Before that it was up to lots of other places to keep track on whether
something is to be dependent on time or not. Was annoying, and unreliable,
and fragile.
This commit avoids hacks in object builder. Other areas will be adopted
soon.
This is something what should be supported by the new dependency graph.
Fixed by making it so, build_animation() adds relation between Animation
component and whatever-is-being-animated. In fact, for now, only relations to
ID properties are added. Rest of the relations are kind of hacked in all over
the code and needs to be removed and verified with specific .blend files.
We can't use a single component here, sine it might consist of multiple
operations. So, for example, having driver operation will confuse targets
of another driver.
Currently shouldn't make any difference, but this is something what needs to be
done to sanitize drivers relations )with the idea to re-use some generic code
to get operations for driver variables.
Those are unused, and not clear whether we will ever support this.
Seems to be better having more like "component" tags, would be less magic
involved to guess what exactly is to be tagged.
This way we can inform editors about all edits at once. Currently this is not
used, but in the next commits we will inform editors about what exactly has
changed.
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
It makes more sense to stick to DEG_iterator_object order in name, since we can
have functions to iterate over different entities and we want all of them to
have common prefix.
We should keep base_flags after CoW object datablock was updated. Not entirely
happy with current solution, but it fixes crash and allows us to run tests
again.
More proper solution would be to make CoW operation a per-component thingie,
which will only update corresponding parts.