Age | Commit message (Collapse) | Author |
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Add checkerboard alpha pattern like it was in 2.79
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Apply clang format as proposed in T53211.
For details on usage and instructions for migrating branches
without conflicts, see:
https://wiki.blender.org/wiki/Tools/ClangFormat
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Match the UI naming (changed since 2.7x).
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Add buttons for editing the cursor rotation as well as rotation modes,
similar to object and pose bones.
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While \file doesn't need an argument, it can't have another doxy
command after it.
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Move \ingroup onto same line to be more compact and
make it clear the file is in the group.
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Needed for clan-format not to wrap onto one line.
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BF-admins agree to remove header information that isn't useful,
to reduce noise.
- BEGIN/END license blocks
Developers should add non license comments as separate comment blocks.
No need for separator text.
- Contributors
This is often invalid, outdated or misleading
especially when splitting files.
It's more useful to git-blame to find out who has developed the code.
See P901 for script to perform these edits.
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Only for workbench solid/wire modes.
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TH_BACK was being used when drawing the 3D view even though
there was no way to set the color in the preferences.
The color was zero'd when moving to the new 2.8x theme.
Having both gradient and background colors was confusing,
especially having to use 'TH_HIGH_GRAD' for the 3D view, 'TH_BACK' for
other views.
Move the background color back to 'TH_BACK', 'TH_BACK_GRAD' is used
when gradients are enabled.
RNA is unchanged so presets don't need updating.
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Part of T59335.
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Use 3D cursor from the scene (was previously used for local-view).
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Now it shows more compact info below the view/object name. Render time and
memory usage is left out, as in most cases this is not so important. These
could be added back optionally if needed.
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- immAttrib* -> immAttr*
- immSkipAttrib -> immAttrSkip
Term 'attr' is a convention for GPU module.
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Avoid accessing object mode via the view layer active object
when drawing since it's done everywhere we store the active object mode
in the draw-context.
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The cursor is used as location to draw new stroke
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The 3D Cursor, origin and dummy are hidden depending of the mode to get a cleaner drawing space.
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Signed-off-by: fclem
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Replaced the draw world option with a shading.background_type enum.
Where the user can select Theme, World or a Custom color.
World and theme colors do not always work in workbench. We needed to
have an option what the user could control locally (per viewport).
Especially when using linked data.
I removed the world background drawing from the draw_manager. It was never used as EEVEE and Workbench both override the logic.
Not 100% sure about the naming of Theme, World, Viewport.
In other parts of blender's codebase World is sometimes called Scene.
Will stick to the names that describes its location best.
{F3990139}
Reviewers: fclem, campbellbarton
Reviewed By: fclem
Subscribers: venomgfx
Tags: #bf_blender_2.8
Differential Revision: https://developer.blender.org/D3551
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Thanks to @sergey for review
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This is because depth test is set before drawing anything now. There is no
case where we want to draw without depth test that is not selection and
this case is not handle by v3d->zbuf anymore.
UI assume depth test is off by default. The DRWManager assume it's on.
This should fix T55623.
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Caused camera frame to be double width.
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Interface scale was applied twice.
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Currently set when setting the cursor location,
optionally used as an orientation type.
Intended for use by tools too.
See: D3208
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We should use consistent naming between the internal code and UI whenever
possible, only reason not to is file compatibility.
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Flip logic for the flag avoids versioning code.
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Common peeps! Why wasn't it already done?
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Dithering the output color for 8bit precision framebuffer with bayer matrix.
On my tests the bayer matrux patterns are not noticeable at all.
Note that it also does that in opengl rendered mode which can be in a much
higher bitdepth. We can fix that if that's a problem in the future but I
doubt it will.
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This caused too many problems syncing object modes
with multiple objects/windows/workspaces, see: D3130 for details.
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This is also much cleaner and taking 1 drawcall instead of 2.
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