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authorAntony Riakiotakis <kalast@gmail.com>2014-03-22 19:47:18 +0400
committerAntony Riakiotakis <kalast@gmail.com>2014-03-22 19:47:18 +0400
commit0ef416722ebce6b87158429580a55cf729ebb020 (patch)
tree0d8fc1fd22e499aa6c67decd5850db39c46e481e /source/blender/makesrna/intern/rna_sculpt_paint.c
parent1206faeb99ab6c09baeb39ce0ed89539621ccebe (diff)
Flood fill for dyntopo constant detail mode.
Nothing spectacular here, fill tools are easy. Just take the dyntopo code and repeat until nothing more to do. The tool can be located in the dyntopo panel when the dyntopo constant detail is on. Also added scale factor for constant detail. This may change when detail sampling gets in, I am not very happy with having two numbers here, still it will give some more control for now.
Diffstat (limited to 'source/blender/makesrna/intern/rna_sculpt_paint.c')
-rw-r--r--source/blender/makesrna/intern/rna_sculpt_paint.c8
1 files changed, 7 insertions, 1 deletions
diff --git a/source/blender/makesrna/intern/rna_sculpt_paint.c b/source/blender/makesrna/intern/rna_sculpt_paint.c
index 635c9a3c374..77cad9affb7 100644
--- a/source/blender/makesrna/intern/rna_sculpt_paint.c
+++ b/source/blender/makesrna/intern/rna_sculpt_paint.c
@@ -416,7 +416,13 @@ static void rna_def_sculpt(BlenderRNA *brna)
prop = RNA_def_property(srna, "detail_size", PROP_INT, PROP_NONE);
RNA_def_property_ui_range(prop, 2, 100, 0, -1);
- RNA_def_property_ui_text(prop, "Detail Size", "Maximum edge length for dynamic topology sculpting (in pixels)");
+ RNA_def_property_ui_text(prop, "Detail Size", "Maximum edge length for dynamic topology sculpting");
+ RNA_def_property_update(prop, NC_SCENE | ND_TOOLSETTINGS, NULL);
+
+ prop = RNA_def_property(srna, "constant_detail_scale", PROP_FLOAT, PROP_NONE);
+ RNA_def_property_range(prop, 0.001, 100.0);
+ RNA_def_property_ui_range(prop, 0.1, 100.0, 10, 2);
+ RNA_def_property_ui_text(prop, "Scale", "Multiplier for constant detail size");
RNA_def_property_update(prop, NC_SCENE | ND_TOOLSETTINGS, NULL);
prop = RNA_def_property(srna, "use_smooth_shading", PROP_BOOLEAN, PROP_NONE);