The ObjectID pass was generating per material per dupli a specific
number for the outline what results in a GPU context switch. In spring scene
01-050 a scene with many trees (duplis) generated 28000 GPU materials.
Now only new materials are created when objectid pass is enabled. Also
added a hard limit to the number of objects for the objectid pass (255)
Basically the outline between objects will not be drawn, but it will be
very hard to detect them also.
Also fixed for XRay mode.
Test this since the popup feels disruptive/flashing when its too large
when set smaller it looks closer to a menu w/ key-accelerators which is
the intention in this case.
It's also more likely the active tool can be placed under the cursor.
The function definitions still reside in DerivedMesh.c. Once we're done
porting all the DerivedMesh use to Mesh, we'll move the still-relevant
functions to mesh_runtime.c. This move is now cumbersome due to shared
statically-declared utility functions in DerivedMesh.c
This helps making things clearer and cleaner. Func returning filepath of
G.main is separate, so that we can easily track its usages, and
hopefully deprecate it at some point. Though that usage of G.main is
likely the less evil one, you nearly always want current blendfile path
in those cases anyway.
Manipulators which aren't explicitly activated via tools are now hidden.
Tool manipulators are kept because it doesn't make sense to interact
with a tool with hidden manipulators.
Material slots are a real pain to get working, due to all the black
magic they do to hide object vs. obdata storage of the material...
Currently hitting an order problem - we need to always set 'link' (to
object or obdata) property of the slot first, before we set its
material... *super-sigh*
- users can use their own matcaps
.config/blender/2.80/datafiles/studiolights/matcap/ folder
- upto 100 matcaps can be loaded
- color of the matcap is influenced by the color of the material/single
color etc. To show the plain matcap use single color at 1.0
- chosing a matcap is at lighting level (flat/studio/matcap)
- matcap only possible in solid mode
- also works for X-Ray mode
As the old matcaps are still in used by the clay engine I didn't remove
it yet.
We are already running out of available flags in main, generic int, and
everytime I work on static override I find new special cases that will
need new specific propflag, so...
Switching the mode was being done per object,
where it should first check all pose bones from all objects.
This also removes code that changes the transform mode
from within the counting function.
This was only needed on transform initialization.
D3458 by @billreynish w/ edits.
- Context menu for dope-sheet, graph, image & node editors.
- Add type to contenxt menu header.
- Access with W-Key.
- Change UV-editor weld key binding to Shift-W.