Do not call invoke ops from outliner's operations menus. Invoke op would
search again for item under mouse coordinates... when it is invoked!
Means often entry menu you would have clicked would not be over target
item, leading to either nothing or operation being applied to wrong item.
Note: about groups, there is another minor annoyance leading to some
assert - groups have an annoying virtual fake user which breaks
usercount, will see whether this is easily fixable. :|
The fact that we can end with uninstantiated objects is not expected
currently, but would rather not start chasing all corner cases that may
lead to that situation.
User shall be able to delete uninstantiated objects from Outliner, though!
Not sure why I did not put those from start... Actually *not* having an
undo point here can be problematic, since undoing some previous action
was trying to restore from bad pointer (I think) in UI, generating
asserts.
Note however that it's not a 'pure' undo, in that you may not find your
linked data in exact same state as before deleting it, after an undo,
since it actually implies *reloading* the deleted libraries (and not
restoring from a previously stored memory dump).
Reported by @sergey, thanks.
Main issue here was that in old usercount system 'user_real' did simply
not allow that kind of thing to work. With new pait of 'USER_EXTRA'
tags, it becomes possible to handle the case correctly, by merely refining
checks about indirectly use objects whene removing them from a scene.
Incidently, found another related bug, 'link group objects to scene' was not
incrementing objects' usercount - bad, very very bad!
This aims at always ensuring that ID.newid (and relevant LIB_TAG_NEW)
stay in clean (i.e. cleared) state by default.
To achieve this, instead of clearing after all id copy call (would be
horribly noisy, and bad for performances), we try to completely remove
the setting of id->newid by default when copying a new ID.
This implies that areas actually needing that info (mainly, object editing
area (make single user...) and make local area) have to ensure they set
it themselves as needed.
This is far from simple change, many complex code paths to consider, so
will need some serious testing. :/
Totally stupid to not pass it, and then let (some) BKE_foo_make_local() use G.main!
Note: unused for now, much more refactoring still to come in make_local area!
Idea is to replace hard-to-track (id->lib != NULL) 'is linked datablock' check everywhere in Blender
by a macro doing the same thing. This will allow to easily spot those checks in future, and more importantly,
to easily change it (see work done in asset-engine branch).
Note: did not touch to readfile.c, since there most of the time 'id->lib' check actually concerns the pointer,
and not a check whether ID is linked or not. Will have a closer look at it later.
Reviewers: campbellbarton, brecht, sergey
Differential Revision: https://developer.blender.org/D2082
This is in fact very hairy situation here... Objects are only refcounted by scenes,
any other usage is 'free', which means once all object instanciations are gone Blender
considers it can delete it.
There is a trap here though: indirect usages. Typically, we should never modify linked data
(because it is essencially useless, changes would be ignored and ost on next reload or
even undo/redo). This means indirect usages are not affected by default 'safe' remapping/unlinking.
For unlinking preceeding deletion however, this is not acceptable - we are likely to end with
a zero-user ID (aka deletable one) which is still actually used by other linked data.
Solution choosen here is double:
I) From 'user-space' (i.e. outliner, operators...), we check for cases where deleting datablocks
should not be allowed (indirect data or indirectly used data), and abort (with report) if needed.
II) From 'lower' level (BKE_library_remap and RNA), we also unlink from linked data,
which makes actual deletion possible and safe.
Note that with previous behavior (2.77 one), linked object would be deleted, including from linked data -
but then, once file is saved and reloaded, indirect usage would link back the deleted object,
without any instanciation in scene, which made it somehow virtual and unreachable...
With new behavior, this is no more possible, but on the other hand it means that in situations of dependency cycles
(two linked objects using each other), linked objects become impossible to delete (from user space).
Not sure what's best here, behavior with those corner cases of library linking is very poorly defined... :(
Also define single callback func typedef, cleaner this way!
Note: maybe we want to do that for the other callbacks too (data, etc.), but will be enough for now.
This commit adds operators and Outliner menu entries to reload or relocate a library,
and to delete or replace a datablock.
RNA ID API is also extended to allow ID deletion and remapping from python.
Review task: D2027 (https://developer.blender.org/D2027).
Reviewed by campbellbarton, thanks a bunch.
This commit changes a lot of how IDs are handled internally, especially the unlinking/freeing
processes. So far, this was very fuzy, to summarize cleanly deleting or replacing a datablock
was pretty much impossible, except for a few special cases.
Also, unlinking was handled by each datatype, in a rather messy and prone-to-errors way (quite
a few ID usages were missed or wrongly handled that way).
One of the main goal of id-remap branch was to cleanup this, and fatorize ID links handling
by using library_query utils to allow generic handling of those, which is now the case
(now, generic ID links handling is only "knwon" from readfile.c and library_query.c).
This commit also adds backends to allow live replacement and deletion of datablocks in Blender
(so-called 'remapping' process, where we replace all usages of a given ID pointer by a new one,
or NULL one in case of unlinking).
This will allow nice new features, like ability to easily reload or relocate libraries, real immediate
deletion of datablocks in blender, replacement of one datablock by another, etc.
Some of those are for next commits.
A word of warning: this commit is highly risky, because it affects potentially a lot in Blender core.
Though it was tested rather deeply, being totally impossible to check all possible ID usage cases,
it's likely there are some remaining issues and bugs in new code... Please report them! ;)
Review task: D2027 (https://developer.blender.org/D2027).
Reviewed by campbellbarton, thanks a bunch.
This is purely internal sanitizing/cleanup, no change in behavior is expected at all.
This change was also needed because we were getting short on ID flags, and
future enhancement of 'user_one' ID behavior requires two new ones.
id->flag remains for persistent data (fakeuser only, so far!), this also allows us
100% backward & forward compatibility.
New id->tag is used for most flags. Though written in .blend files, its content
is cleared at read time.
Note that .blend file version was bumped, so that we can clear runtimeflags from
old .blends, important in case we add new persistent flags in future.
Also, behavior of tags (either status ones, or whether they need to be cleared before/after use)
has been added as comments to their declaration.
Reviewers: sergey, campbellbarton
Differential Revision: https://developer.blender.org/D1683
Caminandes team request. In current master it's not possible to do this in a total
clean way, so we are simply setting all user counts of given lib's datablocks to zero
(similar to rna_ID_user_clear()'s doing).
This is a bit crappy because it still lets datablocks floating around (with invalid
user count values), and requires a save & reload cycle to be finalized. But for now
it should be good enough. Propper implementation will be added to id-remap.
We have callbacks for that, they also do some checks and help ensure things are done
correctly. Only place where this is assumed not true is blenloader (since here we
may affect refcount of library IDs as well...).
Steps to reproduce were: startup.blend, move any object, delete active scene (nothing happens), undo (nothing happens), second undo is needed to revert object transformation
Tooltips for buttons in the Outliner could overlap the Outliner's RMB
menu in some cases (and there's no way to get rid of the tooltip again).
This disables the button's tooltip before creating the menu (as we do it
for the normal RMB menu)
Typical error using '->next' member of a freed linked list item. A bit trickier
even here, since we have some recursion...
Trivial fix for nasty crasher, safe for 2.74 imho?