Previously, render slots were hardcoded to a fixed amount.
With this change, render slots now are stored in a list. Therefore, users can add and/or remove as many slots as they want.
Credit to brecht for the UI part.
Reviewers: brecht, sergey
Differential Revision: https://developer.blender.org/D3474
This removes OperatorRepeatContextHandle, from 5f6c45498c
since we now only have redo in the area an operator is executed in.
These values could be invalid and crashed in some cases.
Sometimes the evaluated pose channel pointers can change during depsgraph
evaluation, so we can't store them ahead of time. The object pointer
should be ok since evaluated ID memory is reused.
Currently done for mesh batch cache update, and for base flags sync.
Those components do not need anything from original object, and hence
can skip CoW tag and have faster update after them used.
Currently with a debug build there is a race condition where the mutex is released before the DST structure is reset to 0xFF, meaning when multiple threads are using the DRWManager it can get cleared when the main thread is using it, causing crashes.
Reviewers: fclem, brecht
Reviewed By: fclem
Tags: #bf_blender_2.8
Differential Revision: https://developer.blender.org/D3476
this is actually adding option to add buggy behavior, but.. NPR often
expects buggy behaviors, and its one of the main targets for normal editing.
So think it's reasonable to add that option (disabled by default of
course).
Note that am not really happy with UI, but:
* Not sure where to put it, it's kind of own self-contained area option.
* Don't to make it too much visible, using this should be the exception!
This solves the problem of blocks jumping around when changing modes and
center them to the area (in case of only 2 spacers).
Which is (in my own opinion) more aestetically pleasing.
Minor changes based on user feedback.
- View aligned rotation manipulator overlapped too often
with axis aligned widgets. Increase size (matching 2.79)
- Offset arrow-heads when combining rotate & translate,
don't draw the stem since it overlaps with scale.
For grouped undo we should not skip the undo push, rather replace the
previous undo push. This way undo goes back to the state after the last
operation in the group.