Age | Commit message (Collapse) | Author |
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Use only F3 for search since this is a common enough key
and it turns out having AccentGrave access on non US layouts is
too unreliable.
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Modifier stack might reference arrays from mesh, so if any of sub-data
pointer changed, modifier stack is to be re-evaluated.
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Old behavior: tagging ID with DEG_TAG_COPY_ON_WRITE will do copy-on-write
(as requested), but will also flush changes to all operations with depends
on it. This means, for example, tagging object for copy-on-write will force
its modifier stack to be evaluated.
This was needed in the earlier days of copy-on-write when things were not
well defined and when lots of areas were not doing proper tagging.
New behavior: tagging ID with DEG_TAG_COPY_ON_WRITE will only ensure copy
of the dadatblock is up to date, without flushing updates to any dependencies.
This means following things:
- We can update parts of ID without invoking heavy computation of other
parts of same ID. For example, tagging object for COPY_ON_WRITE update
on mode change will not force modifiers stack to update.
- If some dependent datablock is dependent on pointers which are invalidated
by copy-on-write (like, evaluated mesh referencing custom data layers from
original mesh), this will either require explicit tag or explicit relation
in the dependency graph.
Currently can not find a faulty case since tagging of mesh happens with
either 0 (which means, everything) or with GEOMETRY, which also forces
all dependent modifier stacks to be re-evaluated.
This fixes missing PBVH when going into sculpt mode (sculpt mode toggle
was tagging object for COPY_ON_WRITE update, which was forcing modifier
stack to be updated, which was freeing PBVH.
Some other operations might also become faster with this change.
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This may be used often in a workflow, so keep the key.
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Add Cmd-F for apple because it's not easily available on some systems.
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Hard coded keys have been removed from transform.
Since these keymaps will likely remain unchanged,
remove them to avoid maintenance overhead.
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Modal keymap display often shows items which aren't used,
add a poll funciton to hide these from the status bar.
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It's constraint not an orientation,
in transform context it can be inferred.
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Also re-order for display purposes
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Use for drawing modal operator header keys.
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Missing NULL check in object type filtering.
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Instead of running code to create a keymap, store them as data.
This allows for keymaps to share content as well as running
transformations at load time.
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Scale is multiplicative, and adding it up causes the bone to bloat.
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Now we light with just a user defined HDRI by default, which is useful
for material setup and texture painting and lighting without having to
set up any scene lights.
Previously it would use the scene world without lights by default, which
in some files is just black.
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No longer needed after Blender Internal removal and Eevee replacing the
Cycles GLSL shading nodes.
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Internally it's still mostly named lamps, though some modules like Cycles
were already calling them lights.
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Shortcut strings would be offset to the left to make space for the triangles,
breaking the alignment with other shortcut strings. Now this alignment is kept
by making menus slightly wider if there's a sub-menu triangle visible, making
room for the triangle.
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Left the RIGHTARROW_THIN icon in, even though it's not used in C code anymore.
However add-ons may do (e.g. Amaranth does).
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See D3525
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Trying to have a single option for this is too likely to be
insufficient in some cases.
Instead, support object type visibility & selectability per view-port.
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Thanks Campbell for review!
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Remove depth testing flags from motion path pass drawing,
so that they always appear to draw in "x-ray" style on top
of everything, making it easier for animators to see what
they're doing.
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More unification of colors and roundness.
Also use accent color as current_frame indicator.
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