Own mistake in 9a9a663f40. Guessed there is a case where we have to rebuild the tree but everything seemed fine... It didn't work in display modes like "Data-Blocks".
Couple of issues here:
* Missing initialization for 3D view keyframe options for "Reset to Default Theme"
* Alpha values not reset correctly on "Reset to Default Theme"
* Alpha values of timeline keyframe options not reset correctly for old files
Also corrected old version patches even though they're overridden later, to avoid more issues in case people copy this code.
Corrections to d7af7a1e04 and 8d573aa0ec
Couple of issues here:
* Missing initialization for 3D view keyframe options for "Reset to Default Theme"
* Alpha values not reset correctly on "Reset to Default Theme"
* Alpha values of timeline keyframe options not reset correctly for old files
Also corrected old version patches even though they're overridden later, to avoid more issues in case people copy this code.
Corrections to d7af7a1e04 and 8d573aa0ec
* LMB now replaces selection instead of adding to it. Shift+LMB adds to selection (or removes if already selected). This is usual selection behavior Blender.
* Outliner selection isn't completely separate from object/sequencer-strip/render-layer/... selection anymore, when selecting an outliner item we now always try to select (and activate) the object it belongs to. Previously you had to click the name or icon of an item to select the object (or whatever) and on empty space within the row to set outliner selection.
* Collapsed items may show click-able icons for their children (nothing new). Clicking on such an icon will also select the hidden item it represents now, you'll notice after opening the parent. This valid from a technical POV, I'm not sure if this is wanted from user POV though. Changing would be easy, feedback welcome!
* Code cleanup.
Part of T37430.
GL 3.3 is the new minimum. Compatibility profile for now, core profile eventually. During development, GL 3.0 (on Mesa) and 2.1 (on Mac) will still work.
Part of T49012
Make color values compact. Set color once per primitive. Use new immSkipAttrib to avoid useless color copies.
All of this should make text drawing less CPU hungry.
Now you can explicitly skip a vertex attribute -- you don't give it a value and it won't get a copy of the previous vert's value. Useful for flat interpolated per-primitive values.
This is an advanced feature. Expect garbage in the empty spaces, and copies of garbage if you rely on the attrib copy behavior after skipping.
This was already fast on Apple, but @Severin and @dfelinto noticed slowdowns in user prefs, which is text heavy.
The problem was immBeginAtMost not being smart about VBO write flushing. immBeginAtMost can use all of its allocated range or only a subrange. The previous code was forcing back-to-back draw calls and buffer writes to serialize. This commit lets OpenGL know that our VBO writes never overlap, so there's no need to wait.
Should be much faster now!
1 or 2 draw calls per node instead of 1 per socket (inputs + outputs).
Rearranged draw order so we set uniforms less frequently.
Some style & dead code cleanup.
Part of T49043
Smooth round point with outline (uniform color) and fill (varying color).
Updated shader naming scheme: a shader that doesn't deal with color does not have to say "no color". Vertex shaders do not have to say "uniform color" since their frag counterpart actually has the uniform. Each name should describe what that shader *does*, not what it *doesn't do*.
I use your new point shader to draw the node's soket
Reviewers: Severin, merwin
Maniphest Tasks: T49043
Differential Revision: https://developer.blender.org/D2286
Some little UI polish to get familiar with outliner code (but also because it's a useful feature). Committing to blender2.8 branch but can also port to master (2.7) if wanted.
This basically causes the mouse hovered element to be highlighted. Contrast of the highlight should be fine, even with a non-default theme. Also did some minor cleanup.
The problem was the function tried to draw a line with one point only. This fix will be replaced by new geometry shaders, but we need while this change is not ready.
Before this change, the stroke was filled only after complete the stroke drawing. For artist is better to get a feedback of the area he is filling while drawing, so this commit draws the filling area while drawing.
The triangulation of the stroke is recalculated every time the function is called because using a cache is not useful because the points information is changing all the time while the stroke is being drawing.
Regression from rB69b66d549bcc8, was supposed to be non-functionnal
change, so not sure why search menu was reduced here? For now, restore
to 2.77 width.