We draw small numbers over the icon of multiple objects of the same type.
Also, we make all inlined elements to be non-clickabled.
For modifiers we still do it the old way. In this case it is more important
to see the order then the ammount.
Reviewers: brecht, campbellbarton
Subscribers: billreynish, venomgfx
Design task and mockup: T54707
Differential Revision: https://developer.blender.org/D3497
Make it more reliable and predictable way of getting pointer to
an original mesh which came from copy-on-write engine.
Related change: made it (hopefully) more clear name for flags.
Fixes bug with changes to properties not being flushed to the COW data.
It fixes T55144.
This is the part of rBb4b745b72064 that is required although slow.
Which was partially addressed but the rest of the commit, which in
turn broke things. So for now let's get RNA to flush slow cow, and
deal with the consequences.
This reverts commit b4b745b720.
This was causing a problem in 01_025_A.anim.blend from the Spring
production files, where selecting one of Autumn's bones would
result in character jumping back to the origin.
Was caused by two things from the past:
- Tagging would set id->recalc to COW update flag.
This one is to be ignored.
- Particle tagging will use psys recalc flags on id->recalc,
but we only need to use flags from particles. Otherwise
it will be some collisions in bit masks.
This reverts commit 87c72a7d27.
Caused T54121 which breaks blend file saving.
For now crash on exit is preferable.
Possible solution is to free screen-manipulator batches in a separate
loop.
Before we were re-using newid pointer inside of ID structure where we were
storing pointer to an original datablock.
It seems there is no way we can avoid requirement of having pointer to an
original datablock, so let's stop obusing system which was only designed to
be a runtime only thingie. Will be more safe this way, without need to worry
about using any API which modifies newid.
Currently this is a no-visible-changes change, but the idea is to use this
dedicated flag to tell which exact components of ID changed, make it more
granular than just OBJECT and OBJECT_DATA. Allow setting this field based
on what components new dependency graph flushed on evaluation.
Currently unused, but this is where LIB_TAG_ID_RECALC* flags will go.
Also modified other DNA to make pointer property being followed by pointer.
Makes it easier to keep track of alignment and extend nested structures without
ruining anything.
Avoid creating new Python instances
every time a scene, object, mesh .. etc are accessed.
Also resolves crashes T28724, T53530
although it's only valid for ID types, not modifiers vertices etc.
Back-ported from blender2.8 branch.
See https://developer.blender.org/D2417 for details.
Note that since static overrides rely heavily on RNA, this commit is
essentially invisible from user PoV, more in next commits.
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.
Previously it was returning short, which was really easy to (a) compare against
non-ID type value (b) forget to handle some specific value in switch statement.
Both issues happened in the nearest past, so it's time to tighten some nuts
here.
Most of the change related on silencing strict compiler warning now, but there
is also one tricky aspect: ID_NLA is not in the IDType enum. So there is still
cast to short to handle that switch. If someone has better ideas how to deal
with this please go ahead :)
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