This hides the top-bar by default for everything
besides paint/sculpt workspaces.
- Use the top-bar mainly for active tool settings &
popovers panel options.
(transform / snap settings are an exception for this convention).
- Only show the top-bar (by default)
in paint work-spaces (sculpt / texture-paint / grease-pencil).
- Add an active-tool panel to the sidebar.
- Split 3D view tabs into (Item / Tool / View).
D4721 with minor changes.
Further work is needed for the top-bar and image-editor.
The driver code was almost there, but didn't work because ID nodes
have no outlinks - and using links won't be safe anyway because of
ordering issues. Instead, just loop over all IDNodes.
Animation is fixed simply by referring to ARMATURE_EVAL instead of
BONE in construct_node_identifier - the bArmature ID doesn't have
BONE components in any case, so the old identifier can't work.
During driver var evaluation, the code directly skips to the proxy
object if present, so the dependencies should reflect that, instead
of inventing extra relations to pretend as if the values were
first copied from the proxy - they actually aren't.
The invented dependencies can't work without cycles in complex but
meaningful cases, e.g. drivers on armature data that depend on pose.
This alters the changes from 72cbf966fb to be more correct.
This macro is handy in at least two occasions:
* When you want to check the optimized generated assembly for
some small function that would get inlined otherwise.
* The marked function will be visible in profiling results.
I can't test the implementations for other compilers now,
so I did not include them.
Reviewers: brecht, campbellbarton
Differential Revision: https://developer.blender.org/D4754
Some deform modifiers (like armature) use passed Mesh parameter to
retrieve some extra data (vgroups in our case), and default to obdata
when it is not available.
This should be fine in theory in the 'apply modifier to obdata' case,
since this is always the first modifier, but here upper-level code
passes **evaluated** object, not orig one, so ob->data is not orig
anymore, and might miss some stuff...
Note that am quiet unsure whether the way evaluated data is passed
around in that apply modifier operator code is actually OK, but for now
it seems to work at least...
This patch implements new cache system.
Aim is to give user more control over cache, so it can be maximally
utilized. This is done through sequencer timeline side panel
in category proxy & cache.
Cached images are also visualized in timeline, controled by
sequencer timeline view->cache menu
Functional changes:
- NOT use IMB_moviecache API
- refactor names of cached image types
- each scene owns 1 sequencer cache
- merge preprocess cache into per-sequencer cache
- cache links images rendered per frame in order as they are created
- add cache content visualization tool
- add RNA properties to control the cache
More info can be found in design notes in blenkernel/intern/seqcache.c
and in https://developer.blender.org/D4443
Reviewed By: brecht
Differential Revision: https://developer.blender.org/D4443
This patch fixes T63794 by updating duplicated bones' custom handle references
to point to the new armature's bones.
The problem occurs because B-Bones of a duplicated armature keep pointing to
the old armature's bones. The references are cleared upon entering Edit Mode
because there are no matching `EditBone` for such bones, and `find_ebone_link`
just returns `NULL` in such cases.
Reviewers: mont29, angavrilov
Maniphest Tasks: T63794
Differential Revision: https://developer.blender.org/D4726
drw_batch_cache_generate_requested() is only needed when the geom needs to be
created.
Went from 37fps to 47fps with artificial testcase (lots of bones with one custom shape). Baseline 2.79 is 24fps.
Also fix the drw_shgroup_bone_custom_wire.
If the draw uses the same id as the previous draw, there is no need to read the depth
buffer at this point, avoiding a CPU-GPU sync bubble.
Fixes T62511 Selection is significantly slower in production scenes.
With this patch glReadPixels is not the bottleneck. Regular drawing Is still very
slow so I would suggest fixing the regular drawing first before trying to
improve the selection algorithm.
If the Tabs as Spaces settings is enabled for the text block. This avoids
issues with inconsistent indentation when pasting Python code from another
source.
Differential Revision: https://developer.blender.org/D4512