Age | Commit message (Collapse) | Author |
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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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All edit mode related operators are now "Hide Selected / Reveal Hidden".
Before we had different variatons of them:
Hide Selection:
* MESH_OT_hide
* GPENCIL_OT_selection_opacity_toggle
Hide Selected Bones:
* ARMATURE_OT_hide
Hide:
* MBALL_OT_hide_metaelems
Hide Selected:
* CURVE_OT_hide
* PARTICLE_OT_hide
* POSE_OT_hide
* UV_OT_hide
Reveal Bones:
* ARMATURE_OT_reveal
Reveal:
* MBALL_OT_reveal_metaelems
Operators not renamed:
* Hide Curves (GRAPH_OT_hide)
* Hide (OUTLINER_OT_hide)
Note we can do a step further and mass rename them to match their UI
names. Where Reveal Hidden is Show Hidden. But for now at least they are
all unified.
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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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Needed for clan-format not to wrap onto one line.
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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This is often invalid, outdated or misleading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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Prevents clang-format wrapping text before comments.
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The cause is that FOREACH_OBJECT_IN_MODE_BEGIN assumed that the active
object is in the correct mode, which is wrong in this case. It also
only considered objects of the same type as active, which had to be
replaced with an explicit type parameter.
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Use 3D cursor from the scene (was previously used for local-view).
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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).
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Remove nonsensical insanity check.
Remove FIXME that would never be addressed anyways.
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Also removed the insane insanity check. This would fail in the
poll function. No point in that level of paranoia.
And return OPERATOR_FINISHED regardless. Since this has a parameter
(though not used) you may get want to tweak REDO (in the future).
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The patch itself was fine (save for sending notifiers for objects instead of ob).
But I couldn't apply it, so I re-did from scratch.
Based on D3394 by @codemanx
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Differential Revision: https://developer.blender.org/D3732
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Conflicts:
source/blender/collada/ArmatureExporter.cpp
source/blender/collada/ArmatureExporter.h
source/blender/collada/DocumentExporter.cpp
source/blender/collada/DocumentExporter.h
source/blender/collada/SceneExporter.cpp
source/blender/collada/SceneExporter.h
source/blender/collada/collada.cpp
source/blender/collada/collada.h
source/blender/editors/armature/armature_edit.c
source/blender/editors/armature/editarmature_retarget.c
source/blender/editors/armature/pose_transform.c
source/blender/editors/include/ED_armature.h
source/blender/editors/include/ED_object.h
source/blender/editors/include/ED_screen.h
source/blender/editors/io/io_collada.c
source/blender/editors/object/object_transform.c
source/blender/editors/screen/screen_edit.c
source/blender/editors/screen/screen_ops.c
source/blender/windowmanager/intern/wm.c
source/blender/windowmanager/intern/wm_files.c
source/blender/windowmanager/intern/wm_window.c
source/blenderplayer/bad_level_call_stubs/stubs.c
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Currently set when setting the cursor location,
optionally used as an orientation type.
Intended for use by tools too.
See: D3208
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Indent lines for multi object editing, no functional changes.
Also strip trailing space from indented regions.
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This adds initial multi-object editing support.
- Selected objects are used when entering edit & pose modes.
- Selection & tools work on all objects however many tools need porting
See: T54641 for remaining tasks.
Indentation will be done separately.
See patch: D3101
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- Wasn't clear which functions handle edit-bones.
- Mixed both ebone and edit_bone in names.
- Didn't use ED_armature_* prefix for public API.
See P655 to apply to branches.
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Disconnected bones weren't handled correctly.
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Also correctly copy bone tip selection when dissolving.
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