Age | Commit message (Collapse) | Author |
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datablocks at once.
This simplifies remapping task, since you don't have to ensure your
overrides are created in the correct dependency order.
Uses famous LIB_TAG_DOIT to mark IDs to be overridden.
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Only show objects in current scene when not pinned.
This commit adds a filter argument to id-template
since we may want to filter by other criteria.
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Now we stick to a single button, when data is directly linked, clicking
on it will make a local copy, while shift-clicking on it will make a
static override.
When data is a static override, icon is the DATA_OVERRIDE one, and clicking
on the button will make it a fully borring local data-block.
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D2886 by @LazyDodo with edit's by @campbellbarton
The line drawn with the eyedropper is used to fill the color-ramp.
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placeholder.
Note that due to mess with inkscape (see T53516), I cannot generate a new icon
currently. :(
Commit related to T53501.
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Conflicts:
source/blender/editors/interface/interface_templates.c
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Conflicts:
source/blender/editors/interface/interface_templates.c
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This tends to make some IDE unhappy (like QTCreator)...
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Repeat button is the one with the operator name in it.
In some cases it wouldn't work at all, e.g. Edit Mode toggle operator.
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Conflicts:
intern/cycles/device/device.cpp
source/blender/blenkernel/intern/library.c
source/blender/blenkernel/intern/material.c
source/blender/editors/object/object_add.c
source/blender/editors/object/object_relations.c
source/blender/editors/space_outliner/outliner_draw.c
source/blender/editors/space_outliner/outliner_edit.c
source/blender/editors/space_view3d/drawobject.c
source/blender/editors/util/ed_util.c
source/blender/windowmanager/intern/wm_files_link.c
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This makes code closer to id_override/assent-engine ones, which
introduce a new type of linked data, and hence reserve
ID_IS_LINKED_DATABLOCK to real linked datablocks.
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Means we can have a version of this function that returns the button
and avoids returning a struct that often isn't used.
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The offset is subtracted, so that it's intuitive (dragging slider pushes
the animation further that way on the timeline).
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Own mistake in rBd6ca724a0e57791d96.
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Settings of operator-macros wouldn't be shown in the top-bar.
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Doesn't make much sense yet, but it will once operator settings are
split into basic and advanced ones (see D2883).
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Practically all access to enum data is read-only.
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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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Fixes glitch where hovering an active tab would make the tab appear like
a hovered non-active one.
Still not the most beautiful solution, but it's as good as it can get
with our current UI code I'm afraid.
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Icon could be a bit nicer, but is consistent with other places in the
UI. Code is also a bit hacky, as usual in interface handling...
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Replace iroundf with round_fl_to_int, add other types
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