Age | Commit message (Collapse) | Author |
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Comments after code can cause awkward line breaks.
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Apply clang format as proposed in T53211.
For details on usage and instructions for migrating branches
without conflicts, see:
https://wiki.blender.org/wiki/Tools/ClangFormat
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We already have different storages for cddata of verts, edges etc.,
'simply' do the same for the mask flags we use all around Blender code
to request some data, or limit some operation to some layers, etc.
Reason we need this is that some cddata types (like Normals) are
actually shared between verts/polys/loops, and we don’t want to generate
clnors everytime we request vnors!
As a side note, this also does final fix to T59338, which was the
trigger for this patch (need to request computed loop normals for
another mesh than evaluated one).
Reviewers: brecht, campbellbarton, sergey
Differential Revision: https://developer.blender.org/D4407
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Now it will be simpler for code jsut wanting to preserve custom normals
around to set them, without having to add same boiler plate code all the
time around actual code.
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Quiet undeclared variable warning.
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While \file doesn't need an argument, it can't have another doxy
command after it.
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Move \ingroup onto same line to be more compact and
make it clear the file is in the group.
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BF-admins agree to remove header information that isn't useful,
to reduce noise.
- BEGIN/END license blocks
Developers should add non license comments as separate comment blocks.
No need for separator text.
- Contributors
This is often invalid, outdated or misleading
especially when splitting files.
It's more useful to git-blame to find out who has developed the code.
See P901 for script to perform these edits.
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Done using:
source/tools/utils_maintenance/c_sort_blocks.py
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Needed for context menu checks.
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Our mesh validation was only checking cd layout so far, not their actual
data. While this might only be needed for a few types, this is a
required addition for things like imported UVs, else we have no way to
avoid nasty things like NANs & co.
Note that more layer types may need that callback, time will say. For
now added it to some obvious missing cases...
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to avoid confusion."
This reverts commit e6322abad23a8ae71b72e54befffc17ae35e30d9.
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avoid confusion.
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snap to meshes in edit mode.
Before a value for bound box was stored in a local cache.
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Needed for D3966
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Not all three sides of a tesselated mesh triangle are guaranteed
to be original mesh edges, so a somewhat complicated check is
required to detect which ones are real. It seems that until now
there was no utility function for that, only some example code.
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If the caller wants loop-tris, there is a function to calculate them.
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Loop triangles are tessellated triangles create from polygons, for renderers
or exporters that need to match Blender's polygon tesselation exactly. These
are a read-only runtime cache.
Tessfaces are a legacy data structure from before Blender supported n-gons,
and were already mostly removed from the C code.
Details on porting code to loop triangles is in the release notes.
Differential Revision: https://developer.blender.org/D3539
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Copied from CDDM_from_bmesh, the modifier stack doesn't
need to handle shape keys, vertex parents or selection history
(needed for mode switching).
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Use BKE_mesh_* prefix for mesh module.
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Add BKE_mesh_batch_cache_dirty_tag option for resetting UV's.
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Differential Revision: https://developer.blender.org/D3718
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It is rather fully annoying to have same sets of obscure flags all over.
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This was used for saving files for Blender 2.6x.
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We were using int's for bool arguments in BKE,
just to avoid having wrapper functions.
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Conflicts:
source/blender/blenkernel/BKE_mesh.h
source/blender/blenkernel/intern/mesh_convert.c
source/blender/editors/interface/interface_eyedropper_color.c
source/blender/editors/object/object_add.c
source/blender/editors/space_image/image_ops.c
source/blender/makesrna/intern/rna_image.c
source/blender/windowmanager/intern/wm_draw.c
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BKE_image was an ugly nest, could fix all but the ones from compositor,
so moved ugly G.main there, at least we know where the Evil is that way ;)
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This maintains the `BKE_mesh_` prefix for the mesh-related BKE functions.
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Mesh
The function still returns a DerivedMesh, but internally it uses Mesh
now.
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