Age | Commit message (Collapse) | Author |
|
* Z now goes to solid mode when in lookdev or rendered mode.
* Alt-Z was broken after removal of texture mode, now toggles lookdev mode.
* Simplify code by turning it into a single operator.
|
|
|
|
|
|
Naming operator based on keys it used was strange,
split into view-axis and view-camera.
|
|
Technical all options are still there for finetuning.
|
|
HIDE needs less code also in the future, RNA still uses SHOW.
|
|
This patch will allow users to customize what object types will be drawn by the object mode overlay.
It supports: Empties, Lamps, Cameras, Speakers, Armatures and Lightprobes.
It currently does not support Physics objects due to the overlap it has with other objects types.
Also be aware that in pose mode the armature is drawn, but not by the object mode overlay
Reviewers: campbellbarton
Tags: #bf_blender_2.8
Differential Revision: https://developer.blender.org/D3524
|
|
|
|
|
|
Will help entering sculpt mode on file load by making it possible
to fully initialize sculpt session. The goal is to make sure PBVH
exists since the very beginning of file open (missing PBVH is a
reason why object is not visible before first stroke).
This is not enough yet to fully solve the issue, since entering
sculpt mode tags object for Copy-on-Write update, which frees
PBVH.
|
|
This reverts commit f7ec70895c78900db8e7db88d3713ebb9aa62730.
|
|
Added a option to the overlay popover that controls the visibility of
non-renderable objects like lamps, cameras, speakers, armatures, curves
empties and force fields.
After discussion we went for a single option with more detailed check in
the object_mode draw engine.
Differential Revision: https://developer.blender.org/D3524
|
|
|
|
Tagging object for copy on write will ruin its PBVH.
Since sculpting is an "original" domain, we only need to
update draw batches to update.
|
|
This is work in progress, transform keymap especially
needs some filtering on it's keymap.
|
|
|
|
|
|
Also removed a bunch of unnecessary #include statements from fluidsim.c.
|
|
|
|
This reverts commit 30680b8d51caada48a4f773caee8b934f06e3f30.
Conflicts with typing in capitals.
|
|
Resolve conflict w/ maximized area.
|
|
|
|
|
|
|
|
When switching the workspace in a window that does not yet have a layout
for the newly active workspace, we now duplicate the layout from the
previously active workspace. Previously it duplicated the layout from
the first window in the newly active workspace.
|
|
It was a bit odd that the scene was stored per window but not the view
layer. The reasoning was that you would use different view layers for
different tasks. This is still possible, but it's more predictable to
switch them both explicitly, and with child window support manually
syncing the view layers between multiple windows is no longer needed
as often.
|
|
* Main windows show a topbar and statusbar, and select a workspace and
scene. They are created with Window > New Main Window.
* Child windows do not show a topbar or statusbar. These follow the
workspace and scene of their parent main window. Created with Window >
New Window or View > Duplicate Area into New Window.
* The purpose of this change is to support multi monitor setups where you
just want to put more editors on the other monitors. Without multiple
topbars and statusbars, working within a single workspace and scene.
Creating multiple main windows is intended to be a concious choice to
do different tasks in different workspaces and scenes.
* Note these changes do not currently affect how the operating system
treats the windows.
* When changing the workspace, the layout in all child windows changes.
This makes sense if we consider child windows to be just a way to
extend the main window across more monitors. In some case it may be
useful to keep the same layout though, we can add an option for this
depending on user feedback.
|
|
|
|
|
|
|
|
Fix T55758
|
|
Node link menus (like shader settings in Material properties) used a slightly
brighter variant of the menu widget. Making it hard to style and match the rest.
Make it use widget_menuiconbut, which is just the menu widget with an icon and no arrows.
Thanks Brecht for the help!
|
|
|
|
|
|
|
|
|
|
Shading is supposed to be dealing with draw manager batch cached
thingamajigs, but was causing full object update.
This was causing both flickering in sculpt mode (PBVH was removed,
why it was SOMETIMES restored before draw is a mystery), and was
also causing things to be really slow.
|
|
|
|
Workaround for now until all editors tabs share the dedicated Tab theme
settings under User Interface (which the top bar is currently using).
Thanks SimonStorl-Schulke from devtalk forum for feedback.
|
|
Selection changes weren't showing.
|
|
This fixes T54439
|
|
|
|
Channels were using TH_HEADER which is usually gray and unrelated to channels list.
Use sub channel color instead (light blue in the default theme).
|
|
|
|
|
|
The only uses were setting it to NULL and asserting it is NULL.
|
|
|
|
This will allow modifiers to decide whether to copy or share caches between
ModifierData copies.
|
|
standard and get rid of set_tile_info
|
|
device swap logic to the device_memory
|