Running undo would notify manipulators to refresh,
but this still allowed for events in the queue to be handled,
where manipulators could be drawn for selection before
their refresh callback runs.
This made Python manipulators raise exceptions
about referencing invalid data (or crash).
Now tag manipulator update on file load (including undo)
and ensure the refresh callback runs
before drawing manipulator selection.
Also split manipulator map refresh flag in two since selection doesn't
perform the same operations as regular drawing.
Was doing 2x lookups which is OK for click-select
but this runs on mouse-move and can become slow.
May enable this again if highlighting logic changes.
Also scale hotspot by pixelsize.
- Cleanup array access, move into functions.
- Store allocated size to avoid realloc's on every add/remove.
- Make select editable from Python.
- Rename select callback to select_refresh
(collided with select boolean).
- Call select_refresh when de-selecting as well as selection.
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.