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Diffstat (limited to 'source/blender/editors/sculpt_paint/paint_vertex.c')
-rw-r--r--source/blender/editors/sculpt_paint/paint_vertex.c20
1 files changed, 11 insertions, 9 deletions
diff --git a/source/blender/editors/sculpt_paint/paint_vertex.c b/source/blender/editors/sculpt_paint/paint_vertex.c
index 291320a520f..cc32d0a44f3 100644
--- a/source/blender/editors/sculpt_paint/paint_vertex.c
+++ b/source/blender/editors/sculpt_paint/paint_vertex.c
@@ -553,7 +553,8 @@ static void do_weight_paint_normalize_all_locked_try_active(MDeformVert *dvert,
if (!success) {
/**
- * Locks prevented the first pass from full completion, so remove restriction on active group; e.g:
+ * Locks prevented the first pass from full completion,
+ * so remove restriction on active group; e.g:
*
* - With 1.0 weight painted into active:
* nonzero locked weight; first pass zeroed out unlocked weight; scale 1 down to fit.
@@ -845,15 +846,15 @@ static void do_weight_paint_vertex_single(
dv_mirr, wpi->defbase_tot, wpi->vgroup_validmap, wpi->lock_flags, wpi->mirror.lock);
}
else {
- /* this case accounts for...
- * - painting onto a center vertex of a mesh
- * - x mirror is enabled
- * - auto normalize is enabled
- * - the group you are painting onto has a L / R version
+ /* This case accounts for:
+ * - Painting onto a center vertex of a mesh.
+ * - X-mirror is enabled.
+ * - Auto normalize is enabled.
+ * - The group you are painting onto has a L / R version.
*
* We want L/R vgroups to have the same weight but this cant be if both are over 0.5,
- * We _could_ have special check for that, but this would need its own normalize function which
- * holds 2 groups from changing at once.
+ * We _could_ have special check for that, but this would need its own
+ * normalize function which holds 2 groups from changing at once.
*
* So! just balance out the 2 weights, it keeps them equal and everything normalized.
*
@@ -1289,7 +1290,8 @@ static int wpaint_mode_toggle_exec(bContext *C, wmOperator *op)
BKE_paint_toolslots_brush_validate(bmain, &ts->wpaint->paint);
}
- /* When locked, it's almost impossible to select the pose then the object to enter weight paint mode.
+ /* When locked, it's almost impossible to select the pose
+ * then the object to enter weight paint mode.
* In this case move our pose object in/out of pose mode.
* This is in fits with the convention of selecting multiple objects and entering a mode. */
if (scene->toolsettings->object_flag & SCE_OBJECT_MODE_LOCK) {