Age | Commit message (Collapse) | Author |
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Remove redundant headers using
`./source/tools/utils_maintenance/code_clean.py`
Reviewed By: jmonteath
Ref D10364
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The matcap flipping didn't work with the workbench engine in rendered mode because
of a missing depedency graph update. This commit tags the scene id for a dependency
graph update in `toggle_matcap_flip`.
Reviewed By: fclem, sergey
Differential Revision: https://developer.blender.org/D7657
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Follow up of b2ee1770d4c3 and 10c2254d412d, part of T74432.
Now the area and region naming conventions should be less confusing.
Mostly a careful batch rename but had to do few smaller fixes.
Also ran clang-format on affected files.
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Remove unused OBJECT_OT_mode_set_or_submode, add
OBJECT_OT_mode_set_with_submode which can switch to edit mode as well
as a sub-mode - currently only mesh select mode is supported
(others may be added later).
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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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When the line width was larger than the UI scale, there was not enough
space for thicker widget outlines to draw properly. Now widgets are made
a little larger to accommodate the thicker outlines.
Differential Revision: https://developer.blender.org/D4368
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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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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This is often invalid, outdated or misleading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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Working in 2.7x, was just disabled in 2.8x.
Fixes T60256
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Err on the side of too much padding.
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Differential Revision: https://developer.blender.org/D4087
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Was being used for vertex paint where it's not supported.
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* 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.
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Note: Icons are not yet updated.
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Strip unindented comment blocks - mainly headers to avoid conflicts.
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Z-Key was already taken by show hidden wires
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Option to see through all meshes (transparency)
Works for OB_SOLID and OB_TEXTURED. Does not work for
V3D_SHADING_SHADOW.
TODO: Fresnel effect
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Pivot variables are now stored in scene toolsettings.
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Move manipulator toggle to overlay popover.
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This matches the new convention for left-handed mode selectors,
however we're still undecided on exactly how this should work.
For now test this out as a convention for all space types.
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* This is just moving buttons to get a bit closer to the intended design,
better naming and layout is needed.
* Popovers currently work best when the 3D view header is at the top, with
the most important settings nearest to the mouse. Open design question is
if we should flip (part of) the buttons if header is at the bottom.
* Another question is if selecintg a shading mode enum should immediately
close the popover since those are changed often, unlike the other settings
for which it seems more convenient to keep the popover open.
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Current manipulator now follows active tool.
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In the new design the lighting is shared across the drawtypes.
the drawtype_options will be used for viewport draw engine settings
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Will be part of the collection manager where per collection the
ob->col can be set. This currently depends on DepsGraph +
CollectionManager.
I removed it for now so the code won't influence development
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Now every 3d view can have its own solid draw color setting
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Assume files saved in 2.8 were intended for Eevee and set them to material
viewport shading. In Eevee this is equal to rendered draw mode, in Cycles
this will draw with Eevee. This way Eevee demo files still show something
interesting when opened.
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This was stored in the workspace, selected from the view.
Move both to scene since custom orientations are closely related to your
scene data.
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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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Split out undo API from ED_util.h into ED_undo.h
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