New dependency graph is supposed to have relation from animation node to
the node which corresponds to a property which is modified by that curve.
This means it is up to dependency graph to flush recalc flags, and no
manual control is needed in the animation code.
This is a part of ongoing work in Blender 2.8, where we need to replace
`object->id.tag & LIB_TAG_ID_RECALC_DATA`
with
`object->data->id.tag & LIB_TAG_ID_RECALC`
Should be no user measurable difference.
When one creates a new local static override from another linked
data-block already overriding a third one etc., walk the whole
inheritance chain up to the original ancestor to try to find an
overriding template, instead of only checking the immediate reference...
Avoid creating new Python instances
every time a scene, object, mesh .. etc are accessed.
Also resolves crashes T28724, T53530
although it's only valid for ID types, not modifiers vertices etc.
Back-ported from blender2.8 branch.
WorkSpaceLayout->screen will be made public soon, but meanwhile this makes it
clear why we are not passing layout->screen to CALLBACK_INVOKE in this case.
We can not store pointer to an object ion temporary variable here, since then
pointer will not be updated in the base itself.
This fixes missing modifiers on objects coming from dupli-group.
It is still based on generic collection evaluation, but the idea is to avoid
having view_layer pointer passed from group to it's evaluation function.
This is essential for copy-on-write, where we need to pass view_layer pointer
from a copied datablock, but that copy is not yet available at construction
time. Also, this is NOT the case where we want to expand datablock at a
construction time, just to keep our life easier.
View Layer was not duplicated between destination and source.
This would lead to a crash if you duplicated the group and assigned
the new group to any object.
This only applies to ID being copied outside of bmain. Handy for cases when it
is important to check if the copy corresponds to a data block coming from
library.
Example of that is proxy evaluation with copy on write.
Thanks Bastien for review!
* For the T48988 fix (i.e. separate Ease In/Out properties for Bendy Bones
in Edit vs Pose modes), old animation data needed to be patched to use
the new property names. This is needed to partially fix some of the
issues in T53356 (though the Rigify code itself still needs to be patched).
* For the T52009 fix, old files needed to have the frame_start and frame_end
properties on the FModifier (base-class) updated to match that of the
FMod_Stepped type-specific class. This wasn't done in the earlier commit
since it wasn't worth going through all animation data just for the sake
of updating these relatively-rare settings, but since we're doing it anyway
now, it makes sense to include this here.
Use dynamically generated message publish/subscribe
so buttons and manipulators update properly.
This resolves common glitches where manipulators weren't updating
as well as the UI when add-ons exposed properties which
hard coded listeners weren't checking for.
Python can also publish/scribe changes via `bpy.msgbus`.
See D2917
You could still create groups as before, with Ctl + G. This will create a group
with a single visible collection.
However you can also create a group from an existing collection. Just go to
the menu you get in the outliner when clicking in a collection and pick
"Create Group".
Remember to instance the group afterwards, or link it into a new scene or file.
The group and the collection are not kept in sync afterwards. You need to manually
edit the group for further changes.
Since we are ditching layers from Blender (2.8) we need a replacement to
control groups visibility. This commit introduces collections as the building
blocks for groups, allowing users to control visibility as well as overrides
for groups.
Features
========
* Groups now have collections
This way you can change the visibility of a collection inside a group, and add
overrides which are part of the group and are prioritized over other overrides.
* Outliner
Groups can inspect their collections, change visibility, and add/remove members.
To change an override of a group collection, you need to select an instance of
the group, and then you can choose "group" in the collection properties editor
to edit this group active collection instead of the view layer one.
* Dupli groups overrides
We can now have multiple instances of the same group with an original "override"
and different overrides depending on the collection the instanced object is part
of.
Technical
=========
* Layers
We use the same api for groups and scene as much as possible.
Reviewers: sergey (depsgraph), mont29 (read/write and user count)
Differential Revision: https://developer.blender.org/D2892
Instead of storing a single active view-layer in the workspace, one is
stored for each scene the workspace showed before.
With this, some things become possible:
* Multiple windows in the same workspace but showing different scenes.
* Toggling back and forth scene keeps same active view-layer for each scene.
* Activating workspace which didn't show current scene before, the current view-layer is kept.
A necessary evil for this is that accessing view-layer and object mode
from .py can't be done via workspace directly anymore. It has to be done
through the window, so RNA can use the correct scene.
So instead of `workspace.view_layer`, it's `window.view_layer` now (same
with mode) even though it's still workspace data.
Fixes T53432.