This makes it possible to have a single shading nodetree that contains
separate Cycles and Eevee shaders. By default the target is set to All
so shaders are shared.
* Z now goes to solid mode when in lookdev or rendered mode.
* Alt-Z was broken after removal of texture mode, now toggles lookdev mode.
* Simplify code by turning it into a single operator.
This patch will allow users to customize what object types will be drawn by the object mode overlay.
It supports: Empties, Lamps, Cameras, Speakers, Armatures and Lightprobes.
It currently does not support Physics objects due to the overlap it has with other objects types.
Also be aware that in pose mode the armature is drawn, but not by the object mode overlay
Reviewers: campbellbarton
Tags: #bf_blender_2.8
Differential Revision: https://developer.blender.org/D3524
Will help entering sculpt mode on file load by making it possible
to fully initialize sculpt session. The goal is to make sure PBVH
exists since the very beginning of file open (missing PBVH is a
reason why object is not visible before first stroke).
This is not enough yet to fully solve the issue, since entering
sculpt mode tags object for Copy-on-Write update, which frees
PBVH.
Added a option to the overlay popover that controls the visibility of
non-renderable objects like lamps, cameras, speakers, armatures, curves
empties and force fields.
After discussion we went for a single option with more detailed check in
the object_mode draw engine.
Differential Revision: https://developer.blender.org/D3524
When switching the workspace in a window that does not yet have a layout
for the newly active workspace, we now duplicate the layout from the
previously active workspace. Previously it duplicated the layout from
the first window in the newly active workspace.
It was a bit odd that the scene was stored per window but not the view
layer. The reasoning was that you would use different view layers for
different tasks. This is still possible, but it's more predictable to
switch them both explicitly, and with child window support manually
syncing the view layers between multiple windows is no longer needed
as often.
* Main windows show a topbar and statusbar, and select a workspace and
scene. They are created with Window > New Main Window.
* Child windows do not show a topbar or statusbar. These follow the
workspace and scene of their parent main window. Created with Window >
New Window or View > Duplicate Area into New Window.
* The purpose of this change is to support multi monitor setups where you
just want to put more editors on the other monitors. Without multiple
topbars and statusbars, working within a single workspace and scene.
Creating multiple main windows is intended to be a concious choice to
do different tasks in different workspaces and scenes.
* Note these changes do not currently affect how the operating system
treats the windows.
* When changing the workspace, the layout in all child windows changes.
This makes sense if we consider child windows to be just a way to
extend the main window across more monitors. In some case it may be
useful to keep the same layout though, we can add an option for this
depending on user feedback.
Node link menus (like shader settings in Material properties) used a slightly
brighter variant of the menu widget. Making it hard to style and match the rest.
Make it use widget_menuiconbut, which is just the menu widget with an icon and no arrows.
Thanks Brecht for the help!
Shading is supposed to be dealing with draw manager batch cached
thingamajigs, but was causing full object update.
This was causing both flickering in sculpt mode (PBVH was removed,
why it was SOMETIMES restored before draw is a mystery), and was
also causing things to be really slow.
Workaround for now until all editors tabs share the dedicated Tab theme
settings under User Interface (which the top bar is currently using).
Thanks SimonStorl-Schulke from devtalk forum for feedback.