into situation when armature is constructed prior to
objects which are used for it's constraints. This was causing wrong scene evaluation.
Now we create placeholders for objects used by armature in case they don't have ID node
yet, which ensures we have proper mapping from original to copy-on-write ID pointer.
This shows the bug when IK solver doesn't update reliably when targeted an external
object and when that object is handled by build_object() after the armature.
The issue was caused by id_copy_no_main() changing pointers of constraints used
in pose to a newly allocated ID. This is correct, but caused confusion too our
copy on write remapping, because we are mimicing inplace duplication by copying
memory over from a temporarily duplicated ID to a proper placeholder. This was
causing dangling pointers in pose to a temporarily allocated ID.
Now we add special code to remapping callback which replaces temporary ID with
a proper one.
Couple of main things here:
- Properly handle PSYS_UPDATE_* flags from DEG_id_tag_update.
There are still some possible issues here related on the fact
that we don't differentiate different PSYS_UPDATE_* flags here
and handle the mall the same.
Other possibility here is that object level particle settings
evaluation might be forced when particle system evaluation is
tagged for update. Didn't see actual issue here yet, but need
a closer look.
- Don't tag non-object datablocks on visibility changes.
Those don't depend on visibility anyway. This prevents particle
settings IDs from flushing updates to all objects, causing all
cached particles to be lsot.
- Only update translation and geometry components on visibility
changes.
Once again, this prevents particle cache from being invalidated.
We might need to tag material components here still tho.
This commit makes it so that only ID components which correspond to the tag
flag are tagged for update (previously the whole ID would have been updated
in the most of cases).
This allows us to have more granular tag flags and prevent tagging of things
we don't want to be tagged.
Previously tagging particle settings for update will iterate over all objects and
all their particle system to see whether something needs an update or not. Now we
put ParticleSettings as an ID to the dependency graph, so tagging it for update
will nicely flush updates to all dependent particle systems.
Current downside of this is that due to limitation of flush routines it will cause
some extra particle system re-evaluation when it technically not needed, and what's
more annoying currently it will discard point caches more often.
However, this is a good and simple demonstration case to improve tagging/flushing
system to accommodate for such cases (similar issues happens with CoW and shading
components). So let's try to find some generic solution to the problem!
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.
While drawing nice 'rounded' values is OK also for 'low precision'
editing like dragging and such, it's quite an issue when you type in a
precise value, validate, edit again the value, and find a rounded
version of it instead of what you typed in!
So now, *only when entering textedit of num buttons*, we always get the highest
reasonable precision for floats (and use exponential notation when
values are too low or too high, to avoid tremendous amounts of zero's).
Since we added auto DPI on Linux, on some systems the UI draws smaller than before
due to the monitor reporting DPI values like 88. Blender font drawing gives quite
blurry results for such slightly smaller DPI, apparently because the builtin font
isn't really designed for such small font sizes. As a workaround this clamps the
auto DPI to minimum 96, since the main case we are interested in supporting is
high DPI displays anyway.
Differential Revision: https://developer.blender.org/D2740
This is a different fix for the issue from D2088, preserving backwards compatibility
for IK stretching. The main problem with this patch is that this new behavior has
been there for a year, so it may break rigs created since then which rely on the new
IK stretch behavior.
Test file for various cases:
https://developer.blender.org/diffusion/BL/browse/trunk/lib/tests/animation/IK.blend
Reviewers: campbellbarton
Subscribers: maverick, pkrime
Differential Revision: https://developer.blender.org/D2743