Revision e96c286 by Bastien Montagne March 24, 2021, 14:11 (GMT) |
Tweak default ID types processing order, step 04: Screen. Move Screen data type higher in the list, just after the other UI-related types, and before Scenes. |
Revision c0f5f9a by Bastien Montagne March 24, 2021, 14:11 (GMT) |
Tweak default ID types processing order, step 05: PaintCurve. Move PaintCurve type with other weird, not-really-data ID types (like Palette and Brushes), higher in the process. Those preset-like types may use a lot of other ID types, but should only be used by UI-related (and Scene, for tool settings) types. |
Revision 72fa0d4 by Bastien Montagne March 24, 2021, 14:11 (GMT) |
Tweak default ID types processing order, step 06: Brushes. Move Brushes type with other weird, not-really-data ID types (like Palette and Brushes), higher in the process. Those preset-like types may use a lot of other ID types, but should only be used by UI-related (and Scene, for tool settings) types. |
Revision a35d145 by Bastien Montagne March 24, 2021, 14:11 (GMT) |
Tweak default ID types processing order, step 07: MovieClips. Move them with the other shading/image types, just before Images. |
Revision be073d8 by Bastien Montagne March 24, 2021, 14:11 (GMT) |
Tweak default ID types processing order, step 08: CacheFiles. Move them with the rest of the simulation types. |
Revision 0e6088f by Bastien Montagne March 24, 2021, 14:11 (GMT) |
Tweak default ID types processing order, step 09: Particles. Move Particles next to the other physics/simulation types, after obdata types. |
Revision ae84a13 by Bastien Montagne March 24, 2021, 14:11 (GMT) |
Tweak default ID types processing order, step 10: LineStyles. Move LineStyles (Freestyle) type with the rest of the shading types. |
Revision f3fe3d9 by Bastien Montagne March 24, 2021, 14:11 (GMT) |
Tweak default ID types processing order, step 11: Worlds. Move World type with the other shading types. |
Revision fe55ede by Bastien Montagne March 24, 2021, 14:11 (GMT) |
Tweak default ID types processing order, step 12: Sounds. Move Sound type toward the end of the list, this is a file-wrapper type with typically no dependency to any other ID. |
Revision 55683fa by Bastien Montagne March 24, 2021, 14:11 (GMT) |
Tweak default ID types processing order, step 13: Texts. Move Texts type toward the end of the list, this is a file-wrapper type with typically no dependency to any other ID. |
Revision 7db4ef9 by Bastien Montagne March 24, 2021, 14:11 (GMT) |
Tweak default ID types processing order, step 14: Fonts. Move Font type toward the end of the list, this is a file-wrapper type with typically no dependency to any other ID. |
Revision fd75a4c by Bastien Montagne March 24, 2021, 14:11 (GMT) |
Tweak default ID types processing order, step 15: ShapeKeys. Move shape keys type just after all obdata types, since they are some sort of sub-geometry data. |
Revision c1f5a56 by Bastien Montagne March 24, 2021, 14:11 (GMT) |
Tweak default ID types processing order, step 16: Palettes. Move Palettes type with other weird, not-really-data ID types (like PaintCurves and Brushes), higher in the process. Those preset-like types may use a lot of other ID types, but should only be used by UI-related (and Scene, for tool settings) types. |
Revision 8bbd6ba by Bastien Montagne March 24, 2021, 14:11 (GMT) |
Tweak default ID types processing order, step 17: Group and comments. Regroup ID type indices by categories, and add some comments about reasoning of current order. |
Revision 93bedcb by Dalai Felinto March 24, 2021, 14:00 (GMT) |
Revision 0d5cef9 by Jeroen Bakker March 24, 2021, 13:30 (GMT) |
Cleanup: removed unnecessary allocations. |
Revision 31f8d89 by Jeroen Bakker March 24, 2021, 13:30 (GMT) |
Cleanup: replace index based forloops with iterators. |
Revision b2246d2 by Jeroen Bakker March 24, 2021, 13:30 (GMT) |
Cleanup: Removed commented out code. |
Revision c06042a by Jeroen Bakker March 24, 2021, 13:30 (GMT) |
Spelling: getRenderPriotrity -> getRenderPriority |
Revision d37deb1 by Julian Eisel March 24, 2021, 13:28 (GMT) |
Cleanup: Move button context based operator poll into utility function Using the button context for operators is useful for other cases as well (where the operator isn't the button operator itself). For example we'll need this for the asset view UI template, where there will be additional operators that should be able to act on button context. |
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Master Commits
MiikaH:n Sivut a.k.a. MiikaHweb | 2003-2021