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.
Since we added auto DPI on Linux, on some systems the UI draws smaller than before
due to the monitor reporting DPI values like 88. Blender font drawing gives quite
blurry results for such slightly smaller DPI, apparently because the builtin font
isn't really designed for such small font sizes. As a workaround this clamps the
auto DPI to minimum 96, since the main case we are interested in supporting is
high DPI displays anyway.
Differential Revision: https://developer.blender.org/D2740
This commit effectively makes workspace switching useless as far as the
active scene layer goes.
The functions from the scene layer API to get the correct scene layer
from "context" were a placeholder to be addressed by the workspace
commit.
When workspace was merged, however G.main was used as a replacement to pass the
correct argument for the functions. As it turned out (surprise!) this
leads to crash on render preview.
We need to get rid of:
* BKE_scene_layer_context_active_ex_PLACEHOLDER
* BKE_scene_layer_context_active_PLACEHOLDER
And either use SceneLayer explicitly or replace it by:
* BKE_scene_layer_from_workspace_get
Goal is to make them more modular, to allow more variants (variable
single-color, thickness, ...) to be added without having to
copy-and-change-one-line of whole chain of shaders.
To recompile all the shaders is expensive. And something to be avoided at all costs.
It was needed before because for every new lamp in the file we needed to
recompile the shaders. Now this is no longer required since we are using
UBOs for the sahders.
Fix is a bit ugly, but cannot think of another solution for now, at
least this **should** not break anything else.
And now I go find myself a very remote, high and lonely mountain, climb
to its top, roar "I hate proxies!" a few times, and relax hearing the echos...
Naming was confusing, while technically correct -
the result is no scaling (manipulator ignores zoom-level).
Also remove 3D from name since this can be supported for 2D views too.
Changes from custom-manipulator branch.
- use property type definitions.
- add property free callback.
- move properties into the wmManipulator struct (over alloc).
- use array length from property types instead of arg passing.
This makes manipulator access closer to operators,
and allows Python access.
This adds RNA for manipulators, but not Python registration yet.
- Split draw style into 2x settings:
`draw_style` (enum) & `draw_options` (enum-flag)
- Rename wmManipulator.properties -> properties_edit,
Use wmManipulator.properties for ID-properties.
Note that this area of the API will need further work since
manipulators now have 2 kinds of properties & API's to access them.