Access to main database is actually rarely needed, but some custom
'apply' functions do need it (like Collections' overriding of objects or
children collections).
When RNA path was for a collection item, we'd falsly get NULL final
property (and wrong final RNA pointer too).
Own stupid mistake in some previous commit, iirc.
We are already running out of available flags in main, generic int, and
everytime I work on static override I find new special cases that will
need new specific propflag, so...
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.
We use 'reference' to designate the linked ID which is being overridden
by the local one, so using 'reference' to designate the stored local ID
in apply RNA code was... not a good idea. ;)
This is actually rather slow process, commeting it out gives us another
10% speedup... On a non-animated char! Don't even want to know how much
this would have costed on a rig with hundreds of fcurves!
And checking this is not really critical for us anyway, once animated
you do not really care whether props are also statically overridden or
not.
use stack instead of always allocating memory for RNA paths of checked
properties! From average 167ms to 118ms here with Autumn rig... Still a
lot to improve, but that's already much better.
Why exactly this happens remains unclear, found that in the
autumn.blenrig file of Spring production while working on static
overrides... Tons of ugly IDProps in that rig. xD
This commit essentially introduces a new RNA property flag, which when
set prevents affected property from being processed at all in comparison
code (also used to automatically generate static override rules).
The idea is to use it on very low-level data in RNA, like e.g. mesh's
geometry or psys' particles collections.
For now only applied to psys' particle collections, on the main mesh of
Agent327 pigeon, it goes from 100ms to 0.5ms on a full
auto-override-generating comparison...
Also added some new RNA property helper funcs to check on comparable and
overridable status.
Allows for each workspace to have it's own add-ons on display.
Filtering for: Panels, Menus, Keymaps & Manipulators.
Automatically applies to add-ons at the moment.
Access from workspace, toggled off by default
once enabled, add-ons can be white-listed.
See D3076
When destination IDProp did not exist, new code (related ot static
overrides) would not do nothing...
IDProps and RNA are really not easy to tame, thinking more and more we
should totally bypass RNA and directly use (add) IDP code to handle
comparison and diff creation/application of IDProps.
But for now, this bandage should to the trick.
Unfortunately, we cannot perform set/unset checks on 'resolved'
properties (i.e. from actual IDProperties pointers, and not virtual RNA
placeholders)... IDProps in RNA are rather challenging topic. :|
This should fully fix T53715: 2.8: Removing keymap items no longer works
Still not fully working, more work TODO (IDProps are rather tedious to
handle in RNA... :/ ).
Partial fix of T53715: 2.8: Removing keymap items no longer works.
Some shortcuts can now be edited/deleted again, but some remain
mysteriously frozen!