Although this wasn't so obvious since it
only showed up for factory settings and in the preferences window.
Panel display order depends on registration order,
Sorry for the noise. On the bright side we no longer need to move
classes around to re-arrange panels.
It also adds nice occluded silouhette information for selected objects that are behind visible objects.
This methods is really heavy because it needs to render the wires twices.
This attempt at TLS was leftover from an earlier prototype. It never worked with Blender's build system, and was defined to just exist, not to actually do anything.
NOTE: This is really a backend-only implementation, nothing is changed in the UI
Adds a tab button-type and the basic drawing and handling code for it.
More work needs to be done on it, but idea is to get in ready for usage in the
topbar.
Differential Revision: https://developer.blender.org/D1371
Instead of calling a function looping over whole list of a given ID
type, make whole loop over Main in parent function, and call functions
writing a single datablock at a time.
This design is more in line with all other places in Blender where we
handle whole content of Main (including readfile.c), and much more easy
to extend and add e.g. some generic processing of IDs before/after
writing, etc.
From user point, there should be no change at all, only difference is
that data-block types won't be saved in same order as before (.blend
file specs enforces no order here, so this is not an issue, but it could
bug some third party users using other, simplified .blend file reader maybe).
Reviewers: sergey, campbellbarton
Differential Revision: https://developer.blender.org/D2510
Before now it lived in source/blender/gpu for convenience. Only a few files in the gpu module use Gawain directly.
Tested on Mac, time to push and test on Windows.
Todo: some CMake magic to make it easy to
#include "gawain/some_header.h"
from any C or H file. Main problem here is the many editors that include GPU_immediate.h which includes Gawain's immediate.h -- is there a way to avoid changing every editor's CMakeLists?
Meshes w/o modifiers wouldn't have their derived mesh applied.
Check was to avoid crash but its in fact meaningless,
since the modifier might be disabled, or there may be virtual modifiers.
Not sure why I did not put those from start... Actually *not* having an
undo point here can be problematic, since undoing some previous action
was trying to restore from bad pointer (I think) in UI, generating
asserts.
Note however that it's not a 'pure' undo, in that you may not find your
linked data in exact same state as before deleting it, after an undo,
since it actually implies *reloading* the deleted libraries (and not
restoring from a previously stored memory dump).
Reported by @sergey, thanks.
There is no way currently to prevent the option from showing in menu, so
instead report a warning to user (and curse again current nightmarish
system of operation in outliner...).
Reported by @sergey, thanks.