I'm not sure why we may want to sample both a sharp and an unsharp edges at the
same time, maybe to see if the selected edges all have the same values?
Either way, implemented as in 2.79. I also believe we may have a faster way to
select all the edges, but let's file this under optimizations to be done later.
I'm not sure why the original implementation was only checking for equal
comparison but I'm doing the same here. It is a one line change if we
want to support LT/GT anyways.
Also "technically" we should compare the angles in the worldspace, since
different scales will result in different angles. Added as a TODO but
honestly I think this is overkill.
I'm using kdtree here but there is nothing preventing us from using a simple
float linked list with a sorting and finding "nearest" equivalents.
At least we are benefitting from bisecting as oppose to the original solution.
Also we need epsilon for the float comparisons.
This lets us do the most common shading switching with one shortcut. We keep
alt+Z and shift+Z for quickly toggling to lookdev and rendered mode and back,
it's debatable which settings deserve a dedicated shortcut like this.
The downside is that switching X-ray is a little slower, and that there is
some risk of accidentally going to lookdev or rendered mode which can be slow
to cancel.
We now treat Xray as being the mode where Limit selection to visible is off.
If Xray is OFF, Limit selection to visible is considered ON.
To allow 'see through wires' with solid shading (not Xray shading) we still
draw solid shading if Xray is ON with Xray Alpha set to 1.0.
This is using the existing engine (workbench forward) with 0.0 xray_alpha
and forcing wireframes on all objects.
There is no workflow/shortcut changes in this commit.
Normally the time can be read from DEG_get_ctime(depsgraph), but this is a
bit more forgiving for e.g. addons that don't care too much about the details
of the COW depsgraph.
Added propagation of displacement to a higher levels.
Has the same limitation as reshape from object, which makes
grids somewhat choppy due to linear interpolation nature.
This is to be addressed next.
This brings basic implementation of displacement propagation
to a higher levels. Currently does linear interpolation between
grid points at which reshape happened. It makes results a bit
choppy, proper solution would be to use some interpolation
weights from the limit patch.