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2021-09-17UI: expose "Lasso Select" & "Extrude to Cursor" in menusCampbell Barton
- Show "Lasso Select" in menus (along with Box & Circle select) - Show "Extrude to Cursor" (along with other extrude actions). - Rename operators that add/extrude on Ctrl-Click since their names were inconsistent. This is mainly for discoverability.
2021-09-17UI: enable the depend-on-cursor flag for some operatorsCampbell Barton
- Bend (Transform). - Extrude to Cursor. - Lasso Select (related operators such as node-cut links, mask.. etc). - Rip Mesh / UV's. - Vertex/Edge Slide.
2021-07-03Cleanup: consistent use of tags: NOTE/TODO/FIXME/XXXCampbell Barton
Also use doxy style function reference `#` prefix chars when referencing identifiers.
2021-07-02Constraints: support a new Local Space (Owner Orientation) for targets.Alexander Gavrilov
Add a new transformation space choice for bone constraints, which represent the local transformation of the target bone in the constraint owner's local space. The use case for this is transferring the local (i.e. excluding the effect of parents) motion of one bone to another one, while ignoring the difference between their rest pose orientations. The new option replaces the following setup: * A `child` bone of the `target`, rotated the same as `owner` in rest pose. * A `sibling` bone of the `target`, positioned same as `child` in rest pose and using Copy Transforms in World Space from `child`. * The `owner` bone constraint uses Local Space of `sibling`. (This analogy applies provided both bones use Local Location) Differential Revision: https://developer.blender.org/D9493
2021-06-26Cleanup: full sentences in comments, improve comment formattingCampbell Barton
2021-06-18Armature: add B-Bone Y scale channel and extra flag fields to DNA.Alexander Gavrilov
In addition to the base bone transformation itself, B-Bones have controls that affect transformation of its segments. For rotation the features are quite complete, allowing to both reorient the Bezier handles via properties, and to control them using custom handle bones. However for scaling there are two deficiencies. First, there are only X and Y scale factors (actually X and Z), while lengthwise all segments have the same scaling. The ease option merely affects the shape of the curve, and does not cause actual scaling. Second, scaling can only be controlled via properties, thus requiring up to 6 drivers per joint between B-Bones to transfer scaling factors from the handle bone. This is very inefficient. Finally, the Z channels are confusingly called Y. This commit adds a B-Bone Y Scale channel and extra B-Bone flag fields to DNA with appropriate versioning (including for F-Curves and drivers) in preparation to addressing these limitations. Functionality is not changed, so the new fields are not used until the following commits. Differential Revision: https://developer.blender.org/D9870
2021-04-30Cleanup: rename BKE_pose_channel_{verify => ensure}Campbell Barton
The term `verify` doesn't fit with what this function does and is sometimes used to check data is valid or to control validity checking as with `RNA_define_verify_sdna`. use more common term `ensure`.
2021-04-30Cleanup: rename BKE_pose_channels_hash_{make => ensure}Campbell Barton
Use the term `ensure` since it makes it clear the data is not manipulated if it already exists.
2021-02-05Cleanup: outdated/unhelpful commentsCampbell Barton
2021-01-24Merge branch 'blender-v2.92-release'Campbell Barton
2021-01-24Fix T84988: Armature symmetries crashes with action constraintCampbell Barton
Action constraint without an action pointer set was crashing.
2021-01-20Cleanup: remove extra in trailing asteriskCampbell Barton
Comment blocks not conforming to convention.
2020-12-24UI: Cleanup spelling of compound wordsYevgeny Makarov
Approximately 138 changes in the spelling of compound words and proper names like "Light Probe", "Shrink/Fatten", "Face Map". In many cases, hyphens were used where they aren't correct, like "re-fit". Other common changes include: - "Datablock" -> "data-block" - "Floating point" -> "floating-point" - "Ngons" -> "n-gons" These changes help give the language used in the interface a consistent, more professional feel. Differential Revision: https://developer.blender.org/D9923
2020-12-03Add Custom Object Space to ConstraintsHenrik Dick
Add Custom Space to the list of space conversions for constraints. Constraints can use World Space, Local Space, Pose Space, Local with Parent, and now also Custom Space with a custom object to define the evaluation space. The Custom Space option uses the Local Space of an other object/bone/vertex group. If selected on owner or target it will show a box for object selection. If an armature is selected, then it will also show a box for bone selection. If a mesh object is selected it will show the option for using the local space of a vertex group. Reviewed By: #animation_rigging, sybren, Severin, angavrilov Differential Revision: https://developer.blender.org/D7437
2020-10-19Spelling: It's Versus ItsHarley Acheson
Corrects incorrect usage of contraction for 'it is', when possessive 'its' was required. Differential Revision: https://developer.blender.org/D9250 Reviewed by Campbell Barton
2020-10-10Cleanup: use C comments for descriptive textCampbell Barton
Follow our code style guide by using C-comments for text descriptions.
2020-10-02Cleanup: Move `EditBone` structure definition from `ED` to `BKE` area.Bastien Montagne
Access to this structure will be needed in BKE's armature code.
2020-07-03Cleanup: Editors/Armature, Clang-Tidy else-after-return fixesSybren A. Stüvel
This addresses warnings from Clang-Tidy's `readability-else-after-return` rule in the `source/blender/editors/armature` module. No functional changes.
2020-06-05Code Cleanup: fcurve function namingJeroen Bakker
2020-05-02Outliner: Fix selection sync for various operatorsNathan Craddock
Add missing outliner selection sync tagging for various non-outliner operators. * Curve separate * Grease Pencil separate * Mesh separate * Make instances real * 3D view paste * Sequencer paste * Armature delete, dissolve, separate, duplicate, subdivide, extrude, click extrude, primitive add * Pose Group select, delete Resolves T71404
2020-04-08Cleanup: spellingCampbell Barton
2020-04-07Fix T66751: Symmetrizing armature does not symmetrize constraints.Sebastian Parborg
The symmetrize operator now tries to make sure that the armature constraints are correctly mirrored. Before it would only mirror the subtargets for the constraints (and that failed too in some cases). Reviewed By: Sybren Differential Revision: http://developer.blender.org/D6009
2020-04-07UI: Use Consistent Operator NameAaron Carlisle
Was called "Subdivide Multi" in Bone Edit and "Subdivide" in Mesh Edit
2020-04-03Code Quality: Replace for loops with LISTBASE_FOREACHDalai Felinto
Note this only changes cases where the variable was declared inside the for loop. To handle it outside as well is a different challenge. Differential Revision: https://developer.blender.org/D7320
2020-03-29Cleanup: spelling, commentsCampbell Barton
2020-03-19Cleanup: `make format` after SortedIncludes changeDalai Felinto
2020-03-06Cleanup: Rename ARegion variables from ar to regionJulian Eisel
The old convention was easy to confuse with ScrArea. Part of https://developer.blender.org/T74432. This is mostly a batch rename with some manual fixing. Only single word variable names are changed, no prefixed/suffixed names. Brecht van Lommel and Campbell Barton both gave me a green light for this convention change. Also ran clan clang format on affected files.
2019-12-02Overlay Engine: Refactor & CleanupClément Foucault
This is the unification of all overlays into one overlay engine as described in T65347. I went over all the code making it more future proof with less hacks and removing old / not relevent parts. Goals / Acheivements: - Remove internal shader usage (only drw shaders) - Remove viewportSize and viewportSizeInv and put them in gloabl ubo - Fixed some drawing issues: Missing probe option and Missing Alt+B clipping of some shader - Remove old (legacy) shaders dependancy (not using view UBO). - Less shader variation (less compilation time at first load and less patching needed for vulkan) - removed some geom shaders when I could - Remove static e_data (except shaders storage where it is OK) - Clear the way to fix some anoying limitations (dithered transparency, background image compositing etc...) - Wireframe drawing now uses the same batching capabilities as workbench & eevee (indirect drawing). - Reduced complexity, removed ~3000 Lines of code in draw (also removed a lot of unused shader in GPU). - Post AA to avoid complexity and cost of MSAA. Remaining issues: - ~~Armature edits, overlay toggles, (... others?) are not refreshing viewport after AA is complete~~ - FXAA is not the best for wires, maybe investigate SMAA - Maybe do something more temporally stable for AA. - ~~Paint overlays are not working with AA.~~ - ~~infront objects are difficult to select.~~ - ~~the infront wires sometimes goes through they solid counterpart (missing clear maybe?) (toggle overlays on-off when using infront+wireframe overlay in solid shading)~~ Note: I made some decision to change slightly the appearance of some objects to simplify their drawing. Namely the empty arrows end (which is now hollow/wire) and distance points of the cameras/spots being done by lines. Reviewed By: jbakker Differential Revision: https://developer.blender.org/D6296
2019-11-24Cleanup: doxygen commentsCampbell Barton
Also correct some outdated symbol references, add missing 'name' commands.
2019-08-16Cleanup: spellingCampbell Barton
2019-07-17Fix T59713: Armature layer dots not updated on changesmano-wii
`layer_used` runtime data, which controls the drawing of dots in the UI was not getting refreshed properly. This used to happen in the drawing code, but was no longer working for reasons explained in: {rB2b09062defa093a243b5fe64b099accb07b440a3} The solution was to update each layer manually in the operators: * ARMATURE_OT_bone_primitive_add * ARMATURE_OT_delete * ARMATURE_OT_dissolve * ARMATURE_OT_fill * ARMATURE_OT_merge * ARMATURE_OT_separate * ARMATURE_OT_bone_layers * POSE_OT_bone_layers Differential Revision: https://developer.blender.org/D5281
2019-04-23Cleanup: rename the curveInX etc bbone DNA fields to curve_in_x etc.Alexander Gavrilov
2019-04-23B-Bones: split the Scale In/Out properties into X and Y values.Alexander Gavrilov
As far as I can tell, there is no technical reason why the B-Bone segment thickness scaling can't be separated into two axes. The only downside is the increase in complexity of the B-Bone settings, but this is inevitable due to the increase in flexibility. Updating the file is somewhat complicated though, because F-Curves and drivers have to be duplicated and updated to the new names. Reviewers: campbellbarton Subscribers: icappiello, jpbouza Differential Revision: https://developer.blender.org/D4716
2019-04-22Cleanup: style, use braces for editorsCampbell Barton
2019-04-21Cleanup: comments (long lines) in editorsCampbell Barton
2019-04-20Cleanup: add missing macros to clang-formatCampbell Barton
2019-04-17ClangFormat: apply to source, most of internCampbell Barton
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
2019-02-18doxygen: add newline after \fileCampbell Barton
While \file doesn't need an argument, it can't have another doxy command after it.
2019-02-06Cleanup: remove redundant doxygen \file argumentCampbell Barton
Move \ingroup onto same line to be more compact and make it clear the file is in the group.
2019-02-03Cleanup: trailing commasCampbell Barton
Needed for clan-format not to wrap onto one line.
2019-02-01Cleanup: remove redundant, invalid info from headersCampbell Barton
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.
2019-01-20Cleanup: remove all BLI_utiledefines' ugly vectorial macros.Bastien Montagne
Not only were those often making doublons with already existing BLI_math's stuff, but they were also used to hide implicit type conversions... As usual this adds some more exotic inlined vector functions (one of the rare cases where I really miss C++ and its templates... ;) ).
2019-01-15Cleanup: comment line length (editors)Campbell Barton
Prevents clang-format wrapping text before comments.
2018-12-21Fix T59673: wrong B-Bone handle references when duplicating bones.Alexander Gavrilov
Also fix and improve symmetrize behavior.
2018-11-263D View: remove 3D cursorCampbell Barton
Use 3D cursor from the scene (was previously used for local-view).
2018-11-25Local ViewDalai Felinto
Bring back per-viewport localview. This is based on Blender 2.79. We have a limit of 16 different local view viewports. We are using both the numpad /, as well as the regular /. Missing features: * Hack to make sure lights are always visible. * Make rendered mode with external engines to support this as well (probably just need to support this in the RNA iterators). * Support over 16 viewports by taking existing viewports out of local view. The code can use a cleanup pass in the future to unify the test to see if an object is visible (or we can use TESTBASE in more places).
2018-11-14Merge branch 'master' into blender2.8Campbell Barton
2018-11-14Cleanup: comment block tabsCampbell Barton
2018-10-12Rename: multi_changed > changed_multiDalai Felinto
We are using changed_multi plenty more than multi_changed. May as well keep it consistent across the code.
2018-10-07Cleanup: styleCampbell Barton