H hides selected objects, Shift+H hides unselected objects, and Alt+H
reveals hidden objects.
This hiding state is distinct from restrict viewport and render, and
meant for temporarily hiding objects without affecting more persistent
collection hiding.
Object hiding is per view-layer, same as selection. It affects the
viewport and any preview renders in there, but not final renders.
In the outliner, different icons are now used for temporary hiding, and
restrict viewport and render. Hidden objects are greyed out.
Remaining design issues:
* For lamps we probably still want to keep their effect on the scene,
currently they are fully disabled by hiding. Arguably mesh lights or
even objects being reflected or casting shadows are not that different
but perhaps the special lamp exception from local view should remain.
* We need a feature still to disabled this hiding for specific viewports,
for render or animation preview where you want to see the entire scene
while working in another view.
* We need a new icon for restrict viewport, for now it uses a grid similar
to the 2.4 icon.
* Hiding objects does not preserve selection state as it did in 2.7,
it's probably convenient to support this again?
Happened when deleting many studiolights at the same time when the
previews were still beging calculated in the background.
Added a free function callback that is filled when the preview is being
generated. This free function will then kill the preview job
This patch also removes icons that are not valid anymore so the user
cannot accidentally render an icon where the studiolight is invalid.
In the end we should use a add/remove function in the studiolight as
currently icons are recalculated too much.
`mesh_get_eval_final` and friends could call `mesh_build_data`, which in
paint/sculpt mode would call `BKE_sculpt_update_mesh_elements` which
would call `mesh_get_eval_final`... ugly!
Would compare evaluated ob pointer to original one...
Found while investigating some errors in incomming cleanup, but this was
probably generating lost of other issues in some cases...
This is a temp fix for a better system.
Currently the studiolights can be referenced by a WM_job and being freed
via the API. This can happen when removing a studiolight via the
interface.
As the studiolight has no relation with the job, it is hard to detect if
it is still being used. I tried with a Mutex and a Thread Queue but they
were failing.
So the current temp fix is to keep the studiolights in memory until you
close blender. This Must be fixed ASAP! I added this fix so normal cases
can workish.
I moved some code from ED_rigidbody_object_remove() to
BKE_rigidbody_remove_object(), so that calling the latter doesn't leave
the object in rbw->group (causing a crash later on when rebuilding the
depsgraph).
The idea is to only use pointers to particles in original object when
creating an edit structure. The derived mesh we get from evaluated
object.
The rest of the commit is just keeping pointers in sync.