This should be fixed now, it's not possible anymore to add new material slots to override data.
I don't think this is the right solution, but I would need to understand the problem more.
Will have to summon our chief architect @Brecht Van Lommel (brecht) here, this is not a decision I can make on my own.
Thu, Jul 9
Wed, Jul 8
I can confirm the problem in Release Build.
Thu, Jul 2
this is fantastic! i just confirmed my linked character workflow seems to be working straight through to exports for game engines! thank-you!
@Bastien Montagne (mont29) Somehow that slipped past me. It indeed works. Which means complex character testing begins :) Thank you.
Wed, Jul 1
@Konstantins Visnevskis (kivig) nice, thanks for testing!
@Bastien Montagne (mont29) Awesome! Tested, and kinematics driven ShapeKeys indeed seem to work. Which means that at least simpler characters should now be possible.
From bone custom properties they're (as well as some IK/FK constraints drivers/switches etc.) are "Disabled: Can't edit this property from an override data-block".
Should one expect that to change within 2.9 or look for workarounds?
Original report should have been fixed by yesterday's commits actually (rB029103907937 and previous).
When I add a driver to a Library Override in the Shape Key Editor
It does work.
Tue, Jun 30
Considering this as solved/closed for now.
Fri, Jun 26
- Update for new threaded override creation in master
- Add filter option for library overrides
- Remove unnecessary TODO
Wed, Jun 24
Tue, Jun 23
hope this gets resolved. i was going to give library overrides a try on a project, but this situation seems messy enough that i can't see any real benefit to using them right now. :(
Mon, Jun 22
Sat, Jun 20
Fri, Jun 19
The following commits made typical override handling of complex production character several times faster again:
Think we can close that one now. there is no more auto-override thing.
Thu, Jun 18
Those project tasks are now deprecated, the project tag itself is to be used instead (Data, Assets & I/O for this one).
Thanks for the patch, but indeed enabling more properties for liboverrides is rather trivial and not an issue. Work currently involves more fixing remaining underlying problems and limitations first…
Somewhat unrelated but if you go ahead with this maybe you could also create a local undo stack for the knife tool as well, that only stays in memory for the duration of the operation.
Wed, Jun 17
Tue, Jun 16
I am really in favor of having a centralized place to find all overrides in the current blendfile, the outliner could be a good spot. However - without filtering options - this turns into a mess really quickly. For example, I hardly go to outliner levels deeper than mesh datablocks simply because the list expands too much horizontally.
Sat, Jun 13
Jun 12 2020
Jun 11 2020
rBa61ba6c73dc5: Fix possibility to add objects in override collections. should have addressed most cases, will keep this task open a bit more though
thanks, was missing indeed. Will commit soon.