Add mouse hover highlighting for items in UILists, in both list mode
and preview tile mode.
See 104677 for more details
Differential Revision: blender/blender#104677
Reviewed by Brecht Van Lommel
This reverts commit 19222627c6.
Something went wrong here, seems like this commit merged the main branch
into the release branch, which should never be done.
This reverts commit 68181c2560.
I merged 3.6 into 3.5 by mistake. Basically I had a PR against main,
then changed it in the last minute to be against 3.5 via the
web-interface unaware that I shouldn't do it without updating the
patch.
Original Pull Request: #104889
Note that the node group has its sockets names
translated, while the built-in nodes don't.
So we need to use data_ for the built-in nodes names,
and the sockets of the created node groups.
Pull Request #104889
Since the menu doesn't automatically align the labels like other menus
and pulldowns in Blender, I manually made them align using the blank
icon. However the menu button would also include this blank icon now.
This is a specific fix for the 3.5 release. In the main branch I will
replace it with proper support for automatically aligning labels in such
menus.
The default import method for an asset library can now be determined in
the Preferences. The Asset Browser has a new "Follow Preferences" option
for the importing. The essentials asset library still only uses "Append
(Reuse Data)".
This is part of #104686, which aims at improving the import method
selection, especially for the introduction of the new essentials library
(which doesn't support certain import methods). Further changes are
coming to improve the UI, see #104686.
Pull Request: #104688
The buttons of enum context menus are of type `UI_BUT_ROW`. They
are part of the set of buttons we create underline shortcuts for in
`ui_menu_block_set_keyaccels`.
But since they weren't handled in `ui_handle_button_activate_by_type`,
pressing the underline shortcuts didn't do anyting in those cases.
Co-authored-by: Leon Schittek <leon.schittek@gmx.net>
Co-authored-by: Brecht Van Lommel <brecht@noreply.localhost>
Pull Request #104433
Currently the passepartout color is hardcoded to black. While a
sensible default for cinema, it may make less sense for other media,
whether video, print, web, etc. It greatly affects viewing conditions
of the image and should be user selectable, much like painting
programs allow.
Pull Request #104486
Documented all functions, adding use case and side effects.
Also replace the use of shortened argument name by more meaningful ones.
Renamed `GPU_batch_instbuf_add_ex` and `GPU_batch_vertbuf_add_ex` to remove
the `ex` suffix as they are the main version used (removed the few usage
of the other version).
Renamed `GPU_batch_draw_instanced` to `GPU_batch_draw_instance_range` and
make it consistent with `GPU_batch_draw_range`.
Own mistake in d204830107.
For some buttons the type is changed after construction, which means the button
has to be reconstructed. For example number buttons can be turned into number
slider buttons this way. New code was unintentionally overriding the button
type after reconstruction with the old type again.
No user-visible changes expected.
Essentially, this makes it possible to use C++ types like `std::function`
inside `uiBut`. This has plenty of benefits, for example this should help
significantly reducing unsafe `void *` use (since a `std::function` can hold
arbitrary data while preserving types).
----
I wanted to use a non-trivially-constructible C++ type (`std::function`) inside
`uiBut`. But this would mean we can't use `MEM_cnew()` like allocation anymore.
Rather than writing worse code, allow non-trivial construction for `uiBut`.
Member-initializing all members is annoying since there are so many, but rather
safe than sorry. As we use more C++ types (e.g. convert callbacks to use
`std::function`), this should become less since they initialize properly on
default construction.
Also use proper C++ inheritance for `uiBut` subtypes, the old way to allocate
based on size isn't working anymore.
Differential Revision: https://developer.blender.org/D17164
Reviewed by: Hans Goudey
These warnings can reveal errors in logic, so quiet them by checking
if the features are enabled before using variables or by assigning
empty strings in some cases.
- Check CMAKE_THREAD_LIBS_INIT is set before use as CMake docs
note that this may be left unset if it's not needed.
- Remove BOOST/OPENVDB/VULKAN references when disable.
- Define INC_SYS even when empty.
- Remove PNG_INC from freetype (not defined anywhere).
Tool settings can be accessed from both `tool_settings` &
`scene.tool_settings`.
As of [0] `scene.tool_settings` was used instead of `tool_settings`
causing the snap shortcut not to display.
Resolve by supporting variations of data-paths so both are detected.
[0]: 9a76dd2454
Do not clear all the font's glyph caches with single-step zoom
operators if the area does not change font size when doing so.
See D16785 for more details.
Differential Revision: https://developer.blender.org/D16785
Reviewed by Campbell Barton
Finding the active view item button should only happen when it's actually
necessary, since looping through all buttons and blocks is an expensive
operation. This patch limits the search a bit more, to left clicks (the only
case that is actually handled).
This improves drawing performance in the node editor slightly,
where this was a bottleneck.
Differential Revision: https://developer.blender.org/D16882
This simplifies some memory management, ammortizes some of the many
small allocations when building UI layouts, and simplifies the code
that deals with the groups. `uiBlock` is no longer a trivial type.
In my testing this saved a few ms when drawing a large node tree.
Duplicating context lists took a measurable amount of time when drawing
large node trees in the node editor. Instead of using a linked list of
entries, which results in many small allocations, use a vector. Also,
use std::string and StringRefNull instead of char buffers and pointers.
- Use typed enum for the wrap axis.
- Rename `bounds` to `wrap_region`.
- Take a `rcti` argument instead of an `int[4]`.
- Pair wrap & wrap_region arguments together.
Texture usage flags can now be provided during texture creation specifying
the ways in which a texture can be used. This allows the GPU backends to
perform contextual optimizations which were not previously possible. This
includes enablement of hardware lossless compression which can result in
a 15%+ performance uplift for bandwidth-limited scenes on hardware such
as Apple-Silicon using Metal.
GPU_TEXTURE_USAGE_GENERAL can be used by default if usage is not known
ahead of time. Patch will also be relevant for the Vulkan backend.
Authored by Apple: Michael Parkin-White
Ref T96261
Reviewed By: fclem
Differential Revision: https://developer.blender.org/D15967
Required by Metal backend for efficient shader compilation. EEVEE material
resource binding permutations now controlled via CreateInfo and selected
based on material options. Other existing CreateInfo's also modified to
ensure explicitness for depth-writing mode. Other missing bindings also
addressed to ensure full compliance with the Metal backend.
Authored by Apple: Michael Parkin-White
Ref T96261
Reviewed By: fclem
Differential Revision: https://developer.blender.org/D16243
Since moving to float scaling, the method of accessing the text
width with the aspect applied wasn't working properly.
Based on contributions by @lone_noel & @harley, see D15043.