Replaced the draw world option with a shading.background_type enum.
Where the user can select Theme, World or a Custom color.
World and theme colors do not always work in workbench. We needed to
have an option what the user could control locally (per viewport).
Especially when using linked data.
I removed the world background drawing from the draw_manager. It was never used as EEVEE and Workbench both override the logic.
Not 100% sure about the naming of Theme, World, Viewport.
In other parts of blender's codebase World is sometimes called Scene.
Will stick to the names that describes its location best.
{F3990139}
Reviewers: fclem, campbellbarton
Reviewed By: fclem
Subscribers: venomgfx
Tags: #bf_blender_2.8
Differential Revision: https://developer.blender.org/D3551
Show "Operators Cheatsheet" and Python API link only when developers extra is enabled.
Fix URL for User Communities, Developer Community and Release Notes (which 404s
now just like the wiki anyway since the page for 2.80 is being made).
In the outliner, right click > view layer > set indirect only. This is
like clearing camera ray visibility on objects in the collection, and is
temporary until we have more general dynamic overrides.
In the outliner, right click > view layer > set holdout. This is
temporary until we have more general dynamic overrides, but helps
Spring production for now.
Color and Properties panels as sub-panels of Node. Collapse Node properties
by default, since they are already in the node itself and in material properties.
Initial work on single column layout, flow and organization of
the texture properties. More work needs to be done in the C templates
for image textures.
See D3557
The old springs with damping 1.0 operate in a special way that
is more similar to plastic deformation than a spring. Some users
rely on that, so let the user choose which implementation to use.
This also restores full backward compatibility with 2.79.
Reviewers: sergof
Differential Revision: https://developer.blender.org/D3544
This is intended for quick renders for previsualization, animation previews
or sequencer previews. It provides the same settings as found in the 3D view
Shading popover in solid display mode, but in the scene render properties.
The "Workbench" engine was removed, and this name no longer appears in the
user interface, it's purely an internal name. We might come up with a better
name for this OpenGL engine still, but it's good to be consistent with the
OpenGL Render operator name since this has a similar purpose.
The Properties->World tab had no Viewport Display panel. The world color
itself was hidden when the 'use_node_tree' was enabled.
Also renamed the World.horizon_color to World.color as it has nothing to
do with the color of the horizon (old BI feature)
This better aligns the matcap/hdri browser, rotation/background sliders and
preferences/flip matcap button.
The remaining sub-panels are not perfeclty aligned yet, once the sub-panels
separation is more prominent (and they can be collapsed) we can align those.
Thanks devtalk forum for feedback!