For anyone interesting on polishing pixels, this is still one of the few
places in Blender where when renaming the name "jumps" a tiny bit when
editing. Most of the other places (id rename, UI list rename, ...) have
the text drawing in the exact same place while editing it and drawing.
No major API change here, only in the outliner restriction column
variables (e.g., show_restrict_column_selectable > show_restrict_column_select).
* Get rid of _INSTANCE (introduced on b1af682001).
* Differentiate (everywhere but the API) between HIDE (temporary) and VIEWPORT (global).
* Use the expected icon for restrict viewport (same as objects and modifiers).
* selectable > select
In the outliner we don't have yet a clear distinction for the users of when
to use each of the visibility settings.
This changes that by properly naming the property and their tooltips.
I'm also unifying the naming between the rna properties and the outliner
for collections and objects (e.g., so collection and object hide_select
have the same tooltips everywhere).
The API did not change.
Since drivers on Bone properties are really supposed to be stored
in Armature data and access bones via its bones[] collection, this
lookup path should work efficiently.
Mass lookup of bones by name was already done through hashes,
but they were built temporarily every time that was needed. This
simply replaces it with a common hash table computed immediately
after file load, copy, or Edit to Object mode switch.
Left-click select broke that behavior, since it puts both action and
select buttons on the same physical mouse button...
To support this behavior again, we have to split selection process in
two steps, hence make it modal... While I remain rather skeptical about
that global design decision, and complexity it adds to many UI/UX areas,
this solution ends up being OK-ish I think.
Thanks to @brecht for some final tweaks on the patch.
- Fix 'ddisable' typo
- Use clearer names for the operators in the Collections context menu
Instead of Set Exclude / Clear Exclude, we now use Enable in View Layer / Disable from View Layer
On Windows 10 with a post Februari 2019 Intel driver, the box selection
is not working. It only detects the object centers, but not the drawn
triangles of the basic engine.
Reviewed By: fclem
Maniphest Tasks: T62947
Differential Revision: https://developer.blender.org/D4857
The complexity in this patch comes from the fact
that the current operator system does not support
multi-step user interactions well.
More specifically, for this to work, we need to show
a confirm dialog and a file browser afterwards.
We decided that it is easier to keep everything in
a single operator, instead of creating separate
operators that invoke each other.
So, now the `WM_OT_open_mainfile` operator invokes
itself in different states. It implements a simple
finite state machine to manage the states.
The dialog itself is expected to be improved in
a future commit. See D4829 for more details.
Reviewers: brecht
Differential Revision: https://developer.blender.org/D4829
While shapekeys RNA path handling does support keyblocks (ShapeKeys)
with an `id_data` wrongly set to the geometry instead of the shapkey,
this is really not something to promote. ideally it should be removed at
some point. At least, let's not generate such RNA pointer if we can
avoid it.
Here it was breaking proper showing of animated shapekeys in the UI,
since this expects animated datablocks to have their own animation data
(and 'rooting' keyblocks to their mesh instead of their shapekey ended
up defining their animation in the mesh, not in the shapekey).
New option to disable the follow drawing path. Before it had only a switch property, now there is a list of options.
Modes:
Path: Follows drawing stroke and rotate with object.
Object: Only follows object rotation.
None: Don't rotate.
The owning ID reference of RNA pointers is supposed to point at the
ID container that owns the object, but for PoseBone.bone it wasn't
updated to point at the Armature data ID instead of Armature Object.
This caused issues, like pose_bone.bone.driver_add() adding the
driver to the Armature Object animation data, which violates the
intended design of the animation data structures.
Since RNA code generally assumes that all pointers that don't
refer directly to an ID remain within the current ID, a custom
getter is required to fix this.