This partially reverts commit a77feabb51,
removing the shallow 'duplicate hierarchy' option from outliner.
Core changes from that commit in BKE_collections are kept.
Convention was not to but after discussion on 918941483f we agree its
best to change the convention.
Names now mostly follow RNA.
Some exceptions:
- Use 'nodetrees' instead of 'nodegroups'
since the struct is called NodeTree.
- Use 'gpencils' instead of 'grease_pencil'
since 'gpencil' is a common abbreviation in the C code.
Other exceptions:
- Leave 'wm' as it's a list of one.
- Leave 'ipo' as is for versioning.
Point is, you may want to duplicate your set of collections, but not
duplicate all their objects.
Some notes:
* Am rather skeptical about the practice of using operator name to
define behavior of some common exec code. Imho, that should be a single
operator with an enum to refine its behavior (@cambpellbarton may also
have an opinion here?). Left it as-is for now, because this seems to be
used by other operators too in that code. :/
* @dfelinto, @pablovazquez, @billreynish am not so happy with current
names, but cannot find really good short ones either... Also, shouldn't
we move those into a dedicated `Duplicate` sub-menu?
That one was an empty place-holder, BKE_collection_duplicate() is now
doing that. And its call from full scene copying is not needed
currently, 'deep copy' in that case is handled in editor's
`ED_scene_add()`.
Note that at some point, we might want to move that logic into BKE, but
for now let's keep thing as they are - working.
* Fix incorrect handling of children collections being linked more than
once in the hierarchy (previous code would make a new copy for each
link, instead of just re-linking the first copy for each extra link).
* Simplify some aspects of it (we do not need a GHash for new objects,
we can use ID->newid pointer instead, and some iterations can be done
directly on existing linked lists of old collection, instead of making
temp local copies of them).
* Move all copy logic into a single private recursive function (it was a
bit odd/disturbing to see calling function being indirectly called again
by the recursive helper one - not wrong, but that kind of code path can
quickly become problematic in recursive patterns).
* Added some comments about expected behavior of
`BKE_collection_duplicate()` depending on its booleans options.
As per the suggestion on T57064, this introduces two new options to duplicate collections.
We then have:
* Duplicate > Collection (New collection with linked content).
* Duplicate > Hierachy (Duplicate entire hierarchy and make all contents single user).
* Duplicate > Linked Hierarchy (Duplicate entire hierarchy keeping content linked with original).
Development TODO: `single_object_users` can/should use the new functions.
Reviewers: brecht, mont29
Subscribers: pablovazquez, billreynish, JulienKaspar
Differential Revision: https://developer.blender.org/D4394
At some I unified the "move to collection" with the remove from all collections
functionality. That meant that even when we were still to keep the object in one
of the collections we would clear its rigid body data.
Now why to even remove the rigidbody data when removing an object from all
collections? That mimics the 2.79 behaviour when we were to unlink an
object from a scene. I suspect it has to do with the rigid body data
being tied to the scene rigid body. Which is a strange design anyways
(add to the list?) since an object can be in more than one scene.
BF-admins agree to remove header information that isn't useful,
to reduce noise.
- BEGIN/END license blocks
Developers should add non license comments as separate comment blocks.
No need for separator text.
- Contributors
This is often invalid, outdated or misleading
especially when splitting files.
It's more useful to git-blame to find out who has developed the code.
See P901 for script to perform these edits.
We were never removing the parent collection from a collection upon removal
of the parent.
Reviewers: mont29
Differential Revision: https://developer.blender.org/D4099
There were at least three copies of those:
- OB_RECALC* family of flags, which are rudiment of an old
dependency graph system.
- PSYS_RECALC* which were used by old dependency graph system
as a separate set since the graph itself did not handle
particle systems.
- DEG_TAG_* which was used to tag IDs.
Now there is a single set, which defines what can be tagged
and queried for an update. It also has some aggregate flags
to make queries simpler.
Lets once and for all solve the madness of those flags, stick
to a single set, which will not overlap with anything or require
any extra conversion.
Technically, shouldn't be measurable user difference, but some
of the agregate flags for few dependency graph components did
change.
Fixes T58632: Particle don't update rotation settings
Logical flaw in `BKE_scene_objects_iterator_begin()` code (two errors
actually, wrong handling of first object of Master collection, and
missing call to `object_base_unique()` to 'register' that first object
and avoid getting it returned a second time).
Simply fixed by always calling `BKE_scene_objects_iterator_next()`
after minimal proper init, that one knows how to do the things. ;)
Simplify library remapping code to handle special collection/object links
in postprocess. Previously base contained the actual object link which
needed special handling in preprocess, now objects are linked through
collection and the base cache can be updated in postprocess.
Note this is now separate from H key hiding, and meant for more persistent
ways to define which objects are relevant to the viewport or render.
This avoids some cases where you'd have to create collection specifically
to hide objects for viewport/render.
I moved some code from ED_rigidbody_object_remove() to
BKE_rigidbody_remove_object(), so that calling the latter doesn't leave
the object in rbw->group (causing a crash later on when rebuilding the
depsgraph).
Before that copied collection in copy-on-write were running out
of sync with original ones. This was causing crash with the
following scenario:
- Delete some objects from scene
- Add particle system to an object
- Change particle mode to Hair
Thanks Dalai for debug session! Pair programming ftw!