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Conflicts:
source/blender/collada/ArmatureExporter.cpp
source/blender/collada/ArmatureExporter.h
source/blender/collada/DocumentExporter.cpp
source/blender/collada/DocumentExporter.h
source/blender/collada/SceneExporter.cpp
source/blender/collada/SceneExporter.h
source/blender/collada/collada.cpp
source/blender/collada/collada.h
source/blender/editors/armature/armature_edit.c
source/blender/editors/armature/editarmature_retarget.c
source/blender/editors/armature/pose_transform.c
source/blender/editors/include/ED_armature.h
source/blender/editors/include/ED_object.h
source/blender/editors/include/ED_screen.h
source/blender/editors/io/io_collada.c
source/blender/editors/object/object_transform.c
source/blender/editors/screen/screen_edit.c
source/blender/editors/screen/screen_ops.c
source/blender/windowmanager/intern/wm.c
source/blender/windowmanager/intern/wm_files.c
source/blender/windowmanager/intern/wm_window.c
source/blenderplayer/bad_level_call_stubs/stubs.c
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The depsgraph was always created within a fixed evaluation context. Passing
both risks the depsgraph and evaluation context not matching, and it
complicates the Python API where we'd have to expose both which is not so
easy to understand.
This also removes the global evaluation context in main, which assumed there
to be a single active scene and view layer.
Differential Revision: https://developer.blender.org/D3152
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This adds initial multi-object editing support.
- Selected objects are used when entering edit & pose modes.
- Selection & tools work on all objects however many tools need porting
See: T54641 for remaining tasks.
Indentation will be done separately.
See patch: D3101
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This caused too many problems syncing object modes
with multiple objects/windows/workspaces, see: D3130 for details.
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For 2.8 there is already a utility function for this,
wrap it - avoiding an undo step.
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- Undo that changes modes currently asserts,
since undo is now screen data.
Most likely we will change how object mode and workspaces work
since it's not practical/maintainable at the moment.
- Removed view_layer from particle settings
(wasn't needed and complicated undo).
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- Use a single undo history for all operations.
- UndoType's are registered and poll the context to check if they
should be used when performing an undo push.
- Mode switching is used to ensure the state is correct before
undo data is restored.
- Some undo types accumulate changes (image & text editing)
others store the state multiple times (with de-duplication).
This is supported by checking UndoStack.mode `ACCUMULATE` / `STORE`.
- Each undo step stores ID datablocks they use with utilities to help
manage restoring correct ID's.
Needed since global undo is now mixed with other modes undo.
- Currently performs each undo step when going up/down history
Previously this wasn't done, making history fail in some cases.
This can be optimized to skip some combinations of undo steps.
grease-pencil is an exception which has not been updated
since it integrates undo into the draw-session.
See D3113
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Check if mode data exists before attempting to change the modes.
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It was too tricky to know ahead of time if an object would still
be visible in the new window/workspace/scene/layer combination,
especially since other windows may share some of these data-blocks.
So store the context, make the change, then check if the object is
still visible, freeing mode data of it's not.
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Was mixed with edit-mode, centralize mode switching in a single file.
No functional changes.
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