Commit Graph

2250 Commits

Author SHA1 Message Date
Bastien Montagne
4fe4a52cd7 Fix missing tagging of collections in some BKE_collections codepath.
In particular, while Object (un)linking was already tagged in relevant
BKE code, collection (un)linking was not in several cases.

This was (partially) done by user code, though almost never for the
whole hierarchy of parents.

Technically, the tag is done as part of
`collection_object_cache_free_parent_recursive`/`collection_object_cache_free`,
since currently clearing this cache is done everytime to collection
hierarchy or their content is modified.

It also removes `collection_tag_update_parent_recursive`, which was
already doing something similar, but was only called from code
adding/removing objects to collections, and was walking the same parent
hierarchy as `collection_object_cache_free_parent_recursive`.

This commit implements the decision made in #116601, to tag modified
data as close as possible from the code modifying it.

---------------------

This has an impact on deg tagging, which takes over twice as much cycles
with this commit compared to previous code  when opening a Pets production
file with several liboverrides (`deggraph_id_tag_update_single_flag` goes
from less than 0.03% to over 0.06%).

The overhead remains extremely low though, and is totally unmeasurable in
global execution timing. Timing of the liboverride processing on opening
the production file also did not show any measurable differences.

Pull Request: https://projects.blender.org/blender/blender/pulls/116986
2024-01-12 16:24:22 +01:00
Campbell Barton
e202c81b41 Fix #115117: Crash displaying status info on undo with subsurf mesh
After undo, a depsgraph update could free run-time modifier data.

In the case of the subsurf modifier a reference to this is held
in the meshes run-time data which also needs to be cleared.
2024-01-12 12:16:49 +11:00
Jacques Lucke
6c9d77be3b Cleanup: replace raw function pointer with FunctionRef 2024-01-11 14:17:13 +01:00
Sergey Sharybin
fed446ce8a Fix #116220: Context property driver does not update during playback
This commit fixes missing updates during playback when `frame_current`
property of the active scene is used.

Applied the same check for the depends-on-time as for explicitly
specified scene.

Pull Request: https://projects.blender.org/blender/blender/pulls/116886
2024-01-08 12:30:33 +01:00
Jacques Lucke
3b3b1bb1a7 Volume: move volume runtime data to separate allocation
The same is done for other geometry types. This allows us to use C++ types in
the run-time data more easily and avoids dumping runtime data into .blend files.

Pull Request: https://projects.blender.org/blender/blender/pulls/116840
2024-01-06 13:26:59 +01:00
Hans Goudey
5b55c1dc10 Cleanup: Move five draw headers to C++ 2024-01-05 13:26:22 -05:00
Hans Goudey
d6cfd7d1f4 Cleanup: Remove unnecessary keywords from C++ headers
- Remove unnecessary `struct`
- Use `using` instead of `typedef`
- Remove `void` from `(void)` as function arguments
2024-01-04 15:07:48 -05:00
Brecht Van Lommel
364beee159 Tests: add option to build one binary per GTest file
Bundling many tests in a single binary reduces build time and disk space
usage, but is less convenient for running individual tests command line
as filter flags need to be used.

This adds WITH_TESTS_SINGLE_BINARY to generate one executable file per
source file. Note that enabling this option requires a significant amount
of disk space.

Due to refactoring, the resulting ctest names are a bit different than
before. The number of tests is also a bit different depending if this
option is used, as one uses gtests discovery and the other is organized
purely by filename, which isn't always 1:1.

Co-authored-by: Sergey Sharybin <sergey@blender.org>
Pull Request: https://projects.blender.org/blender/blender/pulls/114604
2024-01-03 18:35:50 +01:00
Brecht Van Lommel
f63accd3b6 Cleanup: move CMake test utility functions into testing.cmake
Combining functions from macros.cmake and Modules/GTestTesting.cmake.
It was unusual to have Blender specific code in the Modules folder.

Pull Request: https://projects.blender.org/blender/blender/pulls/116719
2024-01-03 14:49:11 +01:00
Brecht Van Lommel
d377ef2543 Clang Format: bump to version 17
Along with the 4.1 libraries upgrade, we are bumping the clang-format
version from 8-12 to 17. This affects quite a few files.

If not already the case, you may consider pointing your IDE to the
clang-format binary bundled with the Blender precompiled libraries.
2024-01-03 13:38:14 +01:00
Brecht Van Lommel
4ce14a639f Revert "Cleanup: move CMake test utility functions into testing.cmake"
This breaks execution of some Windows tests.

This reverts commit 4190a61020.
2024-01-02 19:06:39 +01:00
Brecht Van Lommel
4190a61020 Cleanup: move CMake test utility functions into testing.cmake
Combining functions from macros.cmake and Modules/GTestTesting.cmake.
It was unusual to have Blender specific code in the Modules folder.
2024-01-02 15:34:52 +01:00
Hans Goudey
7d44065f73 Cleanup: Revert replacement of GSQueue with std::queue
There are some tragic design flaws with the Microsoft STL
implementation of `std::dequeue`. Unless we implement our
own similar data structure or use an implementation from
another library, the change isn't worth it.

This reverts commit b26cd6a4b9.
This reverts commit cc11ba33d9.
This reverts commit c929d75054.
This reverts commit bd3d5a750d.
2023-12-27 12:34:49 -05:00
Hans Goudey
c929d75054 Cleanup: Use std::queue instead of GSQueue in depsgraph scheduling
Similar to previous commits.
2023-12-26 23:26:32 -05:00
Jacques Lucke
00eaddbd51 Geometry Nodes: new Bake node
This adds a new `Bake` node which allows saving and loading intermediate geometries.
Typical use cases we want address with this currently are:
* Bake some data for use with a render engine.
* Bake parts of the node tree explicitly for better performance.

For now, the format that is written to disk is not considered to be an import/export format.
It's not guaranteed that data written with one Blender version can be read by another
Blender version. For that it's better to use proper interchange formats. Better support for
those will be added eventually as well. We also plan an `Import Bake` node that allows
reading the blender-specific baked data independent of the Bake node and at different frames.

The baking works very similar to the baking in the simulation zone (UI and implementation
wise). Major differences are:
* The Bake node has a `Bake Still` and `Bake Animation` mode.
* The Bake node doesn't do automatic caching.

Implementation details:
* Refactored how we create the Python operators for moving socket items so that it also
  makes sense for non-zones.
* The `ModifierCache` stores an independent map of `SimulationNodeCache` and
  `BakeNodeCache`, but both share a common data structure for the actually baked data.
* For baking, the `Bake` node is added as a side-effect-node in the modifier. This will make
  sure that the node is baked even if it's currently not connected to the output.
* Had to add a new `DEG_id_tag_update_for_side_effect_request` function that is used
  during baking. It's necessary because I want to evaluate the object again even though none
  of its inputs changed. The reevaluation is necessary to create the baked data. Using
  `DEG_id_tag_update` technically works as well, but has the problem that it also uses the
  `DEG_UPDATE_SOURCE_USER_EDIT` flag which (rightly) invalidates simulation caches
  which shouldn't happen here.
* Slightly refactored the timeline drawing so that it can also show the baked ranges of
  Bake nodes. It does not show anything for baked nodes with a in Still mode though.
* The bake operator is refactored to bake a list of `NodeBakeRequest` which makes the
  code easier to follow compared to the previous nested
  `ObjectBakeData > ModifierBakeData > NodeBakeData` data structure.
* The bake operators are disabled when the .blend file is not yet saved. This is technically
  only necessary when the bake path depends on the .blend file path but seems ok to force
  the user anyway (otherwise the bake path may be lost as well if it's set explicitly).
* The same operators are used to bake and delete single bakes in `Bake` nodes and
  `Simulation Zones`. On top of that, there are separate operators of baking and deleting all
  simulation bakes (those ignore bake nodes).
* The `Bake` node remembers which inputs have been fields and thus may be baked as attributes.
  For that it uses an `Is Attribute` flag on the socket item. This is needed because the baked data
  may still contain attribute data, even if the inputs to the bake node are disconnected.
* Similar to simulation zones, the behavior of `Bake` nodes is passed into the geometry nodes
  evaluation from the outside (from the modifier only currently). This is done by providing the
  new `GeoNodesBakeParams` in `GeoNodesCallData` when executing geometry nodes.

Next Steps (mostly because they also involve simulations):
* Visualize nodes that have not been evaluated in the last evaluation.
* Fix issue with seemingly loosing baked data after undo.
* Improve error handling when baked data is not found.
* Show bake node in link drag search.
* Higher level tools for managing bakes.

Pull Request: https://projects.blender.org/blender/blender/pulls/115466
2023-12-18 13:01:06 +01:00
Brecht Van Lommel
cd61a140fa Depsgraph: avoid unnecessary image updates, for compositor caching
For non-COW datablocks like images, there is no need to update when
they just got added to the depsgraph and there is no flag indicating
a specific change that was made to them. Avoiding this helps preserve
the cached image draw data used by the compositor.

Co-authored-by: Sergey Sharybin <sergey@blender.org>

Ref #115511
2023-12-12 20:41:50 +01:00
Douglas Paul
75f160ee96 Geometry Nodes: Add Active Camera input node
This adds a new "Active Camera" input geometry node, per #105761.

The node outputs the the scene's current active camera. It is available
from Input > Scene > Active Camera in the geometry nodes Add menu.

Typical usage would be to connect this node to an Object Info node to
obtain its transform. This works as expected when the camera's
transform is animated, and also when there are markers on the timeline
that change the active camera.

In order to support the aforementioned changes in the active camera,
this implementation adds depsgraph relations for all cameras referenced
by timeline markers. This eliminates the complexity of updating the
depsgraph whenever the scene switches to a different active camera,
but of course it comes at the cost of including more objects than
strictly necessary in the depsgraph for scenes that switch cameras.
Dynamically updating the depsgraph upon camera changes could be a
future improvement if there proves to be sufficient need for it.

Pull Request: https://projects.blender.org/blender/blender/pulls/113431
2023-12-12 19:11:06 +01:00
Jeroen Bakker
65e58fe574 CMake: Fix Compiling Shader Builder on macOS
Due to changes in the build environment shader_builder wasn't able to
compile on macOs. This patch reverts several recent changes to CMake files.

* dbb2844ed9
* 94817f64b9
* 1b6cd937ff

The idea is that in the near future shader_builder will run on the buildbot as
part of any regular build to ensure that changes to the CMake doesn't break
shader_builder and we only detect it after a few days.

Pull Request: https://projects.blender.org/blender/blender/pulls/115929
2023-12-08 15:47:14 +01:00
Nathan Vegdahl
9e7a70d6c6 Anim: store BoneCollections in a flat array
This is in preparation for eventual hierarchical bone collections.

The motivation here is that this will allow us to efficiently specify
children as an index range, which would be inefficient with a listbase
due to the list traversal overhead incurred for index-based look ups.

We're still saving to blend files as a list base for forwards compatibility
with Blender 4.0, but storing as an array at runtime for efficient indexing.

This should not result in any user-visible changes.

Pull Request: https://projects.blender.org/blender/blender/pulls/115354
2023-12-05 10:39:45 +01:00
Bastien Montagne
3acb64e7ac BKE_main: move header to be a fully CPP one.
Pull Request: https://projects.blender.org/blender/blender/pulls/115681
2023-12-01 20:38:54 +01:00
Miguel Pozo
f3aab25393 Fix: Depsgraph: Avoid duplicated operation nodes on geometry data
Move the geometry shading add_operation_node call to
build_object_geometry_datablock.
Avoids triggering an assertion when the same geometry data is shared
by multiple objects.

Pull Request: https://projects.blender.org/blender/blender/pulls/115615
2023-12-01 16:26:10 +01:00
Hans Goudey
7e3ba529ea Cleanup: Move four blenkernel headers to C++ 2023-11-28 16:05:12 -05:00
Ray molenkamp
dbb2844ed9 Cleanup: CMake: Modernize bf_functions dependencies
Pretty straightforward

- Remove any bf_functions paths from INC
- Add a dependency though LIB when missing

context: https://devtalk.blender.org/t/cmake-cleanup/30260

Pull Request: https://projects.blender.org/blender/blender/pulls/115427
2023-11-28 01:14:15 +01:00
Hans Goudey
14e3523ac2 Refactor: Further improvements to geometry bounds
Implement the next phases of bounds improvement design #96968.
Mainly the following changes:

Don't use `Object.runtime.bb` for performance caching volume bounds.
This is redundant with the cache in most geometry data-block types.
Instead, this becomes `Object.runtime.bounds_eval`, and is only used
where it's actually needed: syncing the bounds from the evaluated
geometry in the active depsgraph to the original object.

Remove all redundant functions to access geometry bounds with an
Object argument. These make the whole design confusing, since they
access geometry bounds at an object level.

Use `std::optional<Bounds<float3>>` to pass and store bounds instead
of an allocated `BoundBox` struct. This uses less space, avoids
small heap allocations, and generally simplifies code, since we
usually only want the min and max anyway.

After this, to avoid performance regressions, we should also cache
bounds in volumes, and maybe the legacy curve and GP data types
(though it might not be worth the effort for those legacy types).

Pull Request: https://projects.blender.org/blender/blender/pulls/114933
2023-11-27 16:14:49 +01:00
Miguel Pozo
78de9138e5 Core: Add ObjectRuntime::last_update transform, geometry and shading
Track the last time an object or its dependencies were evaluated by the
dependency graph.
These values can be compared against DEG_get_update_count().
Implemented following the design from #114112

Pull Request: https://projects.blender.org/blender/blender/pulls/115196
2023-11-27 12:03:17 +01:00
Ray Molenkamp
6b70c04724 Cleanup: CMake: Modernize bf_depsgraph dependencies
Pretty straightforward

- Remove any bf_depsgraph paths from INC
- Add a dependency though LIB when missing

context: https://devtalk.blender.org/t/cmake-cleanup/30260

Pull Request: https://projects.blender.org/blender/blender/pulls/115422
2023-11-25 22:51:59 +01:00
Bastien Montagne
e14c9552c3 Liboverride: Refactor 'refresh' tagging and handling.
Move tagging from `flush_editors_id_update` to `deg::id_tag_update`.

Since ID relationships cannot always be trusted when tagging for update
happens (can happen e.g. during liboverride apply itself, when deleting
IDs, and so on), embedded IDs are simply tagged here too, instead of
directly tagging their owner ID.

Propagation from embedded to owner ID then happens when checking and
'consuming' the `LIB_TAG_LIBOVERRIDE_AUTOREFRESH` ID tag, in
`BKE_lib_override_library_main_operations_create`.

Pull Request: https://projects.blender.org/blender/blender/pulls/115319
2023-11-24 14:51:30 +01:00
Hans Goudey
4d7274b7f4 Cleanup: Use C++ types for crazyspace deform storage
Use float3, float3x3, and Array for data used for mesh crazyspace
calculation. Propagate the change wherever necessary to not add
more casting to the old C types.

Because `ObjectRuntime` (and therefore `DEGObjectIterData`) became
non-trivial structs, the code that swaps iterators for RNA depsgraph
object iteration had to be changed a bit to be more friendly to C++
memory semantics.

Pull Request: https://projects.blender.org/blender/blender/pulls/114998
2023-11-16 18:29:52 +01:00
Hans Goudey
3d57bc4397 Cleanup: Move several blenkernel headers to C++
Mostly focus on areas where we're already using C++ features,
where combining C and C++ APIs is getting in the way.

Pull Request: https://projects.blender.org/blender/blender/pulls/114972
2023-11-16 11:41:55 +01:00
Hans Goudey
4bcdc57fc8 Refactor: Move object runtime data to separate allocation
Move object runtime data to a separate header and allocate it separately
as `blender::bke::ObjectRuntime`. This is how node, mesh, curves, and
point cloud runtime data is stored.

Benefits:
- Allow using C++ types in object runtime data
- Reduce space required for Object struct in files
- Increase conceptual separation between DNA and runtime data
- Remove the need to add manual padding in runtime data
- Include runtime struct definition only in files that require it

Pull Request: https://projects.blender.org/blender/blender/pulls/113957
2023-11-15 18:46:07 +01:00
Hans Goudey
7b51d32dd9 Cleanup: Move BKE_modifier.h to C++ 2023-11-14 09:30:40 +01:00
Sergey Sharybin
0746435cdd Depsgraph: Remove misleading FPS counter
It was weird concept which was calculating scene FPS, but from
the depgraph side. It was misleading, especially for the initial
evaluation of FPS of nan.

If we want FPS counters this needs to be done on a higher level
in the code.

Pull Request: https://projects.blender.org/blender/blender/pulls/114782
2023-11-13 11:54:40 +01:00
Sergey Sharybin
db16038f4f Depsgraph: Log depsgraph name for timing summary
No functional changes, just makes logs more clear.
2023-11-13 11:54:39 +01:00
Campbell Barton
611930e5a8 Cleanup: use std::min/max instead of MIN2/MAX2 macros 2023-11-07 16:33:19 +11:00
Sergey Sharybin
27faf83fff Merge branch 'blender-v4.0-release' 2023-11-03 15:41:29 +01:00
Sergey Sharybin
e623d07362 Fix missing relations built for camera referenced by markers
A missing part since PR #110139: the nodes and relations builders
needs to be in-sync and build the same objects. The relations builder
was missing relations building for camera referenced by markers.

Pull Request: https://projects.blender.org/blender/blender/pulls/114443
2023-11-03 15:41:05 +01:00
Richard Antalik
4d37fb80b1 Cleanup: Convert VSE headers from .h to .hh 2023-11-03 01:33:54 +01:00
Hans Goudey
ccfe952f34 Depsgraph: Hard-code visibility for "from IDs" builder
`FromIDsBuilderPipeline` is used to build a minimal depsgraph from
a set of IDs. However, the "visibility" of those IDs is still calculated
based on things like the view layer and the relations. Typically we want
all of these to be visible, the builder just happened to be used in
cases when all of the IDs were already visible so far.

This is needed for node tools which may reference objects or other
IDs from outside of the active depsgraph.

Co-authored by: "Sergey Sharybin <sergey@blender.org>"
2023-10-30 10:45:30 +01:00
Hans Goudey
976eaae02f Cleanup: Move BKE_object.hh to C++
Simplifies the fix to #111120, where the object bounds functions
may return a C++ type instead of `BoundBox`.

Pull Request: https://projects.blender.org/blender/blender/pulls/113462
2023-10-09 23:41:53 +02:00
Hans Goudey
916d4c9d9b Cleanup: Move BKE_screen.h to C++
See #103343
2023-09-25 17:53:11 -04:00
Campbell Barton
6c91e1c205 Cleanup: spelling in comments 2023-09-25 15:25:43 +10:00
Hans Goudey
8a9dad1f2c Cleanup: Remove unnecessary struct keyword from newly C++ headers
Also remove `void` in `(void)`.
2023-09-22 08:08:19 -04:00
Hans Goudey
867f99c2af Cleanup: Move depsgraph headers to C++
Pull Request: https://projects.blender.org/blender/blender/pulls/110816
2023-09-22 03:18:17 +02:00
Lukas Tönne
d2f4ebcd6a Fix #112331: Add update tags directly in bNodeTreeInterface API methods
Calling an API function after the node panels patch does not internally
tag the node tree with `NTREE_CHANGED_INTERFACE` any more, because the
node tree is not directly accessible from `bNodeTreeInterface`. Before
node panels the API functions for interfaces could tag the tree directly
for later update consideration, which now requires explicit tagging
calls.

The fix is to add a flag and mutex directly to `bNodeTreeInterface`, so
API methods can tag after updates. This mostly copies runtime data
concepts from `bNodeTree`. The `ensure_interface_cache` method is
equivalent to `ensure_topology_cache` and should be called before
accessing `interface_inputs` and similar cache data.

Pull Request: https://projects.blender.org/blender/blender/pulls/111741
2023-09-14 14:13:07 +02:00
Jacques Lucke
b5c89822ac RNA: return PointerRNA from rna create functions
There are a couple of functions that create rna pointers. For example
`RNA_main_pointer_create` and `RNA_pointer_create`. Currently, those
take an output parameter `r_ptr` as last argument. This patch changes
it so that the functions actually return a` PointerRNA` instead of using
the output parameters.

This has a few benefits:
* Output parameters should only be used when there is an actual benefit.
  Otherwise, one should default to returning the value.
* It's simpler to use the API in the large majority of cases (note that this
  patch reduces the number of lines of code).
* It allows the `PointerRNA` to be const on the call-site, if that is desired.

No performance regression has been measured in production files.
If one of these functions happened to be called in a hot loop where
there is a regression, the solution should be to use an inline function
there which allows the compiler to optimize it even better.

Pull Request: https://projects.blender.org/blender/blender/pulls/111976
2023-09-06 00:48:50 +02:00
Jacques Lucke
7d2c854261 Geometry Nodes: generalize modifier simulation cache storage names
The main goal here is to rename things in a way that makes sense for
simulation baking, but also for the upcoming bake node.

This also removes some versioning code from 3.6 which initialized the
default bake path. Baked data from back then can't be loaded anymore
anyway, and the way the default path is generated is different now as well.

Pull Request: https://projects.blender.org/blender/blender/pulls/111845
2023-09-03 16:14:11 +02:00
Hans Goudey
fa34992def Cleanup: Remove unnecessary includes from C++ data structure headers
The hash tables and vector blenlib headers were pulling many more
headers than they actually need, including the C base math header,
our C string API header, and the StringRef header. All of this
potentially slows down compilation and polutes autocomplete
with unrelated information.

Also remove the `ListBase` constructor for `Vector`. It wasn't used
much, and making it easy to use `ListBase` isn't worth it for the
same reasons mentioned above.

It turns out a lot of files depended on indirect includes of
`BLI_string.h` and `BLI_listbase.h`, so those are fixed here.

Pull Request: https://projects.blender.org/blender/blender/pulls/111801
2023-09-01 21:37:11 +02:00
Lukas Tönne
e071288ab2 Nodes: Panels integration with blend files and UI
Part 3/3 of #109135, #110272

Switch to new node group interfaces and deprecate old DNA and API.
This completes support for panels in node drawing and in node group
interface declarations in particular.

The new node group interface DNA and RNA code has been added in parts
1 and 2 (#110885, #110952) but has not be enabled yet. This commit
completes the integration by
* enabling the new RNA API
* using the new API in UI
* read/write new interfaces from blend files
* add versioning for backward compatibility
* add forward-compatible writing code to reconstruct old interfaces

All places accessing node group interface declarations should now be
using the new API. A runtime cache has been added that allows simple
linear access to socket inputs and outputs even when a panel hierarchy
is used.

Old DNA has been deprecated and should only be accessed for versioning
(inputs/outputs renamed to inputs_legacy/outputs_legacy to catch
errors). Versioning code ensures both backward and forward
compatibility of existing files.

The API for old interfaces is removed. The new API is very similar but
is defined on the `ntree.interface` instead of the `ntree` directly.
Breaking change notifications and detailed instructions for migrating
will be added.

A python test has been added for the node group API functions. This
includes new functionality such as creating panels and moving items
between different levels.

This patch does not yet contain panel representations in the modifier
UI. This has been tested in a separate branch and will be added with a
later PR (#108565).

Pull Request: https://projects.blender.org/blender/blender/pulls/111348
2023-08-30 12:37:21 +02:00
Nathan Vegdahl
9eee076a29 Anim: add custom property support for Bone Collections
Pull request: https://projects.blender.org/blender/blender/pulls/109976
2023-08-29 14:31:18 +02:00
Sybren A. Stüvel
998136f7a7 Anim: replace Bone Groups & Armature Layers with Bone Collections
Armature layers (the 32 little dots) and bone groups are replaced with
Bone Collections:

- Bone collections are stored on the armature, and have a name that is
  unique within that armature.
- An armature can have an arbitrary number of bone collections (instead
  of the fixed 32 layers).
- Bones can be assigned to zero or more bone collections.
- Bone collections have a visibility setting, just like objects in scene
  collections.
- When a bone is in at least one collection, and all its collections in
  are hidden, the bone is hidden. In other cases (in any visible
  collection, or in no collection at all), the bone visibility is
  determined by its own 'hidden' flag.
- For now, bone collections cannot be nested; they are a flat list just
  like bone groups were. Nestability of bone collections is intended to
  be implemented in a later 4.x release.
- Since bone collections are defined on the armature, they can be used
  from both pose mode and edit mode.

Versioning converts bone groups and armature layers to new bone
collections. Layers that do not contain any bones are skipped. The old
data structures remain in DNA and are unaltered, for limited forward
compatibility. That way at least a save with Blender 4.0 will not
immediately erase the bone group and armature layers and their bone
assignments.

Shortcuts:

- M/Shift+M in pose/edit mode: move to collection (M) and add to
  collection (shift+M). This works similar to the M/Shift+M menus for
  objects & scene collections.
- Ctrl+G in pose mode shows a port of the old 'bone groups' menu. This
  is likely to be removed in the near future, as the functionality
  overlaps with the M/Shift+M menus.

This is the first commit of a series; the bone collections feature will
be improved before the Blender 4.0 release. See #108941 for more info.

Pull request: https://projects.blender.org/blender/blender/pulls/109976
2023-08-29 14:31:18 +02:00