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.
We actually get fully rid of BKE_object_free_derived_mesh_caches usages,
now always using BKE_object_free_derived_caches (bad name, btw, should
be 'evaluated_caches ;) )...
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
- Frame & object name now top left.
- Axis now top right (when view navigation disabled).
This is needed so we can use the lower area for redo popup, see T55386.
This won't ever be used for this operator, as the "edit" operator should
only ever be used for dealign with a single driver - the one under the
cursor.
The copy/paste driver variables buttons currently only work when used in the
Graph Editor as they rely on being able to have the "active F-Curve" context
info that's only present in the Graph Editor (in Drivers Editor mode).
Instead of having them constantly greyed out in the popover, it's easier
to just hide them for now. Besides, this is probably more of an "advanced"
feature that we don't need to expose in the simple UI.
use better poll and get ob with 'ED_object_active_context' (instead of
'CTX_data_active_object')
Reviewed By: campbellbarton
Differential Revision: https://developer.blender.org/D3467
This fixes the problem where the "Show in Drivers Editor" button would
not actually select and highlight the driver under the mouse.
(TODO: The channels still aren't getting selected properly in the
channels list, but at least the properties show correctly)
Previously, newly created drivers were set to "Scripted Expression"
mode and had their 'expression' field set to the pre-driver value of the
property, so that adding a driver didn't cause the property to immediately
lose its old value (and potentially causing havok in the scene).
However, this had the unintended consequence of making the driver setup
workflow more cumbersome, as you first had to replace that value with
the name of the driver variable before your driver would work.
This commit works around this issue by trying to combine the best of both
worlds (quite literally): Now, the driver expression for drivers created
using Ctrl-D will be "var + <old value>".
Thus, in the simplest case, the driver will do something as soon as you fill
out the driver variable settings (e.g. just filling out the Target Object field
will do it), meaning you get your drivers working faster. Of course, it may now
be necessary to edit out the old-value, and/or it might be a bit more confusing
what/why it's there for newbies. However, the improved ease of setup, and/or
a more tangible example of how an expression may be constructed outweigh the
downsides IMO.
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