Having an invisible gizmo caused event handling problems (see: T56603).
This is hard to avoid since gizmos are similar to buttons in the way
they have priority over the regular keymap.
Transform events use tweak so events to fall though to the general
view 3d keymap (for cursor placement for eg).
- Use smooth normals to displace in Above Surface mode.
- Add an option to align an axis to the normal in the constraint.
I've seen people request the alignment feature, and it seems useful.
For the actual aligning I use the damped track logic.
In order to conveniently keep mesh data needed for normal
computation together, a new data structure is introduced.
Reviewers: mont29
Differential Revision: https://developer.blender.org/D3762
After a lot of discussion about this option (see 18f1175940) we have decided set always the order of GP layers in 2D mode (Top->Down) and remove the parameter from User Preferences screen.
Internally all works equal, but in the UI the list is inverted.
The filter buttons to reverse the list or sort alphabetically have been removed because these buttons are not logic in this context.
This only worked on new objects, which is no longer needed.
It didn't account for:
- Quaternion or axis-angle rotation.
- Parenting.
- Constraints.
If we support object rotation alignment, it might be best to
make it a more general set of alignment operators
(align transform, orientation - not limiting to view).
- new "Align to View" option when loading a new image
- automatically align to view when dropping an image into a viewport
- larger default size for image empties
- fix image empty gizmo in orthographic view
- new "Align Objects to View" operator
Reviewer: brecht
Differential: https://developer.blender.org/D3778
* Move all copy & paste operators into the menus. There was no real reason
why these particular operators should be in the header and not in the menus,
like all other operators
* Move ‘Update Automatically’ toggle from UV/Image Editor header into menu.
* Move the pin toggle next to the ID blocks, because it is related.
* Move OpenGL render from sequence header into View menu.
* Sequence editor display mode and channels are now not expanded.
For now we have categories collection, object, object data, modifiers &
constraints, and shading. The icons can be categorized by adding e.g.
DEF_ICON_OBJECT() in UI_icons.h.
Light themes will need to be updated to use darker colors to keep icons
visible in the outliner.