Fonts were looking a bit to thick on when using `Text.NativeRendering`, so using `Text.QtRendering` instead. After this the font weight looks identical to figma (as far as I can see).
In this commit I also changed all `Label`'s to `UM.Label`'s and removed default properties where I could.
CURA-9154
Fonts were looking a bit to thick on when using `Text.NativeRendering`, so using `Text.QtRendering` instead. After this the font weight looks identical to figma (as far as I can see).
In this commit I also changed all `Label`'s to `UM.Label`'s and removed default properties where I could.
CURA-9154
This enables mouse-selectable for
- The image reader dialog
- Layer view text field (in simulation view)
- The TextField with unit component (for instace used to set the scale
of models)
- Rename dialog(s)
- Currency text field
- The settings filter text field
CURA-8684
- Correctly display text in LayerType dropdown menu
- Use UM.Label component to reduce code duplication
- Don't display QtControls default dropdown icon
CURA-8684
Conflicts:
plugins/SimulationView/SimulationPass.py -> Reverted layer view optimisation in Master while some whitespace changed in Arachne.
resources/definitions -> Bunch of conflicts with profile updates.
resources/quality -> Bunch of conflicts with profile updates.
resources/texts/change_log.txt -> Removed the Arachne change log (as they are internal versions). It'll have to be re-added when we release this version as stable.
We can't change this index to an integer, because varying variables can't be integer, even though this variable will only really be tested on vertex level. Not sure if varying was the right choice, but I don't want to change that.
This prevents a crash, probably only occurring on certain GPUs.
Contributes to issue CURA-8657.
Polygons don't change when in layer-view. There's already an analogous elementCount property anyway, so a vertexCount property can't do much harm. Just keep in mind that when the polygons are altered, it should be either done via build, or the lineMeshXXXCount methods should be used instead.
Instead of re-uploading the mesh each time the range changes, handle the range in the shaders with the new draw-range parameters. This does however, mean the range has to be in vertices, not in elements. This necessitates some changes to the simulation-view, and some added bits deeper in the base code. Mainly, since each time the type of a line changes, there is an extra vertex, there needs to be a type-change count available to get from 'paths' to range indices.