This solves the problem of blocks jumping around when changing modes and
center them to the area (in case of only 2 spacers).
Which is (in my own opinion) more aestetically pleasing.
Before that depsgraph tagging was done from inside notifier listener in
viewport. This had the following issues:
- If there are no viewports, selection tag was not done. Causing possible
issues when object becomes visible.
- Required special trickery to detect which data to tag for update.
- Was causing crash when transforming/selecting markers in clip editor.
This is because selecting marker needed to poke viewport to redraw, since
selected bundles will be displayed differently in viewport.
Moves the preset into a menu for the panel header, so it can be changed
without opening the panel and takes up less space. Two remaining issues:
* For long lists the add new preset button can be scrolled off screen.
* We should support showing the name of the chosen preset in the panel
header, but the current preset system does not support detecting which
preset is used.
Differential Revision: https://developer.blender.org/D3366
The ClayEngine was introduced to test the blender2.8 architecture during
development. As currently we have the wanted features implemented with
matcaps we are going to remove the clay engine as it was never intended
to be an official releasable engine
Note: The test cases are never run. But when enabled will be skipped as
they were implemented over the Clay Engine
This is the first step to moving redo out of the top-bar, see: T55039
- Support for floating panels in the ScrArea has been added.
- A new region type RGN_TYPE_HUD is used for floating settings input.
- Only one HUD should be visible at a time.
- Currently HUD regions are only visible
for 3D view and image space types.
- There are currently some remaining glitches with hide/show
that need further investigation.
This is also a way to render an large preview icon without the selection
control. This is used by the studiolights in the userprefs that only
displays the preview of the light.
This was causing driver editing popovers to just keep disappearing
whenever you accidentally moved the mouse away, making the popovers
there nearly useless.
After testing with the other popovers we have in other places, I don't
really see why we needed this flag enabled in the first place. You can
still switch between popovers in the topbar by mousing over the others,
and if you want to dismiss without clicking to escape, you can go over a
standard menu instead OR just move back towards the button that spawned it.
Let's just test this out for a while and see how it goes. Maybe we don't
need a more invasive solution here...
This support layout.separator_spacer() to be used by headers as a way to
dynamically separate the ui buttons.
Right now no UI file is changed, though we can use this right away in the
timeline, and shortly after in the viewport header (moving settings from
the topbar to it).
Original design by William Reynish.
Review: Campbell Barton
D3468
This commit implements a new behaviour for the "Add Driver" functionality
(invoked from the RMB menu on a property, or by pressing Ctrl-D).
Instead of spawning a context menu asking you to pick the way
you want to create a driver, it will now just create a driver on the
property under the mouse and then show the "Edit Drivers" popover so
that you can immediately start editing the properties of this driver.
This way, the whole process is more visual and feels less blocking /
constrained, with less upfront decisions needed immediately.
Notes:
* The new behaviour is equivalent to choosing the "Manually Create (Single)"
and then doing a "Edit Driver" on the property
* Renamed the old "ANIM_OT_driver_button_add" operator to
"ANIM_OT_driver_button_add_menu". It will probably go away
in the near future, but it's better to keep it around for a
while longer still until the new workflow settles down.
This mimics the 'spreadsheet' behavior. Columns and/or rows can have
equal sizes, or adapt to their content - but always in a grid way (i.e.
all items in a same column will always have same available width, and
all items in a same row will always have same available height).
Also, you can fill (order) the grid in a row- or column-major way.
Not used anywhere for now.
Differential: https://developer.blender.org/D2395