Rig generators (e.g. rigify) use dummy drivers to attach extra
ID references to rigs for Append/Link. These references use
Single Property variables with empty path, which is intentionally
invalid and shouldn't produce low-level error logs from depsgraph.
The removed code would always print an error because RNAPathKey
requires a valid path to produce a non-NULL reference.
It appears that Python gets next item before using current one, which
would break our Depsgraph instance iterator (since only current item is
valid there, we use the same memory at each iteration).
Working around that with an ugly ping-pong game between two sets of
iterator data, so that previous one (C RNA-iterator-wise) remains valid
memory for Python to access to.
Logical flaw in `BKE_scene_objects_iterator_begin()` code (two errors
actually, wrong handling of first object of Master collection, and
missing call to `object_base_unique()` to 'register' that first object
and avoid getting it returned a second time).
Simply fixed by always calling `BKE_scene_objects_iterator_next()`
after minimal proper init, that one knows how to do the things. ;)
With the current implementation it only confuses logic around
checks like vewport/render subdivision levels.
If this mode is really needed for any decision making, implement
this properly.
Among all the lines moved around, the general idea is quite simple.
Actually, there are two ideas implemented there.
First one, is when object itself is tagged for update, we tag its
point cache component for evaluation, which makes it so point cache
is properly reset. We do it implicitly because otherwise we'll need
to go everywhere and add explicit tag in almost all the properties.
Second thing is, we link all collider and force fields to a point
cache component using special type of link. This type of link only
allows flush if change is caused by a user update. This way reset
does not happen when change is caused due to animation, but will
properly happen when user causes indirect change to the objects
which are part of physics simulation.
Only visible when in object mode.
Most of the time we will have the active object not being a part of the active
collection. So it is important to clearly communicate what is the active
collection, so users know for instance where new or appended objects
will be added to.
This refactors loading of key configurations to clear and refill existing
ones, rather than adding a new one and then removing the old one.
This fixes broken loading of non-default configurations after recent changes,
and prepares for future changes to make it possible to dynamically change
key configurations based on user preferences.