Commit Graph

1533 Commits

Author SHA1 Message Date
bbc69563d0 Sculpt: Normal-based automasking modes
Two new normal-based automasking modes.

The first mode, "brush", compares vertex normals with the initial
normal at the beginning of the brush stroke.

The second, "view", compares vertex normals with the view normal.
If "occlusion" is on then rays will be shot from each vertex to test
if it is occluded by other geometry (note: this can be very slow).\
Only geometry inside the sculpt mesh is considered.

Each mode has an associated angular limit and a falloff.

Reviewed by: Julien Kaspar and Jeroen Bakker
Differential Revision: https://developer.blender.org/D15297
Ref D15297
2022-09-28 23:21:56 -07:00
0156a677c7 Sculpt: New Cavity Automasking Mode
Add new cavity automasking mode based on local mesh
curvature.  Cavity masking is a great way to quickly add
detail in crevices and the like.  It's meant to be used
with the Paint brush in color attribute mode.  It does
work with other brushes but the results can be unpredictable.

{F13131497}

The old "dirty mask" operator has been replace with a new
"mask from cavity" operator that shares the same code with
cavity automasking.

Differences from the sculpt-dev implementation:
    * It uses the word "cavity."  When I first implemented
this I wasn't aware
      this feature existed in other software (and other
paint modes in Blender),
      and for reasons that escape me today I initially
decided to call it a concave or
      concavity mask.
    * The cavity factor works a bit differently.  It's
      no longer non-linear and functions as a simple
      scale around 0.5f.
    * Supports custom curves.
    * Supports blurring.

Reviewed By: Julian Kaspar, Jeroen Bakker and Campbell Barton
Differential Revision: https://developer.blender.org/D15122
Ref D15122
2022-09-28 16:22:34 -07:00
c55d38f00b Geometry Nodes: viewport preview
This adds support for showing geometry passed to the Viewer in the 3d
viewport (instead of just in the spreadsheet). The "viewer geometry"
bypasses the group output. So it is not necessary to change the final
output of the node group to be able to see the intermediate geometry.

**Activation and deactivation of a viewer node**
* A viewer node is activated by clicking on it.
* Ctrl+shift+click on any node/socket connects it to the viewer and
  makes it active.
* Ctrl+shift+click in empty space deactivates the active viewer.
* When the active viewer is not visible anymore (e.g. another object
  is selected, or the current node group is exit), it is deactivated.
* Clicking on the icon in the header of the Viewer node toggles whether
  its active or not.

**Pinning**
* The spreadsheet still allows pinning the active viewer as before.
  When pinned, the spreadsheet still references the viewer node even
  when it becomes inactive.
* The viewport does not support pinning at the moment. It always shows
  the active viewer.

**Attribute**
* When a field is linked to the second input of the viewer node it is
  displayed as an overlay in the viewport.
* When possible the correct domain for the attribute is determined
  automatically. This does not work in all cases. It falls back to the
  face corner domain on meshes and the point domain on curves. When
  necessary, the domain can be picked manually.
* The spreadsheet now only shows the "Viewer" column for the domain
  that is selected in the Viewer node.
* Instance attributes are visualized as a constant color per instance.

**Viewport Options**
* The attribute overlay opacity can be controlled with the "Viewer Node"
  setting in the overlays popover.
* A viewport can be configured not to show intermediate viewer-geometry
  by disabling the "Viewer Node" option in the "View" menu.

**Implementation Details**
* The "spreadsheet context path" was generalized to a "viewer path" that
  is used in more places now.
* The viewer node itself determines the attribute domain, evaluates the
  field and stores the result in a `.viewer` attribute.
* A new "viewer attribute' overlay displays the data from the `.viewer`
  attribute.
* The ground truth for the active viewer node is stored in the workspace
  now. Node editors, spreadsheets and viewports retrieve the active
  viewer from there unless they are pinned.
* The depsgraph object iterator has a new "viewer path" setting. When set,
  the viewed geometry of the corresponding object is part of the iterator
  instead of the final evaluated geometry.
* To support the instance attribute overlay `DupliObject` was extended
  to contain the information necessary for drawing the overlay.
* The ctrl+shift+click operator has been refactored so that it can make
  existing links to viewers active again.
* The auto-domain-detection in the Viewer node works by checking the
  "preferred domain" for every field input. If there is not exactly one
  preferred domain, the fallback is used.

Known limitations:
* Loose edges of meshes don't have the attribute overlay. This could be
  added separately if necessary.
* Some attributes are hard to visualize as a color directly. For example,
  the values might have to be normalized or some should be drawn as arrays.
  For now, we encourage users to build node groups that generate appropriate
  viewer-geometry. We might include some of that functionality in future versions.
  Support for displaying attribute values as text in the viewport is planned as well.
* There seems to be an issue with the attribute overlay for pointclouds on
  nvidia gpus, to be investigated.

Differential Revision: https://developer.blender.org/D15954
2022-09-28 17:54:59 +02:00
8b612c6496 GPencil: Add new Set Start Point operator to context menu 2022-09-10 16:12:18 +02:00
98c4e1e590 GPencil: New Set Start point operator
This operator allows to set the start point for any cyclic stroke.

This is very handy to fit interpolation issues or
use thickness modifier.

Note: There is small change in this commit to fix
a typo error in the name of the operator.

Reviewed By: mendio, frogstomp

Maniphest Tasks: T100827

Differential Revision: https://developer.blender.org/D15881
2022-09-10 15:43:20 +02:00
141d5cac3a GPencil: Move Outline operator in menu
Reviewed by: Matias Mendiola
2022-09-05 15:20:20 +02:00
fbf875a3da GPencil: Move Scale Thickness option in menu
The option is more logic in the Normalize group

Reviewed by: Matias Mendiola
2022-09-05 15:16:42 +02:00
Clément Foucault
65ad36f5fd DRWManager: New implementation.
This is a new implementation of the draw manager using modern
rendering practices and GPU driven culling.

This only ports features that are not considered deprecated or to be
removed.

The old DRW API is kept working along side this new one, and does not
interfeer with it. However this needed some more hacking inside the
draw_view_lib.glsl. At least the create info are well separated.

The reviewer might start by looking at `draw_pass_test.cc` to see the
API in usage.

Important files are `draw_pass.hh`, `draw_command.hh`,
`draw_command_shared.hh`.

In a nutshell (for a developper used to old DRW API):
- `DRWShadingGroups` are replaced by `Pass<T>::Sub`.
- Contrary to DRWShadingGroups, all commands recorded inside a pass or
   sub-pass (even binds / push_constant / uniforms) will be executed in order.
- All memory is managed per object (except for Sub-Pass which are managed
   by their parent pass) and not from draw manager pools. So passes "can"
   potentially be recorded once and submitted multiple time (but this is
   not really encouraged for now). The only implicit link is between resource
   lifetime and `ResourceHandles`
- Sub passes can be any level deep.
- IMPORTANT: All state propagate from sub pass to subpass. There is no
   state stack concept anymore. Ensure the correct render state is set before
   drawing anything using `Pass::state_set()`.
- The drawcalls now needs a `ResourceHandle` instead of an `Object *`.
   This is to remove any implicit dependency between `Pass` and `Manager`.
   This was a huge problem in old implementation since the manager did not
   know what to pull from the object. Now it is explicitly requested by the
   engine.
- The pases need to be submitted to a `draw::Manager` instance which can
   be retrieved using `DRW_manager_get()` (for now).

Internally:
- All object data are stored in contiguous storage buffers. Removing a lot
   of complexity in the pass submission.
- Draw calls are sorted and visibility tested on GPU. Making more modern
   culling and better instancing usage possible in the future.
- Unit Tests have been added for regression testing and avoid most API
   breakage.
- `draw::View` now contains culling data for all objects in the scene
   allowing caching for multiple views.
- Bounding box and sphere final setup is moved to GPU.
- Some global resources locations have been hardcoded to reduce complexity.

What is missing:
- ~~Workaround for lack of gl_BaseInstanceARB.~~ Done
- ~~Object Uniform Attributes.~~ Done (Not in this patch)
- Workaround for hardware supporting a maximum of 8 SSBO.

Reviewed By: jbakker

Differential Revision: https://developer.blender.org/D15817
2022-09-02 18:45:14 +02:00
500e4d540a Merge branch 'blender-v3.3-release'
Conflicts:
	release/scripts/startup/bl_ui/space_userpref.py
2022-08-22 15:44:44 +02:00
Damien Picard
ee985fa925 I18n: disambiguate a few translations
- Keying (keyframe insertion)
- Roughness (particle children)
- New image, collection, text (in menus)
- Parents (particles)
- Wrap (text)
- Light (add menu)
- Empty (volume add menu)
- Empty (empty add menu)
- Cycles (f-curve modifier)
- Drag (workspace tool type)
- Power (light intensity)
- Power (math nodes)

This last change also moves all math operations in nodes to the
ID_nodetree context. It's needed only for some operations, but we
can't be more granular here.

Also...

- Fix context extraction for interpolation mode headers in F-Curves
  and GPencil interpolation operator
- Enable new translation: "Slot %d" in image editor
- Fix an English message in the node editor:
  "Replace the input image's alpha channels by..." -> channel

Ref. T43295

Reviewed By: mont29

Differential Revision: https://developer.blender.org/D15694
2022-08-22 14:33:07 +02:00
aa7b2f1dd9 GPencil: New operator to convert strokes to perimeter.
This operator converts any stroke of gpencil with a center line into a stroke with the perimeter.

It's possible to assign the active material, keep current or create a new material for all perimeters.

The conversion is only done for strokes with a material using `Stroke`. Only `Fill` strokes are not converted.

Known issues: As the perimter has not boolean implementation, some perimeters can be overlaped. This could be solved in the future when a new 2D boolean library will be developed.

Reviewed By: mendio, pepeland, frogstomp

Differential Revision: https://developer.blender.org/D15664
2022-08-18 16:30:27 +02:00
850126ab44 Merge branch 'blender-v3.3-release' 2022-08-16 15:43:24 +02:00
a42896a8a1 LibOverride: Refactor of menu entries in the View3D.
Move override creation into their own menu, add entries for reset and
clear operations.
2022-08-16 15:42:04 +02:00
d52d71b834 Cleanup: doxy parameters, use static set instead of tuple 2022-08-11 11:17:24 +10:00
624b0ac656 Realtime Compositor: Add evaluator and engine
This patch adds the core realtime compositor evaluator as well as a
compositor draw engine powered by the evaluator that operates in the
viewport. The realtime compositor is a new GPU accelerated compositor
that will be used to power the viewport compositor imminently as well as
the existing compositor in the future.

This patch only adds the evaluator and engine as an experimental
feature, the implementation of the nodes themselves will be committed
separately.

See T99210.

Differential Revision: https://developer.blender.org/D15206

Reviewed By: Clement Foucault
2022-08-10 09:14:22 +02:00
8571093f99 GPencil: Small UI change in overlay for consistency
To keep consistency is better add the word `Inactive` for `Fade Layers` and `Fade Objects`  to keep the same naming used in other areas of the overlay panel.

Reviewed by: Matias Mendiola
2022-07-26 16:39:17 +02:00
2b8e35eeb0 Fix T99984: Small GPencil overlay UI bugs in Edit Mode
This commit fixes the opacity for curves hiding the option.

Actually, the curve points and handles drawing is using the same code that mesh curves and the opacity is not supported. While this feature will be added for mesh curves and gpencil, now it's better to hide this option.

Reviewed: Matias Mendiola

Note: The handle problem reported in this task was fixed in  a separated commit: 203e7ba332
2022-07-26 16:34:27 +02:00
d6faee2824 Cleanup: format 2022-07-21 17:45:36 +10:00
87ae10a050 Curves: Hide snapping menu in curves sculpt mode
The menu/popover doesn't affect anything in the mode, and precision
operations that would use snapping are meant for edit mode anyway.
2022-07-19 10:45:01 -05:00
becb1530b1 Hair Curves: The new curves object is now available
This commit doesn't implement any new feature but makes the new curves
object type no longer experimental.

Documentation:

* https://docs.blender.org/manual/en/3.3/modeling/curves/primitives.html#empty-hair
* https://docs.blender.org/manual/en/3.3/sculpt_paint/curves_sculpting/introduction.html

Note: This also makes the Selection Paint tool available. This tool
should have been moved out of the "New Curves Tool" flag when we got the
selection drawing to work.

Differential Revision: https://developer.blender.org/D15402
2022-07-08 15:11:32 +02:00
7cfea48752 LibOverride: Make fully editable when creating an experimental user setting.
This is temporary to investigate which behavior should be kept when
creating an override hierarchy if there are no cherry-picked data
defined: make all overrides user-editable, or not.

This removes the 'make override - fully editable' menu entries.
2022-07-07 18:19:11 +02:00
e3ef56ef91 Curves: Add sculpt selection overlay
This commit adds visualization to the selection in curves sculpt mode.
Previously it was only possible to see the selection when it was
connected to a material.

In order to obstruct the users vision as little as possible, the
selected areas of the curve are left as is, but a dark overlay
is drawn over unselected areas.

To make it work, the overlay requests the selection attribute and then
ensures that the evaluation is complete for curves. Then it retrieves
the evaluated selection GPU texture and passes that to the shader.
This reuses the existing generic attribute extraction system because
there currently wouldn't be any benefits to dealing with selection
separately, and because it avoids duplication of the logic that
extracts attributes from curves and evaluates them if necessary.

Differential Revision: https://developer.blender.org/D15219
2022-07-07 08:06:30 -05:00
3ffc558341 Sculpt Curves: UI tweaks and shortcut
* Minimum Distance -> Distance Mix
* Max Count -> Count Max
* Shift + A for selection grow

This follows better the names we have in geometry nodes in the Distribute Points
node when using the Poisson Disk method (Distance Min, Distance Max).

The shortcut for the selection grow is the same we use in mesh sculpt
for the Expand Mask operator (which behaves a bit similar).
2022-07-01 10:23:58 +02:00
416aef4e13 Curves: New tools for curves sculpt mode.
This commit contains various new features for curves sculpt mode
that have been developed in parallel.

* Selection:
  * Operator to select points/curves randomly.
  * Operator to select endpoints of curves.
  * Operator to grow/shrink an existing selection.
* New Brushes:
  * Pinch: Moves points towards the brush center.
  * Smooth: Makes individual curves straight without changing the root
    or tip position.
  * Puff: Makes curves stand up, aligning them with the surface normal.
  * Density: Add or remove curves to achieve a certain density defined
    by a minimum distance value.
  * Slide: Move root points on the surface.

Differential Revision: https://developer.blender.org/D15134
2022-06-30 15:09:13 +02:00
011327224e Transform Snap: nearest face snap mode, snapping options, refactoring.
This commit adds a new face nearest snapping mode, adds new snapping
options, and (lightly) refactors code around snapping.

The new face nearest snapping mode will snap transformed geometry to the
nearest surface in world space. In contrast, the original face snapping
mode uses projection (raycasting) to snap source to target geometry.
Face snapping therefore only works with what is visible, while nearest
face snapping can snap geometry to occluded parts of the scene. This new
mode is critical for retopology work, where some of the target mesh
might be occluded (ex: sliding an edge loop that wraps around the
backside of target mesh).

The nearest face snapping mode has two options: "Snap to Same Target"
and "Face Nearest Steps". When the Snap to Same Object option is
enabled, the selected source geometry will stay near the target that it
is nearest before editing started, which prevents the source geometry
from snapping to other targets. The Face Nearest Steps divides the
overall transformation for each vertex into n smaller transformations,
then applies those n transformations with surface snapping interlacing
each step. This steps option handles transformations that cross U-shaped
targets better.

The new snapping options allow the artist to better control which target
objects (objects to which the edited geometry is snapped) are considered
when snapping. In particular, the only option for filtering target
objects was a "Project onto Self", which allowed the currently edited
mesh to be considered as a target. Now, the artist can choose any
combination of the following to be considered as a target: the active
object, any edited object that isn't active (see note below), any non-
edited object. Additionally, the artist has another snapping option to
exclude objects that are not selectable as potential targets.

The Snapping Options dropdown has been lightly reorganized to allow for
the additional options.

Included in this patch:

- Snap target selection is more controllable for artist with additional
  snapping options.
- Renamed a few of the snap-related functions to better reflect what
  they actually do now. For example, `applySnapping` implies that this
  handles the snapping, while `applyProject` implies something entirely
  different is done there. However, better names would be
  `applySnappingAsGroup` and `applySnappingIndividual`, respectively,
  where `applySnappingIndividual` previously only does Face snapping.
- Added an initial coordinate parameter to snapping functions so that
  the nearest target before transforming can be determined(for "Snap to
  Same Object"), and so the transformation can be broken into smaller
  steps (for "Face Nearest Steps").
- Separated the BVH Tree getter code from mesh/edit mesh to its own
  function to reduce code duplication.
- Added icon for nearest face snapping.
- The original "Project onto Self" was actually not correct! This option
  should be called "Project onto Active" instead, but that only matters
  when editing multiple meshes at the same time. This patch makes this
  change in the UI.

Reviewed By: Campbell Barton, Germano Cavalcante

Differential Revision: https://developer.blender.org/D14591
2022-06-29 20:52:00 -04:00
1160a3a3f8 Cleanup: Clang tidy
Mainly duplicate includes and else after return.
2022-06-22 18:58:25 -05:00
e0c966a3b9 Fix T98904: GPencil sculpt brushes break after you delete a brush
There were two problems here:

1) Console warnings due to brush was None.
2) It was impossible to recreate a brush.

This patch fixes both issues and it is now possible to recreate any brush.

Differential Revision: https://developer.blender.org/D15213

Reviewed by: @dflelinto
2022-06-16 16:29:11 +02:00
545b9ddc34 Cleanup: Simplify curves toolbar drawing logic
Use `elif` to clarify that only one case happens.
2022-06-02 22:18:07 +02:00
3ca76ae0e8 Cleanup: remove "<pep8 compliant>" from headers
It can be assumed that all scripts comply with basic pep8 formatting
regarding white-space, indentation etc.

Also remove note in best practices page & update `tests/python/pep8.py`.

If we want to exclude some scripts from make format,
this can be done by adding them to `ignore_files` in:
source/tools/utils_maintenance/autopep8_format_paths.py

Or using `# nopep8` for to ignore for individual lines.

Ref T98554
2022-06-02 20:16:20 +10:00
a1830859fa Curves: Add soft selection in sculpt mode
This commit adds a float selection to curve control points or curves,
a sculpt tool to paint the selection, and uses the selection influence
in the existing sculpt brushes.

The selection is the inverse of the "mask" from mesh sculpt mode
currently. That change is described in more detail here: T97903

Since some sculpt tools are really "per curve" tools, they use the
average point selection of all of their points. The delete brush
considers a curve selected if any of its points have a non-zero
selection.

There is a new option to choose the selection domain, which affects how
painting the selection works. You can also turn the selection off by
clicking on the active domain.

Sculpt brushes can be faster when the selection is small, because
finding selected curves or points is generally faster than the
existing brush intersection and distance checks.

The main limitation currently is that we can't see the selection in the
viewport by default. For now, to see the selection one has to add a
simple material to the curves object as shown in the differential
revision. And one has to switch to Material Preview in the 3d view.

Differential Revision: https://developer.blender.org/D14934
2022-05-31 19:00:24 +02:00
341f1e444f Cleanup: formatting 2022-05-22 21:59:46 -04:00
a89f829f12 LibOverride: Add option to Hierarchy Creation to get all data user-editable by default.
Avoids having to manually enable data-blocks for user-edition when you
do not care about what should be edited by whom. Similar to default
behavior before introduction of system overrides (aka non-user-editable
overrides).
2022-05-20 12:02:52 +02:00
c536791f36 Cleanup: remove unused variables, redundant assignments 2022-05-18 17:53:45 +10:00
3b0a08b793 Cleanup: format 2022-05-12 14:07:15 +10:00
a4382badb9 Curves: Adjust sculpt mode UI layouts
This patch adjusts the UI layouts for the tool header and the tool
properties in sculpt mode in a few ways. The goals are to better group
related settings, keep fundamental settings easily accessible, fix the
availability of some options, and make better use of space.

1. Remove ID template in tool header
2. Rename "Add Amount" to "Count" for add brush
3. Add "use pressure" toggles to radius and strength sliders
4. Move strength falloff to a popover
5. Move many "Add" brush settings to popover called "Curve Shape"
6. Move two "Grow/Shrink" options to a popover called "Scaling"
7. Don't display "Falloff" panel in properties when it has no effect

See the differential revision for screenshots and more reasoning.

Differential Revision: https://developer.blender.org/D14922
2022-05-11 15:47:49 +02:00
Pablo Vazquez
eef98e66cf Mesh: Add Auto Smooth option to Shade Smooth operator
Add a property to the **Shade Smooth** operator to quickly enable the Mesh `use_auto_smooth` option.

The `Angle` property is exposed in the **Adjust Last Operation** panel to make it easy to tweak on multiple objects without having to go to the Properties editor.

The operator is exposed in the `Object` menu and `Object Context Menu`.

=== Demo ===

{F13066173, size=full}

Regarding the implementation, there are multiple ways to go about this (like making a whole new operator altogether), but I think a property is the cleanest/simplest.

I imagine there are simpler ways to achieve this without duplicating the `use_auto_smooth` property in the operator itself (getting it from the Mesh props?), but I couldn't find other operators doing something similar.

Reviewed By: #modeling, mont29

Differential Revision: https://developer.blender.org/D14894
2022-05-11 13:21:59 +02:00
8852191b77 Curves: Interpolate point count in add brush
This commit adds an option to interpolate the number of control points
in new curves based on the count in neighboring existing curves. The
idea is to provide a more automatic default than manually controlling
the number of points in a curve, so users don't have to think about
the resolution quite as much.

Internally, some utilities for creating new curves are extracted to a
new header file. These can be used for the various nodes and operators
that create new curves.

The top-bar UI will be adjusted in a separate patch, probably moving
all of the settings that affect the size and shape of the new curves
into a popover.

Differential Revision: https://developer.blender.org/D14877
2022-05-10 18:28:02 +02:00
b508999d8d Merge branch 'blender-v3.2-release' 2022-05-09 12:45:16 +02:00
025959da23 Fix T97915: Regression: Blender doesn't translate viewpoint menu items.
Another mistake in rBdb3f5ae48aca.
2022-05-09 12:36:56 +02:00
f5428736a7 Cleanup: Trailing white-space 2022-05-06 12:32:11 +02:00
d02b8c1c3b UI: Expand the Snap Curves to Surface operator
The different methods are too different. It is worth having them as
individual choices by the users.

Differential Revision: https://developer.blender.org/D14873
2022-05-06 12:30:46 +02:00
b1517e26e2 Curves: use old Add > Curve menu for new curves object
* Removes the `Curves` menu (leaving only `Curve`).
* The `Curve > Random` option is still useful for testing, but it's under
  the second experimental flag so that it is turned off when only the
  "master ready" features are enabled.

Differential Revision: https://developer.blender.org/D14861
2022-05-06 12:06:57 +02:00
dbba5c4df9 Curves: control number of control points in new curves
Previously, the number of control points in a new curve was hardcoded.

Differential Revision: https://developer.blender.org/D14857
2022-05-05 12:11:50 +02:00
8d78c3152e Curves: unify "Front Faces Only" name with mesh sculpt mode 2022-05-05 12:07:10 +02:00
7dc94155f6 Curves: support symmetry in curves sculpting brushes
This adds support for X/Y/Z symmetry for all brushes in curves
sculpt mode. In theory this can be extended to support radial
symmetry, but that's not part of this patch.

It works by essentially applying a brush stroke multiple with
different transforms. This is similiar to how symmetry works in
mesh sculpt mode, but is quite different from how it worked in
the old hair system (there it tried to find matching hair strands
on both sides of the surface; if none was found, symmetry did
not work).

Differential Revision: https://developer.blender.org/D14795
2022-05-04 09:51:32 +02:00
cd1044fb2b Merge branch 'blender-v3.2-release' 2022-05-03 18:33:24 +10:00
cfdec85cd9 Cleanup: auto-format 2022-05-03 18:32:12 +10:00
ab5d52a6db GPencil: New Sculpt Auto masking options
Now it's possible to use auto masking at 3 levels:

* Stroke
* Layer
* Material

The masking options can be combined and allows to limit the effect of the sculpt brush.

Diff Revision: https://developer.blender.org/D14589
2022-05-02 16:05:04 +02:00
f0f44fd92f Curves: support spherical delete brush
Differential Revision: https://developer.blender.org/D14797
2022-05-02 09:18:57 +02:00
5c92c04518 XR: Add object extras, object types visibility session options
This allows object extras such as image-empties to be shown in the VR
viewport/headset display. Being able to see reference images in VR can
be useful for architectural walkthroughs and 3D modeling applications.

Since users may not want to see all object extras (lights, cameras,
etc.), per-object-type visibility settings are also added as session
options.

By slightly refactoring the definition of the 3D View object types
visibility panel (note: no functional changes), the VR Scene Inspection
add-on can show a similar panel without duplicating code. When VR
selection is possible in the future, the object type select options can
also be enabled.

Reviewed By: Severin

Differential Revision: https://developer.blender.org/D14220
2022-04-30 16:23:43 +09:00