Convention was not to but after discussion on 918941483f we agree its
best to change the convention.
Names now mostly follow RNA.
Some exceptions:
- Use 'nodetrees' instead of 'nodegroups'
since the struct is called NodeTree.
- Use 'gpencils' instead of 'grease_pencil'
since 'gpencil' is a common abbreviation in the C code.
Other exceptions:
- Leave 'wm' as it's a list of one.
- Leave 'ipo' as is for versioning.
The UI was trying to use screen_context.c for its poll and draw
functions. So the active object and active object data and active layer
was used in the UI, instead of the context one.
Besides, for the material, the wrong context path was used altogether
when the active object was a greasepencil.
This would lead to all sort of pinning problems:
* A Mesh panel is pinned, but the active object is a grease pencil, the
grease pencil panels would show.
* If a Grease Pencil (data) panel is pinned, but the active object is not
the one pinned, nothing would show.
* Material panels and pinning were totally broken, showing the material
context for pinned mesh data panels even.
I also sanitized the name of the panels, their inheritance and poll
functions.
Reviewers: antoniov, brecht
Subscribers: billrey
Differential Revision: https://developer.blender.org/D4470
The issue was that `bNodeSocketValueVector` and `bNodeSocketValueRGBA`
don't store the value at the same location in the struct.
I kept the cases for `SOCK_VECTOR` and `SOCK_RGBA` completely separate
for now, because they only share code by coincidence and not because
they are actually the same. Eventually there could be a "Vector Input"
node similar to the "RGB" node.
Reviewers: fclem
Differential Revision: https://developer.blender.org/D4472
The fix was move the grease pencil engine before overlays
This also fix the origin not visible bug T62100
There is a limitation of this fix, but we cannot fix both problems. If you have object behind a transparent graese pencil objects, this objects will not be visible.
Thanks @fclem for his advices to fix this bug.
The SubdivCCG structure was re-allocated, but the cached one in
the sculpt session was still pointing to an original one.
This is rather a workaround, but is least evil from what i can
currently think. Remember something similar was also required in
2.7 as well.
Definitely need to revision this change.
Evaluate the dependency graph a bit later still. This kind of worked before
because it was using the drive namespace from the previously loaded .blend
file but that's of course wrong.
We already have different storages for cddata of verts, edges etc.,
'simply' do the same for the mask flags we use all around Blender code
to request some data, or limit some operation to some layers, etc.
Reason we need this is that some cddata types (like Normals) are
actually shared between verts/polys/loops, and we don’t want to generate
clnors everytime we request vnors!
As a side note, this also does final fix to T59338, which was the
trigger for this patch (need to request computed loop normals for
another mesh than evaluated one).
Reviewers: brecht, campbellbarton, sergey
Differential Revision: https://developer.blender.org/D4407
This is still is a dirty workaround.
Note that we are drawing the whole sets of point multiple times. While this
is ineficient, the main bottleneck is CPU transformation.
Empty object skipping now only skips the bounds, since you can select
the empty by it's center point and want to navigate to it.
Also share object skipping check between view all/selected.
This behavior matches back-face culled mesh objects,
where the wire outline doesn't depend on the viewing angle.
Applying this before empty visibility check for view framing,
since it's strange if viewing all gives different results
depending on back-face culling.