This operator not only links a collection, but it creates a new one and then it
links it. Although the preferrable method for users to handle their collections
is when viewing the "Collections", let's explore this workflow for now.
Suggested by Pablo Vazquez, thank you.
Headers should not have operators as much as possible. The exception here is
for datablocks mode when you want to see the active keyset.
Edit menus on the other hand should be clearly distinct from the RMB context
menus. Edit menu options should be only the ones that apply to the entire
outliner, regardless of the selected element.
Context (rmb) menus should be related to the element you RMB on to invoke the
menu. I'm also taking this opportunity to start bringing the context menus
to Python. There is little reason not to, and it helps editing them (In this
case I'm doing it only for the Scene Collection one).
Solves these security issues from T52924:
CVE-2017-12102
CVE-2017-12103
CVE-2017-12104
While the specific overflow issue may be fixed, loading the repro .blend
files may still crash because they are incomplete and corrupt. The way
they crash may be impossible to exploit, but this is difficult to prove.
Differential Revision: https://developer.blender.org/D3002
Solves these security issues from T52924:
CVE-2017-12081
CVE-2017-12082
CVE-2017-12086
CVE-2017-12099
CVE-2017-12100
CVE-2017-12101
CVE-2017-12105
While the specific overflow issue may be fixed, loading the repro .blend
files may still crash because they are incomplete and corrupt. The way
they crash may be impossible to exploit, but this is difficult to prove.
Differential Revision: https://developer.blender.org/D3002
One thing i'm not fully happy with is all this is_same_* functions. Need to
get rid of this by probably adding explicit entry/init/whatever nodes and
maybe making node criteria aware of whether key will be used as "from" or
as "to" node.
This leads to a ~3ms improvement of CPU time during drawing.
This prevent the rendering from being stalled waiting for the texture data to be transfered.
This is because certain part of the engine may require a blank framebuffer to bind textures to.
This is the case when using only array textures, unsupported by DRW_framebuffer_init().
By adding the ANIMFILTER_NODUPLIS flag to the filter it'll only be
processing each F-Curve once, which means we can remove while iterating.
This also solves a potential issue when a datablock has a driver and is
shared among multiple objects.
The issue was happening because dependency graph did not inform particle
settings as modified. This is a regression caused by tagging and flushing
mechanism refactor.
The real fix would be to make particle settings to use ID level recalc flags
rather than own flags, which will also simplify relations around particle system,
and particle settings evaluation.
Reported by Mai in IRC.
Now hashed alpha materials are stable when moving the camera/not using TAA.
It also converge to a noise free image when using TAA. No more numerical imprecision.
There still can be situations with multiple overlapping transparent surfaces that can lead to residual noise.