Note: tried with a complex production file characters, this is currently
totally non-functionnal (crashing even in a infinite recursion loop),
IDProps and override need some love :(
- Wasn't clear which functions handle edit-bones.
- Mixed both ebone and edit_bone in names.
- Didn't use ED_armature_* prefix for public API.
See P655 to apply to branches.
- put render iterator in own scope
(would shadow it's own variable if used multiple times).
- enforce semicolon at end of iterator macros.
- no need to typedef one-off macro structs.
- Read-only access can often use EvaluationContext.object_mode
- Write access to go to WorkSpace.object_mode.
- Some TODO's remain (marked as "TODO/OBMODE")
- Add-ons will need updating
(context.active_object.mode -> context.workspace.object_mode)
- There will be small/medium issues that still need resolving
this does work on a basic level though.
See D3037
Behavior is expected to be simillar to 'make proxy' on linked groups, it
basically allows you to select which object in the group will be to
'root' override (usually, the armature), checks which other objects
needs to be overridden as well, overrides the group itself too, and
instantiates the group and the root overridden object.
It seems to be working, though handling of armature deformation is kind
of totally broken in blender2.8 currently (modifiers...). ;)
Now when you make an override of a linked armature, code will
automatically also override objects using that armature (deformed by, or
children of), trying to replicate make_proxy results.
Also some initial code to replicate 'make_proxy' in case of instantiated
linked groups, but that is not working yet (and will also require some
work in RNA part of group's objects collection anyway).
This simplifies remapping task, since you don't have to ensure your
overrides are created in the correct dependency order.
Uses famous LIB_TAG_DOIT to mark IDs to be overridden.
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
You can now override loc/rot/scale of objects and posebones.
Also added a basic operator to make an override of active linked object,
but this is very limited/wip/testing feature (you have to manually override
object and its armature, and relink to proper local overrides
yourself...). Final 'make proxy killer' will be much more automated of
course.
The RenderResult struct still has a listbase of RenderLayer, but that's ok
since this is strictly for rendering.
* Subversion bump (to 2.80.2)
* DNA low level doversion (renames) - only for .blend created since 2.80 started
Note: We can't use DNA_struct_elem_find or get file version in init_structDNA,
so we are manually iterating over the array of the SDNA elements instead.
Note 2: This doversion change with renames can be reverted in a few months. But
so far it's required for 2.8 files created between October 2016 and now.
Reviewers: campbellbarton, sergey
Differential Revision: https://developer.blender.org/D2927
While getting rid of Scene->base we got the following fixes:
* Fix "Convert To" operator
* Fix "NLA allowing to selected objects that are not selectable
* Fix scene.objects (readonly, no option to link/unlink)
Note: Collada needs to use the context SceneLayer for adding objects
however I added a placeholder, so Collada maintainers can fix this
properly.
This makes code closer to id_override/assent-engine ones, which
introduce a new type of linked data, and hence reserve
ID_IS_LINKED_DATABLOCK to real linked datablocks.
This was never correctly implemented. It now works as expected (ala 2.79 behaviour).
The proxy object is added to all the collections of the original empty.
Before not only this wasn't the case, but it would crash Blender.
Cyclic extrapolation is implemented as an f-curve modifier, so this
technically violates abstraction separation and is something of a hack.
However without such behavior achieving smooth looping with cyclic
extrapolation is extremely cumbersome.
The new behavior is applied when the first modifier is Cyclic
extrapolation in Repeat or Repeat with Offset mode without
using influence, repeat count or range restrictions.
This change in behavior means that curve handles have to be updated
when the modifier is added, removed or its options change. Due to the
way code is structured, it seems it requires a helper link to the
containing curve from the modifier object.
Reviewers: aligorith
Differential Revision: https://developer.blender.org/D2783
We do have an history of those pieces of evil in our code, would be nice
to get fully rid of it, but at the very least let's not add more of them
in new code. :)
This will allow much finer controll over how we copy data-blocks, from
full copy in Main database, to "lighter" ones (out of Main, inside an
already allocated datablock, etc.).
This commit also transfers a llot of what was previously handled by
per-ID-type custom code to generic ID handling code in BKE_library.
Hopefully will avoid in future inconsistencies and missing bits we had
all over the codebase in the past.
It also adds missing copying handling for a few types, most notably
Scene (which where using a fully customized handling previously).
Note that the type of allocation used during copying (regular in Main,
allocated but outside of Main, or not allocated by ID handling code at
all) is stored in ID's, which allows to handle them correctly when
freeing. This needs to be taken care of with caution when doing 'weird'
unusual things with ID copying and/or allocation!
As a final note, while rather noisy, this commit will hopefully not
break too much existing branches, old 'API' has been kept for the main
part, as a wrapper around new code. Cleaning it up will happen later.
Design task : T51804
Phab Diff: D2714
This will allow much finer controll over how we copy data-blocks, from
full copy in Main database, to "lighter" ones (out of Main, inside an
already allocated datablock, etc.).
This commit also transfers a llot of what was previously handled by
per-ID-type custom code to generic ID handling code in BKE_library.
Hopefully will avoid in future inconsistencies and missing bits we had
all over the codebase in the past.
It also adds missing copying handling for a few types, most notably
Scene (which where using a fully customized handling previously).
Note that the type of allocation used during copying (regular in Main,
allocated but outside of Main, or not allocated by ID handling code at
all) is stored in ID's, which allows to handle them correctly when
freeing. This needs to be taken care of with caution when doing 'weird'
unusual things with ID copying and/or allocation!
As a final note, while rather noisy, this commit will hopefully not
break too much existing branches, old 'API' has been kept for the main
part, as a wrapper around new code. Cleaning it up will happen later.
Design task : T51804
Phab Diff: D2714
Note that some little parts of code have been dissabled because eval_ctx
was not available there. This should be resolved once DerivedMesh is
replaced.
Reported by Andy Goralczyk (@eyecandy) over IRC, thanks!
Simply nuke all that poor broken custom one-by-one handling in
object_relations.c code, and use highly complex but powerful and
well-tested BKE_library_make_local() in all cases of MakeLocal!
ID management, especially related to linking, is very hairy matters,
better to have as few as possible core functions managing all the dirty
details. ;)
Properly remap nodes' pointers to copied IDs in copied ntrees.
Note that this only affects root trees, node groups are not concerned
here, since they are assumed to be reusable chunks and hence *not*
duplicated.