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
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!
- Rename "Viewport Info" to "Text Info".
Name was too vague, nearly everything is information,
this currently only controls overlay text.
- Swap text-info & 3D-cursor, making 3D-cursor less prominent.
This brings the Object Visibility dropdown closer to overlays which
also controls visibility of elements int he viewport, so it makes more
sense there. Also placing the Overlays settings closer to the viewport.