Add a callback to allow custom node editors to draw their own
backdrop.
Differential Revision: https://developer.blender.org/D4709
Reviewed by: JacquesLucke
Targeting a different object always requires its transform,
and normally dependencies should go to the solver node.
ITASC is quite broken so special case it until fixed.
As far as I can tell, there is no technical reason why the B-Bone
segment thickness scaling can't be separated into two axes. The
only downside is the increase in complexity of the B-Bone settings,
but this is inevitable due to the increase in flexibility.
Updating the file is somewhat complicated though, because F-Curves
and drivers have to be duplicated and updated to the new names.
Reviewers: campbellbarton
Subscribers: icappiello, jpbouza
Differential Revision: https://developer.blender.org/D4716
Currently it is not possible to view the vertex colors of an object. To
optimize the workflow, workbench will need to support Vertex Colors.
The Vertex Colors is a new option in `shading->color_type`. When objects
do not have vertex color, the objects will be rendered with the
`V3D_SHADING_OBJECT_COLOR`.
In order to support vertex colors in workbench the current texture/solid
shading structure is migrated to a primary shaders and fallback shaders.
Fix: T57000
Reviewers: brecht, fclem
Differential Revision: https://developer.blender.org/D4694
I did not rename the other property to `show_expanded_dopesheet`
yet (as suggested in the report), because:
* Would break compatibility (haven't found any addon using it though).
* I'm not sure if this really only affects the dopesheet.
- Resizable areas use 2D view bounds.
- Header uses the button bounds.
- A margin is added to avoid clicking between buttons.
- Region resize edges clamp to the 2D view bounds.
Resovles T61554
Some GLSL compilers seem to not have problems with \ to break preprocessor
directives. I couldn't find other places with similar code, but fixing this
case by case is not ideal and the same issue may come up again.