At the moment libblock_remap_data_preprocess is using
FOREACH_SCENE_OBJECT to iterate over all the objects of the scene and
unlink them.
However we were storing a reference to the Base of the removed object.
Anyways, the loop is now sanitized so that this crash no longer happens.
Also now we have an unittest for this.
This is similar to some other datablocks. Mainly applies to collections,
so freeing scene does not involve changing any non-directly owned data.
There are two main usecases foreseen for the future:
- Less CPU ticks on bmain free, where everything is freed anyway and
there is no need to preserve id counters.
- Easier freeing of temporary data, including data which is used by
depsgraph's copy-on-write mechanism.
Neither of those are currently implemented, but will be shortly.
This way we are not afraid of recursion being too deep.
That could have happened when having two collections which
are sharing same list of 1000s of objects.
This moves selectability/visibility flag flush from some hardcoded
places in the code to depsgraph. This way it is possible to simply
tag depsgraph to update those flags and rest it'll do on its own.
Using depsgraph for such flush is an overkill: those flags are fully
static and can not be animated, so it doesn't really make sense to
hook only those to depsgraph.
However, in the future we will have overrides on collections, which
ideally would need to be animatable and drivable and easiest way
to support this is to do this on depsgraph level, so it ensures
proper order of evaluation for animation and drivers. And it seems
logical to do both overrides and flags flush from depsgraph from
this point of view.
This commit also includes the evaluation of IDProperty for collections,
which basically are just another form of override. So once we implement
the other kind of overrides the flushing and collection evaluation won't
change.
Patch by Sergey Sharybin and Dalai Felinto
This adds initial support for reordering collections from the Outliner
using drag & drop.
Although drag & drop support is limited to collections for now, this
lays most foundations for general drag & drop reordering support in the
Outliner. There are some design questions to be answered though:
* Would reordering of other data types (like objects) be a purely visual change or would it affect the order in which they are stored? (Would that make a difference for the user?)
* Should/can we allow mixing of different data types? (e.g. mixing render layers with objects)
* How could we realize this technically?
Notes:
* "Sort Alphabetically" has to be disabled to use this ("View" menu).
* Reordering only works with collections on the same hierarchy level.
* Added some visual feedback that should work quite well, it's by far not a final design though: {F493806}
* Modified collection orders are stored in .blends.
* Reordering can be undone.
* Did minor cleanups here and there.
Every time:
* A collection settings is set
* A collection visibility changes
* An object is added/removed/ ...
We need to recalculate the "accumulated" CollectionEngineSettings that
the render engine should use for an object.
This is to be handled by the depsgraph. Meanwhile this code should allow
us to start using those settings in the render engines.
Note: We are storing this in the objects, which means we can only have
one active calculated option every time.
This is intended to get the conversation with the Depsgraph department
going.
Design Documents
----------------
* https://wiki.blender.org/index.php/Dev:2.8/Source/Layers
* https://wiki.blender.org/index.php/Dev:2.8/Source/DataDesignRevised
User Commit Log
---------------
* New Layer and Collection system to replace render layers and viewport layers.
* A layer is a set of collections of objects (and their drawing options) required for specific tasks.
* A collection is a set of objects, equivalent of the old layers in Blender. A collection can be shared across multiple layers.
* All Scenes have a master collection that all other collections are children of.
* New collection "context" tab (in Properties Editor)
* New temporary viewport "collections" panel to control per-collection
visibility
Missing User Features
---------------------
* Collection "Filter"
Option to add objects based on their names
* Collection Manager operators
The existing buttons are placeholders
* Collection Manager drawing
The editor main region is empty
* Collection Override
* Per-Collection engine settings
This will come as a separate commit, as part of the clay-engine branch
Dev Commit Log
--------------
* New DNA file (DNA_layer_types.h) with the new structs
We are replacing Base by a new extended Base while keeping it backward
compatible with some legacy settings (i.e., lay, flag_legacy).
Renamed all Base to BaseLegacy to make it clear the areas of code that
still need to be converted
Note: manual changes were required on - deg_builder_nodes.h, rna_object.c, KX_Light.cpp
* Unittesting for main syncronization requirements
- read, write, add/copy/remove objects, copy scene, collection
link/unlinking, context)
* New Editor: Collection Manager
Based on patch by Julian Eisel
This is extracted from the layer-manager branch. With the following changes:
- Renamed references of layer manager to collections manager
- I doesn't include the editors/space_collections/ draw and util files
- The drawing code itself will be implemented separately by Julian
* Base / Object:
A little note about them. Original Blender code would try to keep them
in sync through the code, juggling flags back and forth. This will now
be handled by Depsgraph, keeping Object and Bases more separated
throughout the non-rendering code.
Scene.base is being cleared in doversion, and the old viewport drawing
code was poorly converted to use the new bases while the new viewport
code doesn't get merged and replace the old one.
Python API Changes
------------------
```
- scene.layers
+ # no longer exists
- scene.objects
+ scene.scene_layers.active.objects
- scene.objects.active
+ scene.render_layers.active.objects.active
- bpy.context.scene.objects.link()
+ bpy.context.scene_collection.objects.link()
- bpy_extras.object_utils.object_data_add(context, obdata, operator=None, use_active_layer=True, name=None)
+ bpy_extras.object_utils.object_data_add(context, obdata, operator=None, name=None)
- bpy.context.object.select
+ bpy.context.object.select = True
+ bpy.context.object.select = False
+ bpy.context.object.select_get()
+ bpy.context.object.select_set(action='SELECT')
+ bpy.context.object.select_set(action='DESELECT')
-AddObjectHelper.layers
+ # no longer exists
```