- Disable VertexPaint and WeightPaint for OB_MATERIAL and OB_RENDER. Users want to see the final result
- When in OB_SOLID, the active object should be rendered without any color. The lighting information is multiplied with the VertexPaint/WeightPaint color
- Removed the use_shading flag from VertexPaint and WeightPaint
- add method to check if render engine should draw without color (DRW_object_in_only_lighting_mode)
Reviewers: fclem
Tags: #code_quest
Maniphest Tasks: T54894
Differential Revision: https://developer.blender.org/D3191
A recent change in the UI layout code probably broke how the scale_x
for layouts was getting handled. This was leaving a large gap
(and causing layouts to pop) when trying to scrub the timeline.
This commit fixes this with a manually-found value that largely seems
to get rid of the popping problem. There's still a little jumping (1-2 px)
but it's less distracting now.
Was using classes to define tools, however this makes it awkward to
dynamically generate them (we can do it, but its not very "Pythonic").
Move to a named tuple.
* This is just moving buttons to get a bit closer to the intended design,
better naming and layout is needed.
* Popovers currently work best when the 3D view header is at the top, with
the most important settings nearest to the mouse. Open design question is
if we should flip (part of) the buttons if header is at the bottom.
* Another question is if selecintg a shading mode enum should immediately
close the popover since those are changed often, unlike the other settings
for which it seems more convenient to keep the popover open.
Having single & multi-column checks inline were becoming unmanageable.
Use a generator to define the layout,
allows for easily adding different layouts in the future.
The problem is that some local path is always returned by
bpy_resource_path. The function does not enforce a check for existence
of the path in the low level code.
Since client code may indeed not care about existence of the directory,
I leave bpy_resource_path alone and patch the python code to check for
existence. An extra argument that enforces the check might be a better
solution, but I will be leaving this to the UI team.
Originally it was nice to have a small list of definitions
with tools inline.
However we need to be able to define drawing functions for tools
which Python can't easily inline.
Use function for keymap definition,
support creating a function from a tuple as well
(handy for simple key-maps).