Age | Commit message (Collapse) | Author |
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Selection should be separated from active state and handled by higher
level code (operators/editors) instead of happening automatically.
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Makes it simpler to make some changes...
Also fix order of some includes (use alphabetical please).
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We already had a BKE_main.h header, no reason not to put there
Main-specific functions, BKE_library has already more than enough to
handle with IDs and library management!
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That kind of implicit includes should really only be done when totally,
absolutely necessary, and ideally only with rather simple 'second-level'
headers.
Otherwise not being explicit with includes always end up biting in
unexpected ways...
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NLA strips are users of their action, so we need to pass along ID
management flags.
This commit also cleans up a bit things by passing along ID_CREATE/COPY
flags instead of dummy booleans...
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Without this keyframing on top of an NLA stack is quite weirdly broken.
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If there was a dependency cycle involved, it was possible that pchan
array will be freed before all bones are evaluated. Now clear is
done in a dedicated node, which is never a part of dependency cycle.
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The option is per domain and only affects the solid / xray / wireframe view.
Eevee is not yet supported.
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Compared to previous implementation, the following has been changed:
* Threshold: is now an absolute value. This allows a comparison with e.g. radii
that are much larger than selected radius. This is also consistent with
`CURVE_OT_select_similar`
* Radius in world space is the average of the radius scaled in x, y and z
directions
* Since MetaBalls are symmetrical, rotation is only considered from 0 to π/2.
So for example rotations of 90° and -90° are considered equal.
This is also consistent with the way `CURVE_OT_select_similar` works.
Fix/changes from committer (Dalai Felinto):
* Drawing not updating after changes. (see original patch for details).
Reviewers: dfelinto
Differential Revision: https://developer.blender.org/D3895
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Based on D3893 by Habib Gahbiche.
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Matches ePaintTexture2D, less verbose.
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Replace grease pencil specific brush select operator.
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Also add API call WM_toolsystem_ref_sync_from_context
(was in rna_workspace_api.c)
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The Nearest Surface Point shrink method, while fast, is neither
smooth nor continuous: as the source point moves, the projected
point can both stop and jump. This causes distortions in the
deformation of the shrinkwrap modifier, and the motion of an
animated object with a shrinkwrap constraint.
This patch implements a new mode, which, instead of using the simple
nearest point search, iteratively solves an equation for each triangle
to find a point which has its interpolated normal point to or from the
original vertex. Non-manifold boundary edges are treated as infinitely
thin cylinders that cast normals in all perpendicular directions.
Since this is useful for the constraint, and having multiple
objects with constraints targeting the same guide mesh is a quite
reasonable use case, rather than calculating the mesh boundary edge
data over and over again, it is precomputed and cached in the mesh.
Reviewers: mont29
Differential Revision: https://developer.blender.org/D3836
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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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Now it is forumlated in terms of deltas, and consists of the
following steps:
- Original displacement at the reshape level are being backed up.
- New displacement is being written by the reshape routines.
- Delta of the displacement is calculated.
- Deltas are propagated to the higher levels, which also includes
their interpolation/
- Original displacement is restored.
- New interpolated displacements are added to the original ones.
This is a base ground for the upcoming change related on using
Catmull-Clark smoothing for the deltas instead of linear
interpolation. Currently is no changes for artists, just preparing
for upcoming work.
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The main use one can imagine for this is adding tweak controls to
parts of a model that are already deformed by multiple other major
bones. It is natural to expect such locations to deform as if the
tweaks aren't there by default; however currently there is no easy
way to make a bone follow multiple other bones.
This adds a new constraint that implements the math behind the Armature
modifier, with support for explicit weights, bone envelopes, and dual
quaternion blending. It can also access bones from multiple armatures
at the same time (mainly because it's easier to code it that way.)
This also fixes dquat_to_mat4, which wasn't used anywhere before.
Differential Revision: https://developer.blender.org/D3664
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- Vertex & weight paint now use the 'blend' setting.
- Weight paint now has it's own tool setting,
since weight paint doesn't deal with color - we'll likely
support different tools eventually.
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In general prefer API names don't start with adjectives
since it causes grouping of unrelated API's for completion.
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Previously the brush names were used which had the limit that:
- Brush names that were deleted wouldn't show up in the toolbar.
- Naming collisions between user defined brushes and existing tools
broke tool selection.
Now brushes are created as needed when tools are selected.
Note, vertex/weight paint combine tool and blend modes,
this should be split out into a separate enum.
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When you check for undone work before acquiring a lock that ensures you
are the only one actually doing the work, you have to redo the check
*after* acquiring said lock.
Otherwise, there is room for nasty random race condition issues...
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If the user only needs insertion and removal from top, there is
no need to allocate and manage separate HeapNode objects: the
data can be stored directly in the main tree array.
This measured a 24% FPS increase on a ~50% heap-heavy workload.
Reviewers: brecht
Differential Revision: https://developer.blender.org/D3898
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Before, the layer was added to tail always, but this was weird for 2D animators.
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Adding a brush wasn't refreshing the tool-system (left blank topbar).
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It was getting too impractical to call BKE_paint_brush_tool_info
which needed to lookup the scene pointers.
Now each store tool offset and brush mode in 'Paint.runtime'
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Each mode had its own logic for initializing paint structs,
move to a single function.
Also remove "BKE_brush_get_gpencil_paint", entering grease pencil
mode is responsible for ensuring the data is created.
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Now the grid is always controlled by the topbar selector and not in the canvas panel. To have two places to define orientation was confuse.
The orientation by default (no lock) is always to view plane.
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It is very commonly needed in loop conditions to check if
the items in the heap are good enough to continue.
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New parameters to switch visibility of stroke and fill
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Needed for entering paint modes on new scenes.
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This is sued by both object joinig and object apply scale operations.
Currently only uniform scale is working correct. Non-uniform gets averaged
and will produce slightly distorted results. This is something we should
fix, but priority of this particular case is not so high.
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We want to undo the initial usercount from low-level ID duplication, not
to erase all possible extra processing (like e.g. setting Fake User...).
Fixes part of mess in brush usercount.
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First of all, follow our naming convention to use module prefix.
Second of all, mesh is being created and is to be freed, we also
have convention for such function names.
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