Age | Commit message (Collapse) | Author |
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The NULL context is used to extract items for document generation.
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This patch adds domain and data type information to each row of the
attribute search menu. The data type is displayed on the right, just
like how the list is exposed for the existing point cloud and hair
attribute panels. The domain is exposed on the left like the menu
hierarchy from menu search.
For the implementation, the attribute hint information is stored as a
set instead of a multi-value map so that every item (which we need to
point to descretely in the search process) contains the necessary data
type and domain information by itself. We also need to allocate a new
struct for every button, which requires a change to allow passing a
newly allocated argument to search buttons.
Note that the search does't yet handle the case where there are two
attributes with the same name but different domains or data types in
the input geometry set. That will be handled as a separate improvement.
Differential Revision: https://developer.blender.org/D10623
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This commit essentially touches to post-processing of collections and
objects after resync itself has been done, to ensure their proper
instantiation in the scene:
- Remove a lot of the process in resync case (resynced data are assumed
to be already instantiated in the scene, unlike override creation
case).
- For auto-resync, only do post-processing once after all overrides
have been resynced (doing it after each individual resynced was
causing a lot of instantiation glitches, with a lot of unwanted
extra objects and collections being added to the master collection).
It also deals in a much more reliable way with detection of objects
missing from the scene, by using the new `BKE_scene_objects_as_gset`
utils.
As a bonus this makes auto-resync process slightly faster (only by a few
percents, but that's always good to get).
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In folded view, some type of data are listed as one icon per item,
others are 'compacted' as a single icon with a counter.
This commit adds bones (edit, normal and pose ones), pose groups and
vertex groups as 'compacted' ones in folded view.
Part of D10855.
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This is a minimal, information-only view currently, listing by default
all the override data-blocks, with their user-edited override
properties.
System-generated overrides (like the overrides of pointers to other
override data-blocks) can be shown through a filter option.
Finally, potential info or warning messages from (auto-)resync propcess
are also shown, as an icon + tooltip next to the affected items.
Part of D10855.
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The tooltip while dragging a collection in Scene mode in the Outliner
was always "Link inside Collection" even if the action performed was
different. This was because the `collection_drop_init` set the
`from_collection` always to `NULL` if the Outliner display mode was
currently set to Scene.
Commit that introduced this issue:
rB0f54c3a9b75be8f8db9022fb0aeb0f8d0d4f0299
The fix removes the check of the display mode and only sets the
`from_collection` to `NULL` if the ctrl (linking) key is held.
Reviewed By: JacquesLucke
Maniphest Tasks: T86947
Differential Revision: https://developer.blender.org/D10864
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Check for indirect ID use after other simple user count checks are made.
Also assert ED_object_base_free_and_unlink_no_indirect_check object
argument isn't indirectly used.
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overrides.
One can only resync, reset, delete etc. locl overrides, linked ones are
basically regular linked IDs and fully not editable.
Reported by Demeter from the Studio, thanks.
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Warnings in tooltips were using inconsistent formatting, some in
parantheses, some not, some in caps, others not, some on new lines,
some not, etc.
This patch uses a consistent new line and no capitals for these cases.
Differential Revision: https://developer.blender.org/D9904
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When subscribing to name-changes through the API,
the event doesn't trigger if the object is renamed in the outliner.
Fixed by publishing the RNA changes.
Reviewed By: lichtwerk
Ref D10732
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This reverts commit 43c48965d7cf87dd00ccf8714d2f6d08ffa4c474.
It created a new warning on GCC: -Wattribute (ignored attribute) as
GCC doesn't warn about unused private fields.
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Viewlayer view.
Probably lost at some point in recent refactor moving the whole tree
building towards a more modular, C++ code.
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Instead default to Viewlayer view.
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Instead of storing those in scne's master collection, which is fairly
annoying, we now add them to a (hidden) specific collection. Easy to
ignore, or check and cleanup.
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Also more consistent with the name used for the 3DView operator.
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Now behavior is similar to the one from 3DView: once override of the
collection is successfuly created, we remove the instancing empty from
the scene.
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Since c10ad8e9eabea8a10d35efea3860cc345977e4f9 hiding edit-mode objects
is supported.
Although this function had already been removed in
aeb8e81f2741aabc95d14bce7a83cef45481959c.
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The "Operator Cheat Sheet" operator collects info about all operators, and as
part of that executes the callbacks to create dynamic enums. The callback to
enumerate the Outliner ID operations depends on Outliner context. If this isn't
available, it can just return a context-less version of the enum, that is, a
static enum with all available items. This was already done in case no context
is available at all.
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Recursive restrict selection (hide/selectable flag) & renaming
edit-bones both used the active object, even when bones for another
non-active object were being operated on.
Bone renaming would rename a bone in the active object
(if that name exists).
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Fairly straight forwards.
Also fixes the bug from recent refactor that would not show overrides as
a tree, but as a flat list directly under IDs.
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One of the log call could use freed memory.
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This is basically done by ignoring override operations from old override
affecting ID pointer properties, when the new (destination) one is not
NULL.
Fix T86501: New object added to overridden collection doesn't show up in linking file on Resync.
This is more of a work-around actually, since there is no real way to
fix the issue in a fully automated and consistent way, it is caused by
older blender files being saved with 'broken' overrides.
WARNING: This cannot ensure that some purposedly edited/overridden ID
pointer properties won't be lost in the process.
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When adding a notifier, `reference` data can be passed. The notifier system
uses this to filter out listeners, for example if data of a scene changes,
windows showing a different scene won't get the notifiers sent to their
listeners.
For the `NC_SPACE` notifiers, a number of places also passed the space as
`reference`, but that wasn't used at all. The notifier would still be sent to
all listeners in all windows (and the listeners didn't use it either). Causing
some unnecessary updates (e.g. see ed2c4825d3e2344).
With this commit, passing a space will make sure the notifier is only sent to
that exact space. Some code seems to already have expected that to be the case.
However there were some cases that passed the space as `reference` without
reason, which would break with this commit (meaning they wouldn't redraw or
update correctly).
Corrected these so they don't pass the space anymore.
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Explains how we can get rid of implicit assumptions and `void *`
arguments/storage in the future.
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Rather than letting the `TreeElementAnimData` constructor take an ID from which
we get the animation-data based on an assumption on how it's stored, let the
constructor take the animation-data directly. That way we further centralize
the assumptions on the data passed to the element creation to
`tree_element_create()`.
The following commit will add a comment explaining the plan to entirely get rid
of those assumptions in the future.
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There was an implicit assumption that tree element types using the new code
design set their name on creation. Use an assert to make this explicit. See
f59ff9e03a633, which was an error because of this broken assumption.
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Caused by 2e221de4ceee in combination with 4292bb060d59.
In the former I forgot to set the name for NLA actions in the new code design,
in the latter I made it an assumtion that tree element types using the new
design set the name.
The following commit will make this assumption explicit with an assert.
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Splits up `tree_element_id.cc`/`tree_element_id.hh`.
If we move all ID types into this one file, it will become rather big. Smaller
files are probably easier to work with. We could still keep small classes like
`TreeElementIDLibrary` in the general file, don't mind really, but this creates
separate files for that too.
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These files can contain more than just the "base" tree element types. E.g. the
class for the view-layer base element can also contain the class for the
view-layer elements. Otherwise we'd end up with like >50 files for the
individual types, most of them very small.
So just give the files a general name and put the related classes in there.
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code design
Continuation of work in 2e221de4ceee, 249e4df110e0 and 3a907e742507.
Adds new tree-element classes for the scene-ID, scene collections, scene
objects, and the view layers base.
There is some more temporary stuff in here, which can be removed once we're
further along with the porting. Noted that in comments.
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Not needed anymore since 3a907e742507.
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Continuation of work in 2e221de4ceee and 249e4df110e0 .
This prepares things so we can start porting the individual ID types to
the new code design. I already added some code for library IDs, because
they need some special handling during construction, which I didn't want
to break.
The `AbstractTreeElement::isExpandValid()` check can be removed once
types were ported and can be assumed to have a proper `expand()`
implemenation.
Also makes `TreeElementGPencilLayer` `final` which I forgot in
e0442a955bad.
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Mistake in aa3a4973a30f. The expanded `ELEM()` check would include
`0 && te->idcode != 0`, which always evaluates to `false`/`0`. That
wouldn't cause the asset to fail, but the `te->idcode` part would never
be checked.
Fixed the error and cleaned up the check against "0" with a check
against `TSE_SOME_ID`, see b9e54566e3b1a.
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Code to check if the Outliner tree-element type was the general ID one
would always check against "0" (explicity or even implicitly). For
somebody unfamiliar with the code this is very confusing. Instead the
value should be given a name, e.g. through an enum.
Adds `TSE_SOME_ID` as the "default" ID tree-element type. Other types
may still represent IDs, as I explained in a comment at the definition.
There may also still be cases where the type is checked against "0". I
noted in the comment that such cases should be cleaned up if found.
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Continuation of work in 2e221de4ceee and 249e4df110e0. Now the tree-element
types have to be ported one by one. This is probably the most straight forward
type to port.
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Following naming convention of most operators.
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The `MAX_LIBARRAY` define was an annoying doublon to the `INDEX_ID_MAX` enum value
now defined in `DNA_ID.h`, and it is no more useful.
And comments were somewhat outdated. Also added an explanation about
chosen order for the `INDEX_ID_<IDTYPE>` order.
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In Blender, we used to use the term 'draw' to refer to information
displayed to the user. For version 2.80, it was decided to change these
instances to 'display' instead. This was to avoid the ambiguity between
end-user drawing tools and display options.
From the Oxford English Dictionary:
- Draw: produce (a picture or diagram) by making lines and marks on
paper with a pencil, pen, etc.
- Display: show (data or an image) on a computer, television, or
other screen.
Therefore, we should use draw when referring to drawing tools for
making marks, but use display when referring to information
shown/displayed to the user. From a user POV, the computer displays
certain information, whereas the user draws a mark.
Apparently this change was not implemented consistently, so this patch
changes all remaining relevant instances of "draw".
Differential Revision: https://developer.blender.org/D10551
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Currently when you open an RNA collection search button, like a
vertex group selector, the search filter isn't applied until you
start typing, in order to display every option at the start.
Otherwise they wouldn't be visible, since the search filter would
run for the current text.
Currently this check happens in one place, but it relies on the
`changed` value of `uiBut`. This is fine in the interface directory,
but anywhere else it would require exposing `uiBut.changed`, which
is probably too low-level to expose.
The solution is adding an `is_first` argument to the search callbacks,
which is nice for a few reasons:
- They work at a higher level of abstraction, meaning they don't
have to worry about how exactly to tell if this is the first
search.
- It makes it easier to do special behavior when the search menu
is first opened.
- Then, obviously, it makes that state accessible without including
`interface_intern.h`.
Needed for attribute search: T85658
Differential Revision: https://developer.blender.org/D10528
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