While the previous fix for T84920 is correct, the crash could still be
triggered by changing the active object while in edit-mode.
Ensure stale data isn't used by tagging for depsgraph update when
edit-mode data is freed on undo.
While exiting edit-mode normally does this, it's possible to set the
active object to a non edit-mode mesh, skipping the mode-switch
operator and it's depsgraph tagging.
With the new `ed_util_ops.c` introduced in 2250b5cefe, existing code can be
cleaned up to use it.
* Move new ID preview operators to `ed_util_ops.c`
* Move ED operator registration to `ed_util_ops.c`
* Use doxygen sections in `ed_util_ops.c`
* Rename ID related ED operators to use `ED_OT_lib_id_` prefix.
* Remove unused `#include`s
The previous design is rather old and has a couple of problems:
* Scalability: The current solution of adding little icon buttons next to the
data-block name field doesn't scale well. It only works if there's a small
number of operations. We need to be able to place more items there for better
data-block management. Especially with the introduction of library overrides.
* Discoverability: It's not obvious what some of the icons do. They appear and
disappear, but it's not obvious why some are available at times and others
not.
* Unclear Status: Currently their library status (linked, indirectly linked,
broken link, library override) isn't really clear.
* Unusual behavior: Some of the icon buttons allow Shift or Ctrl clicking to
invoke alternative behaviors. This is not a usual pattern in Blender.
This patch does the following changes:
* Adds a menu to the right of the name button to access all kinds of operations
(create, delete, unlink, user management, library overrides, etc).
* Make good use of the "disabled hint" for tooltips, to explain why buttons are
disabled. The UI team wants to establish this as a good practise.
* Use superimposed icons for duplicate and unlink, rather than extra buttons
(uses less space, looks less distracting and is a nice + consistent design
language).
* Remove fake user and user count button, they are available from the menu now.
* Support tooltips for superimposed icons (committed mouse hover feedback to
master already).
* Slightly increase size of the name button - it was already a bit small
before, and the move from real buttons to superimposed icons reduces usable
space for the name itself.
* More clearly differentiate between duplicate and creating a new data-block.
The latter is only available in the menu.
* Display library status icon on the left (linked, missing library, overridden,
asset)
* Disables "Make Single User" button - in review we weren't sure if there are
good use-cases for it, so better to see if we can remove it.
Note that I do expect some aspects of this design to change still. I think some
changes are problematic, but others disagreed. I will open a feedback thread on
devtalk to see what others think.
Differential Revision: https://developer.blender.org/D8554
Reviewed by: Bastien Montagne
Design discussed and agreed on with the UI team, also see T79959.
This makes it possible to trigger a refresh of the data-block preview,
available next to the preview in the Asset Browser sidebar. The previews get
easily outdated and automatically refreshing it all the time is not an option
because it would be a consistently running, quite expensive process. So a
button to cause a refresh should be reasonable.
This button can also be used to switch back from a custom preview to a
generated one. Although that may not be clear, and we should probably think of
a way to explain that better.
Addresses T82719.
* Support defining (not necessarily rendering) icons in threads. Needed so the
File Browser can expose file previews with an icon-id to scripts.
** For that, ported `icons.c` to C++, to be able to use scope based mutex locks
(cleaner & safer code). Had to do some cleanups and minor refactoring for
that.
* Added support for ImBuf icons, as a decent way for icons to hold the file
preview buffers.
* Tag previews as "unfinished" while they render in a thread, for the File
Browser to dynamically load previews as they get finished.
* Better handle cases where threaded preview generation is requested, but the
ID type doesn't support it (fallback to single threaded). This is for general
sanity of the code (as in, safety and cleanness)
* Enabled asset notifier for custom preview loading operator, was just disabled
because `NC_ASSET` wasn't defined in master yet.
Part of the first Asset Browser milestone. Check the #asset_browser_milestone_1
project milestone on developer.blender.org.
Differential Revision: https://developer.blender.org/D9719
Reviewed by: Bastien Montagne, Brecht Van Lommel
No automatic preview generation will ever be good enough to cover all cases
well. So custom preview images are a must for a preview driven data-block
selection - like for asset browsing.
The operator simply allows selecting an image file, which will then be read and
copied into the data-blocks preview (resized if necessary).
There's no UI for this currently and the operator won't be available in the
search menu yet. It will later once the Asset Browser UI is merged.
Reviewed as part of https://developer.blender.org/D9719.
Reviewed by: Bastien Montagne, Brecht Van Lommel
Those two functions had `BKE_` prefix, were defined in BKE headers, but
implemented in ED code, yuck.
Moved everything to ED area for now, since those do not look fondamental
enough to belong to BKE, and none of their usages requires it currently.
This caused an additional argument when exiting object modes
and many other low level functions which don't need to access context.
This simplifies fixing T77073.
Functionality here has become confusing over time,
this removes duplicate, similar functions, preferring to set the mode
instead of toggle, enter, exit.
Mode switching utility function behaved differently regarding undo,
'ED_object_mode_toggle' for example didn't skip the undo push
where 'ED_object_mode_set' did.
Some callers chose these functions based on the intended undo behavior,
even when toggling didn't make sense.
There was also ED_object_mode_generic_enter which was similar to
ED_object_mode_set, instead of the reverse of ED_object_mode_generic_exit.
Simplify object mode switching internals:
- Replace ED_object_mode_generic_enter with ED_object_mode_set.
- Remove ED_object_mode_toggle as nearly all callers needed to check
the current mode so toggling would set the mode argument correctly.
- Use ED_object_mode_set for the object mode switching operator
to simplify logic.
- Add ED_object_mode_set_ex which has an argument to disable undo,
needed when loading undo data needs to set the mode.
- Remove unused ED_object_mode_exit.
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
Follow up of b2ee1770d4 and 10c2254d41, part of T74432.
Now the area and region naming conventions should be less confusing.
Mostly a careful batch rename but had to do few smaller fixes.
Also ran clang-format on affected files.
The old convention was easy to confuse with ScrArea.
Part of https://developer.blender.org/T74432.
This is mostly a batch rename with some manual fixing. Only single word
variable names are changed, no prefixed/suffixed names.
Brecht van Lommel and Campbell Barton both gave me a green light for
this convention change.
Also ran clan clang format on affected files.
- Remove the only_render arg from ED_editors_flush_edits
was only used in one place, the '_ex' version can be used instead.
- Split out the single object version of this function as currently
flushing is being done in-line, often only accounting for edit-mode,
ignoring sculpt mode for e.g.
This introduces object mode tagging for data which hasn't yet been
written back to the ID data.
Now when selecting other sculpt objects, the original objects data is
flushed back to the ID before writing a memfile undo step.
Make a distinction between flush sculpt changes for rendering, and forcing
sculpt data structures to be rebuilt after mesh changes. Also don't use PBVH
for renders.
This change ensures that operators which needs access to evaluated data
first makes sure there is a dependency graph.
Other accesses to the dependency graph made it more explicit about
whether they just need a valid dependency graph pointer or whether they
expect the graph to be already evaluated.
This replaces OPTYPE_USE_EVAL_DATA which is now removed.
Some general rules about usage of accessors:
- Drawing is expected to happen from a fully evaluated dependency graph.
There is now a function to access it, which will in the future control
that dependency graph is actually evaluated.
This check is not yet done because there are some things to be taken
care about first: for example, post-update hooks might leave scene in
a state where something is still tagged for update.
- All operators which needs to access evaluated state must use
CTX_data_ensure_evaluated_depsgraph().
This function replaces OPTYPE_USE_EVAL_DATA.
The call is generally to be done in the very beginning of the
operator, prior other logic (unless this is some comprehensive
operator which might or might not need access to an evaluated state).
This call is never to be used from a loop.
If some utility function requires evaluated state of dependency graph
the graph is to be passed as an explicit argument. This way it is
clear that no evaluation happens in a loop or something like this.
- All cases which needs to know dependency graph pointer, but which
doesn't want to actually evaluate it can use old-style function
CTX_data_depsgraph_pointer(), assuming that underlying code will
ensure dependency graph is evaluated prior to accessing it.
- The new functions are replacing OPTYPE_USE_EVAL_DATA, so now it is
explicit and local about where dependency graph is being ensured.
This commit also contains some fixes of wrong usage of evaluation
functions on original objects. Ideally should be split out, but in
reality with all the APIs being renamed is quite tricky.
Fixes T67454: Blender crash on rapid undo and select
Speculation here is that sometimes undo and selection operators are
sometimes handled in the same event loop iteration, which leaves
non-evaluated dependency graph.
Fixes T67973: Crash on Fix Deforms operator
Fixes T67902: Crash when undo a loop cut
Reviewers: brecht
Reviewed By: brecht
Subscribers: lichtwerk
Maniphest Tasks: T67454
Differential Revision: https://developer.blender.org/D5343
This only handles the issue after file load.
To make it an all-around solution we need to deal with
this in ed_object_select_pick, do_outliner_item_activate_tree_element(),
...
Cheap tip: anything that is not "Camel Case" and/or that is more than
a few words long should use `TIP_` translation, not `IFACE_` one.
Also added several missing strings (including the one reported in D5056
by Jean First (@robbott), thanks).
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.
Now always refresh when the material changes. Depsgraph tag moved out
of the refresh function since that gets called on depsgraph update,
which should not trigger a second depsgraph update.
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.