This patch adds support for:
- Per space-type tools (3D view and edit).
- Per mode tools (object, edit, weight-paint .. etc).
The top-bar shows the last activated tools options, this is a design
issue with using a global topbar to show per-space settings.
See D3395
We handle doversion for the scene properties, but not for the
view layer overrides.
Overrides will be implemented in a different way via dynamic overrides.
For now this data is completely lost.
Patch D3205 by Kanzaki Wataru
Only implemented in Eevee for now. Collapse a closure to RGBA so we can
do NPR stuff on the resulting color.
Use an emission shader to convert the color back to a closure.
Doing this will break PBR and will kill any SSR and SSS effects the shader
the shader rely on. That said screen space refraction and ambient occlusion
are supported due to the way they are implemented.
Currently all are stacked together, but perhaps if we don't get any other
tools in the meantime, it would make sense to have them separate.
Notes:
* No icons for now...
* There are some 2.8 bugs with the underlying operators (notably multi object)
For fun, I tried adding some more edit armature tools to the toolbar to
check how this is all working. Icons are missing currently, but it's a
nice test.
* Move Shading modes out of the popover
* Move Show Overlays out of the popover
* Test moving the Mode to the topbar again
* Move submode (select vertex, edge, face) to the topbar
* Remove icon from show_manipulator toggle
This avoids having to store the tool definition in the operator
properties (on redraw).
Now just set the name, note this means we can't show the keymap in the
tool-tip anymore. This will eventually be shown in the status bar.
Bone selection overlay is only available in pose mode.
and when active overrules the selection buffer.
This is currently `tricked` by switching the draw engines, but this is
an exception. Not sure how to solve this in a better way.
After this is solved we can look at how to localize the dim effect to only the objects connected to the active armatures. Currently it dims the whole screen (including background).
@campbellbarton I added you as reviewer as it you have done a lot in the DRW_draw_select_loop
Reviewers: campbellbarton, fclem
Reviewed By: fclem
Subscribers: campbellbarton
Tags: #bf_blender_2.8, #code_quest
Maniphest Tasks: T54983
Differential Revision: https://developer.blender.org/D3241
Initial add-cube tool which uses the scale cage to resize.
The 3D cursor is currently used to project the cursor onto.
We'll likely have more orientation options in the future.
NOTE: This is all still heavily WIP, and still requires some additional
layout engine magic to make it all nice.
* Moved current frame, and start/end frame buttons to the end
* Put playback controls in the center
* Remove other more obscure buttons (e.g. Frame menu, lock frame to frame range)
More to follow in next commit...
Now all Keying Set and Auto Keyframing settings can be found the in NKEY
Properties Region (right-hand-side hidden tab/drawer).
This way, we have more room to display the full names of the settings,
without clogging up the timeline header.