This adds initial multi-object editing support.
- Selected objects are used when entering edit & pose modes.
- Selection & tools work on all objects however many tools need porting
See: T54641 for remaining tasks.
Indentation will be done separately.
See patch: D3101
Blender allows this.
The Cube in the file in the report would always disappear with the non camera view.
The clip_end was too small.
The correction here is only on the assert.
Note: tried with a complex production file characters, this is currently
totally non-functionnal (crashing even in a infinite recursion loop),
IDProps and override need some love :(
Although somewhat less micro efficient, I decided to separate the `viewinv` matrix to calculate the world position separately.
This makes it easier to understand the code.
While 3d cursor is mainly an UI thing and isn't needed for scene evaluation,
it is stored in scene DNA. This means, operator is inform depsgraph that data
has changed, so all copies of that scene can copy new values.
Fixes lack of visual feedback when changing cursor location in viewport
with copy-on-write enabled.
Added a lock-free deferred queue for deletion. Now if ID icon
is requested to be freed from non-main thread, it will be added
to the deferred list. Actual deletion will happen later from main
thread.
Currently actual deletion only happens next time BKE_icon_id_delete()
is called, which might not be enough. But it's easy to enforce
deferred deletion.
Icons for preview images are not covered by deferred deletion yet.
Reviewers: mont29
Differential Revision: https://developer.blender.org/D3146
This gets rid of the need of a geom shader and instancing.
Both are pretty slow compared to the new method.
The only moment the old method could be better is when scene is filled
with lots of objects and most of the objects in the shadow map appear
on every layer.
But even then, we could optimize the culling and minimize the overhead.
E.g. the vertices created for each of the defines would require a
certain offset. If you don't know what to look for, finding out about
this is pretty difficult. Make them easily searchable instead.
There is quite some mess going on in that most of the old triangle
drawing code is still there, but does almost nothing effectively.
Instead values are hardcoded in the shader, however it doesn't support
the drawing options the triangle functions expose.
E.g. the 'where' variable to set triangle direction doesn't work.
- Wasn't clear which functions handle edit-bones.
- Mixed both ebone and edit_bone in names.
- Didn't use ED_armature_* prefix for public API.
See P655 to apply to branches.