Age | Commit message (Collapse) | Author |
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1. No need to repeat the title inside the panel (this was needed when we
had this as a popup menu).
2. No need to call it "Collections Visibility" since we are already
under the "View" category. It is "Collections" now, short and sweet.
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We were mixing ob->flag and ob->base_flag.
We shouldn't be using ob->flag & SELECT in 2.8x.
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We still have base->flag_legacy & BA_WAS_SEL for the few cases we really
need to have a per-object selection check (used in the transform code).
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Note the fix for T62865 is still working fine.
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We had a mix of BKE_view_layer_base_select (harmless), and places where
we simply set the BASE_SELECTED flag with no regard to its selectable
state.
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The correct fix should be to use ED_object_base_select() but I'm leaving
this to a separate pass.
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No functional change.
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Was adding new cuts automatically.
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This was changed in a previous commit to 1.0, but a value of 0.5 works better.
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See revision D4766
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Should be last part of T63995.
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Better code, more in line with the one from action and NLA, and less
verbose.
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Also removed annoying console error when clicking outside of valid range
of channels, that is no error at all. ;)
Part of T63995.
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Part of T63995.
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As with mask, when this is enabled there is now a maximum click distance
from an item to actually select it.
Part of T63995.
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operator
Fixes T64010, T64011
Reviewers: brecht
Maniphest Tasks: T64010, T64011
Differential Revision: https://developer.blender.org/D4764
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This will make it easier to move the markers area somewhere
else (to the top) in a separate step.
There should be no functional changes, only minor UI changes.
Reviewers: brecht
Differential Revision: https://developer.blender.org/D4745
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This is a continuation of rB7fdffd735ff24, where I separated the
e.g. frame number drawing from scrollers internally.
This patch changes the API, so that space draw handlers
have to draw these numbers explicitely.
This greatly simplifies the scrollers API for all spaces
that just need scrollers without any frame numbers.
Reviewers: campbellbarton
Differential Revision: https://developer.blender.org/D4747
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- Merged SEQ_OFSDRAW with V3D_OFSDRAW and define in the
DNA_view3d_types: Due to this FSAA always kicked in making the
rendering slow.
- Removed `Texture Solid` and `DOF`.
- Now when chosing Solid rendering the settings
of the original scene is used.
- Added a global override to use scene specific shading. In the
Future we will need to enhanced this so user can change the
settings.
- Added support for LookDev. LookDev crashed as it needed the
`evil_C` what was not set
- LookDev mode will always show the scene + world lights.
Reviewed By: brecht, fclem
Maniphest Tasks: T62517
Differential Revision: https://developer.blender.org/D4738
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From D4719 by George Vogiatzis (Gvgeo).
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When this button was still RNA based it was FLT_MAX (that changed to
10000 in rB1b8c3774a86e)
Reviewers: brecht
Maniphest Tasks: T64003
Differential Revision: https://developer.blender.org/D4763
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Was missing a flag from recent refactor.
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Differential Revision: https://developer.blender.org/D4748
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Add special case to construct PointerRNA from evaluated NLA strip
to an original one when flushing animation back to the original ID.
Reviewers: brecht
Maniphest Tasks: T63865
Differential Revision: https://developer.blender.org/D4762
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Similar to modifier data and particle systems.
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texture mode
There was an arbitrary size limit of 4 pixels.
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Part of T63995.
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Forgot to do that for some in previous commits, that kind of props are
better with 'skip save' behavior (simpler to handle in keyconfigs).
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Note that unlike some others, this is always enabled for sequencer,
since previous (2.7x) code was already deselecting everything when
clicking in an empty area...
Part of T63995.
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Althought this has limited usability currently (only 'nothing' area in
Outliner are empty lines below last entries), better for consistency to
have it here too.
Part of T63995.
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This function is only used in one place in one file, no point exposing
it in internal header currently...
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Part of T63995.
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Was unconditionnaly behaving that way, now use proper common setting to
control whether we should deselect everything when clicking on an empty
area.
Part of T57918.
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Also moved that operator option from 3d-view op to generic
WM_operator_properties_mouse_select() helper, and renamed its label
(since 'Deselect' is already in use).
Part of T57918.
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This is a part of T61296: Crash with animated b-bone segments.
Consider animated/driven bendy bones segments as something what requires
special bendy-bones operation and relation in the dependency graph.
This is because it is more beneficial from a performance point of view
to not build operations if they are not needed. But if the property is
animated it is not possible to make any reliable decision based on just
a property value.
Differential Revision: https://developer.blender.org/D4739
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Should be no functional changes, just switching code to use more
generic checks now.
One thing which goes a bit deeper than that is check for whether
base is a part of dependency graph. This is now done by explicitly
tagging corresponding ID node (of an object) rather than doing
animation check again.
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Allows to speed up lookups like "is property FOO of data BAR animated".
Can be used to optimize object's visibility check, but also allows to
check animation on bones without too much of time penalty.
The cache is shared between both nodes and relations builder.
Currently is not used, just a boilerplate for an upcoming changes in
an actual logic.
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Is way easier to use than a GSet and less proone for errors.
If we really want GSet to always be used, should make some C++
wrapper.
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This is a missing fix in previous commit of this task.
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Matches 3D view behavior.
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