2131ef0a2093cd2a19dc925b503e4dca41eddedb
This avoid having to flush explicitely and the need for syncing. It also removes a lot of complexity in the process. These updates are not granular and do not need to so much boiler plate code. The depsgraph update counter now becomes atomic to avoid undefined behavior when a depsgraph is being destroyed and its memory reused (same thinking as the non-copy-on-eval IDs). I tested some use cases (object update, sculpt update, shading update) and they are all working. Pull Request: https://projects.blender.org/blender/blender/pulls/135580
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