Age | Commit message (Collapse) | Author |
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Had to add some G.main to modifiers, but in 2.8 we do not need that
anymore, so it's not that bad! ;)
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Also remove fix for T6614, since BKE_object_obdata_is_libdata
no longer checks proxy.
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These operators only need selected objects.
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Regression in recent undo system changes,
This caused T55048.
When each mode had its own undo stack it was important
to initialize it when entering edit-mode.
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Add a function that takes only a quat, instead of the 3D view.
Allows for using non-view orientations.
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Some snap functions already exposed this.
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Differential Revision: https://developer.blender.org/D3160
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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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Also add lower level mode exit function
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Prepare for multi-object pose mode
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This moves undo storage into a separate struct which is passed
in from the undo system.
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Was only called on copy particle system
which is already doing an undo push.
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While I'd like to avoid using this too much since the operator
system should handle.
It's less trouble than accessing it inline each time.
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Split out undo API from ED_util.h into ED_undo.h
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- Use a single undo history for all operations.
- UndoType's are registered and poll the context to check if they
should be used when performing an undo push.
- Mode switching is used to ensure the state is correct before
undo data is restored.
- Some undo types accumulate changes (image & text editing)
others store the state multiple times (with de-duplication).
This is supported by checking UndoStack.mode `ACCUMULATE` / `STORE`.
- Each undo step stores ID datablocks they use with utilities to help
manage restoring correct ID's.
Needed since global undo is now mixed with other modes undo.
- Currently performs each undo step when going up/down history
Previously this wasn't done, making history fail in some cases.
This can be optimized to skip some combinations of undo steps.
grease-pencil is an exception which has not been updated
since it integrates undo into the draw-session.
See D3113
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Disconnected bones weren't handled correctly.
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Was mixed with object functionality.
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Pass instead of editmesh or toolsettings.
Needed for multi edit-mode
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They're nearly the same, so keep names matching to avoid conflicts.
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Use common prefix so adding related functions share the prefix.
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Was mixed with edit-mode, centralize mode switching in a single file.
No functional changes.
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While doing so with Bone_R.001, Bone_R.003, Bone_R.003 etc. is doomed to
issues, doing that on duplicates of actually correctly named bones can
be handy, and safe.
So adding back as an option (was removed in rB702bc5ba26d5).
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Sync API changes from 2.8 to master.
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Allow exiting editmode from non-active scene.
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Add a enum headers to DNA, to be included in other headers
so function signatures can use enums for better type safety.
Add DNA_*_enums.h matching DNA_*.types.h as needed.
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The issue was introduced by eb016eb as a fix for T41258, which added depsgraph
tagging with zero flag. The comment was saying that it's to make derived caches
to be updated, however bot sure how that could possibly work: tagging ID for
update with 0 flag only sets updated tags in bmain in old dependency graph.
In the new depsgraph, where object data is a part of depsgraph, doing such a
tag forces object to be updated, which re-triggers viewport rendering, which
is causing such an infinite viewport render rest.
Can not reproduce any crashes here, so maybe it's fine to move on with this
change.
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Operators and utility functions were getting too mixed up,
the files were also quite large.
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Move timer and tip out of button code,
now the only requests a tooltip,
passing a creation callback to run.
Needed for manipulators in 2.8,
also helps de-duplicate logic - since we never want
multiple tool-tips showing at once.
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Also make some args const
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Split screen_draw.c from screen_edit.c (avoid conflicts syncing).
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This moves window overlay from hard coded flags into drawing callbacks.
It also supports snapping (holding Ctrl).
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Only show objects in current scene when not pinned.
This commit adds a filter argument to id-template
since we may want to filter by other criteria.
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Neither me nor Campbell could redo the issue, lets get rid of this workaround
and fix it properly if still needed.
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The title says it all actually, controlled with DoF check box next to textured
solid check box.
Thanks Campbell for review!
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This is fully unreadable to have lots of boolean arguments scattered across the
whole argument list. What does `false, true, true` mean in terms of behavior?
Replace those with bitfield which has advantage of having more human readable
meaning.
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D1518 from @mba105 w/ edits
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UV project mixed up global/local space,
3D cursor offset didn't take object scale into account.
Minor improvements:
- Match Cube Project 'center' behavior w/ sphere & cylinder.
- Add active-element center.
- Wrap UV's in Cube Project based on center instead of first vertex.
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Each region type is quite separate and file was getting too big.
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