With the clear separation between data and a state we need to make sure
operators and other areas are readingstate from evaluated datablocks.
Code-wise it means that all evaluated values are to be read from dataglock
which is owned by dependency graph, using DEG_get_evaluated_id() or similar
helper.
Reviewers: brecht, mont29, campbellbarton, dfelinto
Differential Revision: https://developer.blender.org/D3036
* "Scenes" now shows for each scene lists of all view layers, collections and
objects contained in it. This is the place to see all collections and objects
in the scene even if they are not used in any view layer. Objects are nested
according to parenting here.
* "Collections" now shows all collections in the view layer, and the objects
in those collections. Objects are not nested by parenting, only collections
since it would be too confusing if the children are in a different collection.
* "Groups" is unchanged.
* "View Layer" was removed, replaced by "Collections".
Part of T54790.
Works on every probe type.
The function to see is EEVEE_lightprobes_obj_visibility_cb.
Set pinfo->vis_data.cached to true makes the computation faster for multiple
views using the same group.
We could even sort the probes by group for that mater to speed things up
even more (only applies to dynamic probes like the planar reflections because
other probes are only rendered one at a time).
This add a callback function that runs after frustum culling test.
This callback returns the final visibility for this object.
Be aware that it's called for EVERY drawcalls that use this callback even
if their visibility has been cached.
Some widgets would have rounding relative to the button size, others
absolute. Now it's always absolute. Note changing Display Scale in the
user prefs is not zooming, the rounding still scales with that.
This is actually rather slow process, commeting it out gives us another
10% speedup... On a non-animated char! Don't even want to know how much
this would have costed on a rig with hundreds of fcurves!
And checking this is not really critical for us anyway, once animated
you do not really care whether props are also statically overridden or
not.