Age | Commit message (Collapse) | Author |
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We were using int's for bool arguments in BKE,
just to avoid having wrapper functions.
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Seems this was accidentally doubled from 2.7x?
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when either the parent/child object is selected"
This reverts commit 912931964723cb69dafd4adebe3daf093e3e78c1.
This meant users needed to select everything to see relationship lines,
this isn't always easy since objects can have limit-selection set.
This could be made into an enum option if it's important.
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Could support other RNA types,
however menus don't work well in this case.
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Use to calculate paths for the info window.
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Just like the top-bar, the status-bar can now be hidden/collapsed by dragging
its edge. We display a small line with the editor outline color then, so there
is something that can be dragged up to un-collapse the area again.
This collapsed state is not written to files yet.
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Interface files are increasingly mixing up too much functionality,
add a file only to handle queries.
More functions can be moved/added here.
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Other files with the same purpose already used 'query'.
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Area geometry management is quite complex and not easy to get into. We should
gradualy build an API that abstracts away this complexity.
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For example collapsing the lower part of the topbar with 2x interface scale
would hide the top-bar header region. There were also more asserts when changing
window size and moving area edges afterwards (same assert as in T55298).
Fixes are similar to e626998a262ebe4f.
With all the recent fixes I've done, area geometry handling should be stable
again. Let's hope I'm right :)
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This used to be rather cryptic and it was easy to forget the `+ 1` which in fact
is needed to get the correct width/height, see e626998a262ebe4f. This should
also fix some minor off-by-one errors.
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This reverts commit 357b72e0a7d4a270bf1273102595446ccca16259 which caused
the issue, we need a better fix for that cosmetic issue from T50862. For
now displaying keyframes and drivers is the more important one.
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Added a compile directive in order to test SH4 in stead of SH2Win.
For now I disabled SH4, it is a bit more clear, but has a small
performance impact. Will check later for a better approach
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There is now a manual refresh button on the panel to update the list
of objects in case it changes, and it also gets refreshed when changing
the collection or toggling the use count option.
This is a bit more manual but the previous code of refreshing the
list while evaluating the depsgraph was unreliable.
This also fixes it to take properly take into account visibility, and
to work with linked collections for which index writing was missing.
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Use 2.7x keymap preset for full keymap.
Use define to allow further adjustments.
See T55666.
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Access to main database is actually rarely needed, but some custom
'apply' functions do need it (like Collections' overriding of objects or
children collections).
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Worknemch now supports transparent textures.
As the main engine is a deferred shading only a cutoff is supported
(draw or don't draw this pixel)
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Added feature check when uploading material uniforms
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First frame of the TAA is just a regular copy of the previous buffer. so
we write directly to the final buffer and skip the taa shader. We do
init the history buffer via blit so it will be initialized for the other
iterations.
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When AA was enabled a new buffer was created. As the composite pass is
already done, we can reuse earlier buffers.
For the deferred rendering we reuse the color_buffer_tx and for the
forward rendering we reuse the transparect_accum_tx.
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