See T57857 for discussion. This reverts:
"Outliner: Do not gray out empty collections"
4521d3e707.
"Remove eye column from the outliner"
fd16b35997.
Fix/workaround issues in pose and edit mode"
6d2e2e30d5.
"Per view-layer collection visibility"
4de6a210c6.
We still control this in the viewport collections visibility menu. But
now we are actually changing the visibility of the collections, not of
the objects.
If a collection is indirectly invisible (because one of its parents are
invisible) we gray it out.
Also if you click directly in the collection names, it "isolates" the
collection by hiding all collections, and showing the direct parents and
all the children of the selected collection.
Development Note:
Right now I'm excluding the hidden collections from the depsgraph.
Thus the need for tagging relations to update.
If this proves to be too slow, we can change.
Previously we tried this but reverted (see 64d40c82c3)
because there wasn't a predictable set of keys to use global-space.
Now the keys are swapped:
- 'GX' always transforms in the user defined orientation.
- 'GXX' always transforms in global space.
As before 'GXXX' cycles back to disabling constraints.
This does have a down side that GXX won't be used for local-space
when the user has global space set.
Also, when global is the user-orientation, pressing GX and GXX
does the same thing.
Note: examples here use GX but could be any transform-mode/axis.
This is a local fix.
The problem with duplicate looptris still remains.
That is, it can still be released in one place but not upgraded in the other.
(note: setting the looptris to NULL in the evaluated mesh and assert whether it is still NULL when the mesh is freed could indicate where those cases are).
Bring back per-viewport localview. This is based on Blender 2.79.
We have a limit of 16 different local view viewports.
We are using both the numpad /, as well as the regular /.
Missing features:
* Hack to make sure lights are always visible.
* Make rendered mode with external engines to support this as well
(probably just need to support this in the RNA iterators).
* Support over 16 viewports by taking existing viewports out of local view.
The code can use a cleanup pass in the future to unify the test to see
if an object is visible (or we can use TESTBASE in more places).
Use `BKE_curve_texspace_get` instead `BKE_curve_boundbox_get`.
The snap to curve, even out of edit mode, is not done on the displist. So test a boundbox that covers the points seens in edit mode.
When there are no fully selected bones,
use the normal of bones which only have the root/tip selected as a
fallback.
Without this, the extrude gizmo isn't very useful
since extrude is often used with only the tip selected.
This should be purely an implementation change,
for end users there should be no functional difference.
The entire key configuration is in one file with ~5000 lines of code.
Mostly avoiding code duplication and preserve comments and utility
functions from the C code.
It's a bit long but for searching and editing it's also convenient to
have it all in one file.
Notes:
- Actual keymap is shared by blender / blender_legacy
and stored in `keymap_data/blender_default.py`
This only generates JSON-like data to be passed into
`keyconfig_import_from_data`, allowing other presets to load and
manipulate the default keymap.
- Each preset defines 'keyconfig_data'
which can be shared between presets.
- Some of the utility functions for generating keymap items still
need to be ported over to Python.
- Some keymap items can be made into loops (marked as TODO).
See: D3907
The main use one can imagine for this is adding tweak controls to
parts of a model that are already deformed by multiple other major
bones. It is natural to expect such locations to deform as if the
tweaks aren't there by default; however currently there is no easy
way to make a bone follow multiple other bones.
This adds a new constraint that implements the math behind the Armature
modifier, with support for explicit weights, bone envelopes, and dual
quaternion blending. It can also access bones from multiple armatures
at the same time (mainly because it's easier to code it that way.)
This also fixes dquat_to_mat4, which wasn't used anywhere before.
Differential Revision: https://developer.blender.org/D3664
Needed for situations when we can't use the orientation.
With extrude the initial extrusion recalculates normals for edges
and vertices which then don't give a useful axis.