Age | Commit message (Collapse) | Author |
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Compile time option to reduce the level of the SH
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Add ED_area_actionzone_refresh_xy which can tag redraw
find no longer changes changes to the action zone.
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- Orientation of the cubemap were not conform cycles and eevee
- one side of the cubemap was flipped, so one side was overlit and the
other side was to dark.
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In the outliner there are now icons for it, Ctrl+Click isolates a
single collections.
In the 3D view, Ctrl+H key opens a menu that is more or less the
equivalent of the old layer buttons in the header. Regular Click isolates
the collection, Shift+Click toggle the collection visibility. Pressing
number keys and letters works in this menu, which can help for quickly
selecting a specific collection.
Shortcuts for quick switching by just pressing 1/2/3/.. keys are available
again. The order can be confusing with nested collections, but that seems
unavoidable. The first numbers control the top level collections, and then
sub collections if numbers are left.
Remaining design issues:
* The 3D view menu needs to be improved: support for sub collections,
staying open on shift+click, access from the 3D view header somewhere,
shortcut key display.
* Currently collection hiding just controls per-object hiding, we plan
to separate this state still so alt+H doesn't affect collection hiding.
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Note this is now separate from H key hiding, and meant for more persistent
ways to define which objects are relevant to the viewport or render.
This avoids some cases where you'd have to create collection specifically
to hide objects for viewport/render.
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H hides selected objects, Shift+H hides unselected objects, and Alt+H
reveals hidden objects.
This hiding state is distinct from restrict viewport and render, and
meant for temporarily hiding objects without affecting more persistent
collection hiding.
Object hiding is per view-layer, same as selection. It affects the
viewport and any preview renders in there, but not final renders.
In the outliner, different icons are now used for temporary hiding, and
restrict viewport and render. Hidden objects are greyed out.
Remaining design issues:
* For lamps we probably still want to keep their effect on the scene,
currently they are fully disabled by hiding. Arguably mesh lights or
even objects being reflected or casting shadows are not that different
but perhaps the special lamp exception from local view should remain.
* We need a feature still to disabled this hiding for specific viewports,
for render or animation preview where you want to see the entire scene
while working in another view.
* We need a new icon for restrict viewport, for now it uses a grid similar
to the 2.4 icon.
* Hiding objects does not preserve selection state as it did in 2.7,
it's probably convenient to support this again?
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Shadows uses the old location for light_direction. Maybe a merge
conflict.
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Validate some cases using G_MAIN instead (I don't think we want to work
on any other Main than G.main one when registering/unregistering nodes
etc.).
And when freeing, all ID not in Main shall now be tagged accordingly, so
we *should* not need to do that stupi search over all ntrees in G.main
to check wether we have to free it ourself or not!
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In the future popovers/pulldowns should have different indicators
Patch by William Reynish and Clement Foucault
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Nice trick from blender2.8, we now can get active scene from active
window of windowmanager!
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code.
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This reverts commit 109dbab593b183b17e474d3f92468b06c86684f2.
Accidental changes applied
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Need to get away from thosae update flags in original datablocks.
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This is meant to be default behavior for 2.8, see T55246
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Happened when deleting many studiolights at the same time when the
previews were still beging calculated in the background.
Added a free function callback that is filled when the preview is being
generated. This free function will then kill the preview job
This patch also removes icons that are not valid anymore so the user
cannot accidentally render an icon where the studiolight is invalid.
In the end we should use a add/remove function in the studiolight as
currently icons are recalculated too much.
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Also use use braces for code blocks and reduce right-shift.
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Those actually never had anything to do with DM... Just used WP prefix
instead!
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Name cleanup to follow.
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`mesh_get_eval_final` and friends could call `mesh_build_data`, which in
paint/sculpt mode would call `BKE_sculpt_update_mesh_elements` which
would call `mesh_get_eval_final`... ugly!
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There is no guarantee that given ob pointer is not also an evaluated one
here...
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Would compare evaluated ob pointer to original one...
Found while investigating some errors in incomming cleanup, but this was
probably generating lost of other issues in some cases...
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Conflicts:
source/blender/editors/sculpt_paint/paint_image_proj.c
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