E.g. previously if you would tab into editing IfcExtrudedAreaSolid that was using not supported profile type (e.g. IFCCSHAPEPROFILEDEF) it would import it as empty geometry and tabbing out then would save it corrupting the original profile. Now there is an error message that it's not yet supported - https://i.imgur.com/NzksYVP.png
Bonsai now creates a user data folder that allows you overriding Bonsai data files. E.g. you can put you own `default.css` as `data/assets/default.css` in that folder and it will override the `default.css` Bonsai is using for the drawings. Previously you could have change internal `default.css` but Bonsai would always restore the original one on every update / reinstallation.
You can also store your .ifc files in data/libraries or data/templates and Bonsai will ensure they're loaded and you won't need to worry about Bonsai removing them later.
E.g. on Windows this path is `C:\Users\xxx\AppData\Roaming\bonsai\bonsai\data`/
You can also find path in the preferences - https://i.imgur.com/kwMc0JU.png
Previously cache_dir was located under site-packages, which is managed
by blender and could be read-only. Now location defaults to eg.
~/.cache/bonsai or equivalent location on other platforms. See #5564
Note this adds a dependency on the platformdirs python module
I can't explain this one so I'm pretty embarrassed to commit this, but
it crashes (see situation in #5799) on my machine and I can't recreate
it outside this scenario. In any case I think as a general strategy we
should:
1. Minimise reliance on msgbus
2. Msgbus listeners themselves should be wary of invalid state (e.g. if
object is now unlinked)
3. Not clear listeners (don't overreach)
The commit that introduced the problem was trying to optimise rendering
dense meshes with the opening decorator. However, it introduced more
calculation in the initial project load and stored more data on every
object. This resulted in models loading 3x slower for me which is pretty
major. The original problem needs further investigation.
Sometimes we want to fetch selected objects, and that includes the
active object, even if the active object isn't actually highlighted in
the viewport (albiet rare, I think?).
Conversely sometimes we want to get the active object, even if it isn't
actually highlighted. The tool.Blender functions now have kwargs to
distinguish between these.
I find this a bit of a strange behaviour in IFC. Imagine you start with
a Tessellation representation type. You're only allowed meshy things, no
solid extrusion. And vice versa if you have a SweptSolid representation
type.
Now imagine you suddenly create a boolean. Now, you can mix both
tessellations and solids together.