These socket types will be necessary for particle nodes.
The way these sockets are drawn can be changed separately.
Reviewers: brecht
Differential Revision: https://developer.blender.org/D7349
Those new socket types will be necessary for particle nodes.
The main difficulty with adding these socket types is that they
are the first that reference ID data in their `value`.
Therefore, user counting code had to be added in a couple new places.
Reviewers: brecht, mont29
Differential Revision: https://developer.blender.org/D7347
This adds an embedded node tree to the simulation data block dna.
The UI in the `Simulation Editor` has been updated to show a list
of simulation data blocks, instead of individual node trees.
The new `SpaceNodeEditor.simulation` property wraps the existing
`SpaceNodeEditor.id` property. It allows scripts to get and set
the simulation data block that is being edited.
Reviewers: brecht, mont29
Differential Revision: https://developer.blender.org/D7301
This data block will be the container for simulation node trees.
It will be used for the new particle node system (T73324).
The new data block has the type `ID_SIM`.
It is not visible to users and other developers by default yet.
To enable it, activate the cmake option `WITH_NEW_SIMULATION_TYPE`.
New simulation data blocks can be created by running `bpy.data.simulations.new("name")`.
Reviewers: brecht
Differential Revision: https://developer.blender.org/D7225
This editor's code was a bit schizophrenic, some parts considering its
nodetree usages as real refcounted ones, others, as shallow 'user one'
ones...
Editors should not be real ID users anyway, unless there are *very* good
reasons for it, so swich it to fully 'shallow' usage now.
Note this only changes cases where the variable was declared inside
the for loop. To handle it outside as well is a different challenge.
Differential Revision: https://developer.blender.org/D7320
The `BKE_animsys.h` and `anim_sys.c` files already had a an "AnimData
API" section. The code in that section has now been split off, and
placed into `BKE_anim_data.h` and `anim_data.c`.
All files that used to include `BKE_animsys.h` have been adjusted to
only include the animation headers they need (sometimes none).
No functional changes.
Issue revealed by own recent cleanup in rB8820ab4, and moticed by
@brecht, thanks.
Note that am not 100% sure whether we should allow call on lib_query
without a proper valid owner_id, for embedded data-blocks. But this can
be investifated later, so far things have been working like that.
'Private' can be a rather confusing term, especially when considering
its meaning in programming languages.
So now root node trees and master collections are 'embedded' IDs
instead.
This commit is a full refactor of the grease pencil modules including Draw Engine, Modifiers, VFX, depsgraph update, improvements in operators and conversion of Sculpt and Weight paint tools to real brushes.
Also, a huge code cleanup has been done at all levels.
Thanks to @fclem for his work and yo @pepeland and @mendio for the testing and help in the development.
Differential Revision: https://developer.blender.org/D6293
Handling those through different ways /might/ be needed sometimes, but
in most case this is just a nest of issues, since you can easily forget
to take them into account.
Note that this should be a 'non-functional' change, as this new behavior
is not used anywhere yet.
Using a struct here allows to change given parameters to the callbacks
without having to edit all callbacks functions, which is always noisy
and time consuming.