Layers: use IDProperty and override collection properties system
First this replace a custom data struct with IDProperty, and use IDProperty group merge and copying functions. Which means that a collection property setting is only created if necessary. This implements the "Layer Collection settings" override system, as suggested in the "Override Manifesto" document. The core is working, with Scene, LayerCollection and Object using a single IDProperty to store all the render settings data. Next step is to migrate this to depsgraph. Note: Clay engine "ssao_samples" was hardcoded to 32 for now. It will come back as part of "Workspace Settings" later. Many thanks for Bastien Montagne for the help with the UI template nightmare ;) Differential Revision: https://developer.blender.org/D2563
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@@ -691,9 +691,9 @@ float RE_fresnel_dielectric(float incoming[3], float normal[3], float eta) RET_Z
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/* Draw */
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void *DRW_render_settings_get(struct Scene *scene, const char *engine_name) RET_NULL
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void OBJECT_collection_settings_create(struct CollectionEngineSettings *ces) RET_NONE
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void EDIT_MESH_collection_settings_create(struct CollectionEngineSettings *ces) RET_NONE
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void EDIT_ARMATURE_collection_settings_create(struct CollectionEngineSettings *ces) RET_NONE
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void OBJECT_collection_settings_create(struct IDProperty *properties) RET_NONE
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void EDIT_MESH_collection_settings_create(struct IDProperty *properties) RET_NONE
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void EDIT_ARMATURE_collection_settings_create(struct IDProperty *properties) RET_NONE
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/* python */
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struct wmOperatorType *WM_operatortype_find(const char *idname, bool quiet) RET_NULL
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