Keep the pointer location from the initial window-manager
between file load operations.
This is needed as the Python API may hold references to keymaps for e.g.
which are transferred to the newly loaded window manager,
without their `PointerRNA.owner_id` fields being updated.
Since there is only ever one window manager, keep the memory at the same location so the Python ID pointers stay valid.
Reviewed By: mont29
Ref D10690
Remove DNA headers, using forward declarations where possible.
Also removed duplicate header, header including it's self
and unnecessary inclusion of libc system headers from BKE header.
The parameter type was incorrectly changed in rB6be56c13e96048cbc494ba5473a8deaf2cf5a6f8 by me.
This can be any id and does not have to be a node tree.
This is the initial merge from the geometry-nodes branch.
Nodes:
* Attribute Math
* Boolean
* Edge Split
* Float Compare
* Object Info
* Point Distribute
* Point Instance
* Random Attribute
* Random Float
* Subdivision Surface
* Transform
* Triangulate
It includes the initial evaluation of geometry node groups in the Geometry Nodes modifier.
Notes on the Generic attribute access API
The API adds an indirection for attribute access. That has the following benefits:
* Most code does not have to care about how an attribute is stored internally.
This is mainly necessary, because we have to deal with "legacy" attributes
such as vertex weights and attributes that are embedded into other structs
such as vertex positions.
* When reading from an attribute, we generally don't care what domain the
attribute is stored on. So we want to abstract away the interpolation that
that adapts attributes from one domain to another domain (this is not
actually implemented yet).
Other possible improvements for later iterations include:
* Actually implement interpolation between domains.
* Don't use inheritance for the different attribute types. A single class for read
access and one for write access might be enough, because we know all the ways
in which attributes are stored internally. We don't want more different internal
structures in the future. On the contrary, ideally we can consolidate the different
storage formats in the future to reduce the need for this indirection.
* Remove the need for heap allocations when creating attribute accessors.
It includes commits from:
* Dalai Felinto
* Hans Goudey
* Jacques Lucke
* Léo Depoix
Issue was with our dear posebones again... when applying overrides we
keep the same address/pointer for the IDs themselves, (which avoids us
the need to remap their usages), but their inner data is often
re-allocated.
Therefore, we need once again to go over armature objects and invalidate
their posebone pointers.
This should also be back-ported to Blender LTS 2.83.
Maniphest Tasks: T80078
Differential Revision: https://developer.blender.org/D8734
'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.
The former is always a real, in-Main data-block, while the later, when
different, should be one of those embedded 'private' IDs (like root node
ree or master collection).
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.
Having functions defined in `BKE_lib_id.h` implemented into
`lib_remap.c` was confusing at best.
Besides trivial code splitting and header includes cleanup, had to add a
new `lib_intern.h` header for callbacks used by both remapping and
deletion code.