* Ensure popover does not change direction or location.
* Open popover towards the relevant editor, like pulldown menus.
* Use a bigger maximum assumed size to deal with some corner cases.
* Do proper 3D viewport header refresh on shading mode changes.
In object mode, the axes are drawn like any other wire objects with
depth test and depth write. Thus enabling MSAA to work but not their xray
behaviour.
In edit armature/pose mode, draw smooth line without depth testing. This
produces wrong draw ordering problem but still gives the desired xray
behaviour. We do it outside of the MSAA pass since the xray behaviour is not
compatible with it. But we are drawing smoothed lines so no need for MSAA.
The lines are 2px thick and improve readability.
Now the axes are displayed correctly at the tip of the bone and with the
axes names.
I've made some modifications though:
- Axes are colored. (should not be in object mode but that's TODO)
- Axes ends are not flat arrows anymore. Replaced with a small diamond.
- Axes names are now scale by their respective axes instead of being
affected by other axes.
- Changed axes names "font" to be a bit more sexy.
This is for the 3D viewport and image editor. A remaining issue is
that pulldown menu buttons only show text, which is not visible on
all background colors, so making the header entirely transparent
does not work well at the moment.
There is no object to update anyways, and there is no valid basact when the
nified_findnearest() test fails.
How to reproduce the bug: Try to select linked (L) with selected faces but
withotu mouse hovering any mesh.
Bug introduced on: rBbfc9d426bb95 (original multi-object edit commit).
This makes a few changes:
- Remove the old "overlay" wires.
- Add constraints colors to bones.
- Specify a a new "hint" color per bone. Making selection/Active state
more obvious.
- Unify Octahedral/B-Bones/Envelope shading and colors.
- Change outline size depending on the selection/active state of the bone.
Note that thoses changes are not final and needs review.
This will enable us to do more nice stuff in future commits.
This commit is a temporary commit, it will compile but will crash if
trying to display any armature. Next commit does work.
For some we may add per object overrides, but for most we plan to keep them
strictly per viewport settings. Display settings from the mesh still need to
be moved here, only collections were done to remove that code.