Age | Commit message (Collapse) | Author |
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Convention was only followed loosely,
apply to DNA where changes aren't likely to conflict.
(Skipped ModifierType for eg).
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Engine is not stored in WorkSpaces. That defines the "context" engine, which
is used for the entire UI.
The engine used for the poll of nodes (add node menu, new nodes when "Use Nodes")
is obtained from context.
Introduce a ViewRender struct for viewport settings that are defined for
workspaces and scene. This struct will be populated with the hand-picked
settings that can be defined per workspace as per the 2.8 design.
* use_scene_settings
* properties editor: workshop + organize context path
Use Scene Settings
==================
For viewport drawing, Workspaces have an option to use the Scene render
settings (F12) instead of the viewport settings.
This way users can quickly preview the final render settings, engine and
View Layer. This will affect all the editors in that workspace, and it will be
clearly indicated in the top-bar.
Properties Editor: Add Workspace and organize context path
==========================================================
We now have the properties of:
Scene, Scene > Layer, Scene > World, Workspace
[Scene | Workspace] > Render Layer > Object
[Scene | Workspace] > Render Layer > Object > Data
(...)
Reviewers: Campbell Barton, Julian Eisel
Differential Revision: https://developer.blender.org/D2842
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Changes for 2.8x to use EvaluationContext caused some confusion
- Would use scene layer passed from snap context.
- Would generate duplis from Main eval context.
- Would take context argument and use it to create another eval context.
Adding context args all over and filling in a new eval-context
for every ray-cast test isn't ideal either.
Remove the context argument since the purpose of
SnapObjectContext is to avoid this kind of confusion.
Store the EvaluationContext once and re-use.
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Note that some little parts of code have been dissabled because eval_ctx
was not available there. This should be resolved once DerivedMesh is
replaced.
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# Conflicts:
# source/blender/editors/transform/transform_snap_object.c
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The only similarity between these functions is that both serve to snap.
However their codes are totally different from one another.
So by separating these functions, it:
- removes the need to put several conditions;
- simplifies and
- optimizes the code
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Since the cache is created in one way or another, this flag is not really making a difference
More details here: D2496
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- the name of the enumerator `SNAP_NOT_OBEDIT` was changed to `SNAP_NOT_ACTIVE`.
- the parameter `snap_to_flag` was moved to outside `SnapObjectParams`.
- the member `use_object_edit` was renamed to `use_object_edit_cage`.
- added the arg `params` in `ED_transform_snap_object_project_ray`.
- simplifications in the loop of the function `snapObjectsRay`.
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Take advantage of the efficiency provided by the snap_context.
Also fixes errors:
- volume snap fails based on view angle (T48394).
- multiple instances of dupli-objects break volume calculation.
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Separate the creation of trees from EditMesh from the creation of trees from DerivedMesh.
This was meant to simplify the API, but didn't work out so well.
`bvhtree_from_mesh_*` actually is working as `bvhtree_from_derivedmesh_*`.
This is inconsistent with the trees created from EditMesh. Since for create them does not use the DerivedMesh.
In such cases the dm is being used only to cache the tree in the struct DerivedMesh. What is immediately released once
bvhtree is being used in functions that change(tag) the DM cleaning the cache.
- Use a filter function so users of SnapObjectContext can define how edit-mesh elements are handled.
- Remove em_evil.
- bvhtree of EditMesh is now really cached in the snap functions.
- Code becomes organized and easier to maintain.
This is an important patch for future improvements in snapping functions.
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