This is a final step of having proper ownership. Now selecting different
layers in the "top bar" will actually do what this is expected to do.
Surely, there are still things to be done under the hood, that will happen
in a less intrusive way.
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.
Engine is not stored in WorkSpaces. That defines the "context" engine, which
is used for the entire UI.
The engine used for the poll of nodes (add node menu, new nodes when "Use Nodes")
is obtained from context.
Introduce a ViewRender struct for viewport settings that are defined for
workspaces and scene. This struct will be populated with the hand-picked
settings that can be defined per workspace as per the 2.8 design.
* use_scene_settings
* properties editor: workshop + organize context path
Use Scene Settings
==================
For viewport drawing, Workspaces have an option to use the Scene render
settings (F12) instead of the viewport settings.
This way users can quickly preview the final render settings, engine and
View Layer. This will affect all the editors in that workspace, and it will be
clearly indicated in the top-bar.
Properties Editor: Add Workspace and organize context path
==========================================================
We now have the properties of:
Scene, Scene > Layer, Scene > World, Workspace
[Scene | Workspace] > Render Layer > Object
[Scene | Workspace] > Render Layer > Object > Data
(...)
Reviewers: Campbell Barton, Julian Eisel
Differential Revision: https://developer.blender.org/D2842
2.8x branch added bContext arg in many places,
pass eval-context instead since its not simple to reason about what
what nested functions do when they can access and change almost anything.
Also use const to prevent unexpected modifications.
This fixes crash loading files with shadows,
since off-screen buffers use a NULL context for rendering.
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. :)
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.
Auto & aligned handles wouldn't restore to their correct locations.
Note that a more direct fix for the bug is possible
(storing the handle locations to restore on cancel).
But that still gives some odd behavior, see code-comments for details.
New dependency graph is tacking root bone into account when building the graph.
This is required in order to get proper dependencies between bones. so we can
reliably use bones as targets from the same rig (and even indirect relations
via external objects). This forces us to tag relations for update when we change
root IK chain bone.
Since relations rebuild is not fully trivial operation, we only do it for
the new dependency graph. In the future it'll be nice to avoid whole graph
rebuild for such cases, but that's mentioned as a TODO.
Was doing O(n^2) list lookups with blender-render drawing & transform.
Also missing NULL checks would crash.
Use Object.base_flag (already used by new draw manager in places)
to avoid list lookup.
Note, transform still performs inefficient lookups,
but only for selected parents (like 2.7x), not all parents.
TexFace complicates the now more popular shading pipeline by having
per-face images, see: T51382 for details.
To keep the ability to select a per-material edit-image
(used with UV-mapping workflow), the material now stores an image
which will be set when changing images in edit-mode.
This is used as a bake-target when not using Cycles too.
I was hoping this would fix the issue of the object not moving after you copy it (right now you need to manually grab the object afterwards). But unfortunatelly it does not
- Connectivity length was overwritten by distance to closest selected.
- Vertices used the 'island' center of the closest vertex,
even if it wasn't connected.
Now optionally keep track of the original index of used as the closest
connected distance.
To support this needed to add optional support for islands of 1 vertex.
There are now only referenced in:
* drawobject.c
* particle_edit.c
* space_image.c (a single case to be handled on workspace branch)
* rigidbody_constraint.c (to be handled in the following commit)