Tests were broken since e8c15e0ed15f8369d.
We now get view_layer from window, not workspace, since the same workspace can
have a different view_layer depending on the window scene.
We do not assume subversion bump until we actually change the subversion.
For example, a branch may have bumped its subversion to 3, yet still require
the new doversion code introduced on 108c4bd5026.
This way we can inform editors about all edits at once. Currently this is not
used, but in the next commits we will inform editors about what exactly has
changed.
We are using NC_SCENE | ND_LAYER_CONTENT for the shader, however this does not work for groups
unless we manually handle the notifiers.
Otherwise the group id is passed, and the listener never gets the notification since a scene id
is expected, or no id at all.
Allow users to edit either the object group active collection or view layer one
We can't support users selecting the group collections from the outliner group
because that would be imply having an active group for the scene or workspace.
But the way it is now allows to see and edit the collection values after the
group is instanced.
You could still create groups as before, with Ctl + G. This will create a group
with a single visible collection.
However you can also create a group from an existing collection. Just go to
the menu you get in the outliner when clicking in a collection and pick
"Create Group".
Remember to instance the group afterwards, or link it into a new scene or file.
The group and the collection are not kept in sync afterwards. You need to manually
edit the group for further changes.
Since we are ditching layers from Blender (2.8) we need a replacement to
control groups visibility. This commit introduces collections as the building
blocks for groups, allowing users to control visibility as well as overrides
for groups.
Features
========
* Groups now have collections
This way you can change the visibility of a collection inside a group, and add
overrides which are part of the group and are prioritized over other overrides.
* Outliner
Groups can inspect their collections, change visibility, and add/remove members.
To change an override of a group collection, you need to select an instance of
the group, and then you can choose "group" in the collection properties editor
to edit this group active collection instead of the view layer one.
* Dupli groups overrides
We can now have multiple instances of the same group with an original "override"
and different overrides depending on the collection the instanced object is part
of.
Technical
=========
* Layers
We use the same api for groups and scene as much as possible.
Reviewers: sergey (depsgraph), mont29 (read/write and user count)
Differential Revision: https://developer.blender.org/D2892
Instead of storing a single active view-layer in the workspace, one is
stored for each scene the workspace showed before.
With this, some things become possible:
* Multiple windows in the same workspace but showing different scenes.
* Toggling back and forth scene keeps same active view-layer for each scene.
* Activating workspace which didn't show current scene before, the current view-layer is kept.
A necessary evil for this is that accessing view-layer and object mode
from .py can't be done via workspace directly anymore. It has to be done
through the window, so RNA can use the correct scene.
So instead of `workspace.view_layer`, it's `window.view_layer` now (same
with mode) even though it's still workspace data.
Fixes T53432.
It makes more sense to stick to DEG_iterator_object order in name, since we can
have functions to iterate over different entities and we want all of them to
have common prefix.
The idea of this flag was to prevent snapping onto an object which depends on
currently modifying ones. Using single flag makes more sense here, and also
makes it possible to replace some ob->recalc based magic with depsgraph query
to set those flags.
It looks stupid to first force some flag being set and then have workaround
to ignore that flag in snapping code. Let's just not set the flag in the first
place.
The only useful situation where such snapping was usable is to move roots of
disconnected hair, which still works just fine. However, there might be some
other hidden corner case where this workaround was needed.
We should keep base_flags after CoW object datablock was updated. Not entirely
happy with current solution, but it fixes crash and allows us to run tests
again.
More proper solution would be to make CoW operation a per-component thingie,
which will only update corresponding parts.