We now can drag multiple objects at once in the outliner. You we restricted to
working within a single outliner. Be sure to drag from the objects name, not
from its icon (otherwise it will try to parent it).
We don't use the same drag'n'drop system as IDs here. Which although I dislike
allowed for this solution to be local, and not dependent on the entire
drag'n'drop system of Blender.
This is a feature Andy Goralczyk has requested a long time ago.
Kudos for him for his request.
This technically reverts 176698b2eb.
Drag and drop for scene collections requires id for its poll function. However
we were passing the collection as id pointer for outliner_add_element
(which is ok since the function doesn't require a real ID).
I couldn't reproduce the original issue tackled by the forementioned commit so
I'm going ahead and bringing drag and drop back for scene collections.
Note: We already pass the ID for view layer collections as well since we brought
collections into groups.
This is a partial revert of 1f5106de61.
First and firemost, for groups I was checking the wrong flag
(soops->flag & SO_GROUPS) instead of (soops->outlinevis == SO_GROUPS).
Second, the columns were entirely broken for things like Orphan Data.
Third, I tried to have different columns for different `outlinevis`, but we have
bones with only visible and select, modifiers with visible and render, render
passes with enable and another value ... I would rather stay away from this mess
at the moment, and stick to the more obvious bug fix.
Finally, there is a bug (not addressed here) where the whole line is selected,
regardless of the restriction column area. It should be fixed separately.
We need to remove all transform to display during rendering for this to work. The float rect is then color managed when displayed.
This makes all interface colors wrongly displayed because they should be color managed when rendering.
This is part of T53495.
This makes sure the master collection is always expanded and you don't even get
the expand/collapse icons for it.
This is only for the Collecions (currently Master Collection Tree) option, not
for active view layer.
This is part of T53495.
This operator is actually using existing code. The only new thing about it is
that it has a shortcut.
It will be exposed in the UI soon together with the nested collection operator.
This is part of T53495.
This operator is intended for the outliner when viewing Collections (at the moment, Master Collection Tree).
It has a shortcut "C", and will be added to a menu shortly.
Fix T52977: Parent bone name disappeared in the UI in pose mode.
Regression caused by own rBc57636f060018. So instead of changing widget
type, just flag it as disabled.
Note that core of the issue is elsewhere though - there is absolutely no
reasons to have a search widget for pointers we cannot change nor
search! But fixing this is not really top priority, one of the many
glitches of our UI code, so think we can live with current code.
To be backported to 2.79a.
This allows a duplicator (as known as dupli parent) to be in a visible
collection so its duplicated objects are visible, however while being
invisible for the final render.
An object that is a particle emitter is also considered a duplicator.
Many thanks for the reviewers for the extense feedback.
Reviewers: sergey, campbellbarton
Differential Revision: https://developer.blender.org/D2966
I had to make Eevee draw its scene in the scene pass (before it was doing it
in the background pass). This is not ideal since reference images require
a separation between scene and background.
But it's the best way to solve it now. Clay is working fine.
Notifier is getting through, yet tree wasn't rebuilding until
we force redraw by resizing the outliner.
Thanks to Danrae Pray (@spockTheGray) for looking at this issue.
There is still a crash that you get because the draw manager needs to
handle duplis differently.
But the initial assert caused by this particular file is now fixed.
- Highlight's were too intense/distracting
use more subtle alpha (consistent with the rest of our UI).
- Don't fill center cube (only draw edges).
- Draw widget while interacting since this is helpful in some cases.
Thanks to @jbakker for suggestions.
Also change axis hotspots so the nearest is always selected
for quicker axis picking (relies on dragging any axis to orbit).