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2020-02-15Cleanup: mixed camel/snake caseCampbell Barton
2020-02-14Cleanup: Fix compiler warningAntonio Vazquez
2020-02-14Cleanup: Rename ED_region_tag_redraw_overlay() to ED_region_tag_redraw_cursor()Julian Eisel
Old name was a bit confusing/misleading, esp. since previous commit.
2020-02-14UI: Allow gizmo-only redraw taggingJulian Eisel
NOTE: This change shouldn't have any visible effect. It's just the first (easiest) step towards decoupling gizmo redraws from viewport redraws. We currently redraw the entire region whenever a gizmo needs redrawing, which would be nice to avoid in the future, see T73198. The first step towards this would be having a separate tag for them, which is what this patch implements. The term "editor-overlays" was chosen because for the forseeable future, we'll also have to redraw non-gizmo overlays in-between drawing 3D and 2D gizmos. Namely annotations. Reviewed By: brecht Differential Revision: https://developer.blender.org/D6838
2020-02-13Fix crash using 'activate_init' in popup menusCampbell Barton
Reported in T71112
2020-02-093D View: support axis views with axis-aligned rollCampbell Barton
Previously any of the named views could not have any roll, this commit supports roll as long as it's axis-aligned (90,180,270 deg). This is useful for snapping to views, an improvement on cebd025e02f11.
2020-02-093D View: check view quaternion alignment which orbitingBataev Artem
This makes auto-perspective work as expected when orbiting out of a snapped view.
2020-02-07Cleanup: use of 'unsigned'Campbell Barton
- Replace 'unsigned' used on it's own with 'uint'. - Replace 'unsigned const char' with 'const uchar'.
2020-02-04Merge branch 'blender-v2.82-release'Campbell Barton
2020-02-04Fix T73234: Undo/redo with local collection crashesCampbell Barton
Resolves crashes when edit-mode undo data wasn't included because it wasn't visible, also resolves T73416.
2020-02-03Cleanup: Rearrange ED_armature.hmano-wii
2020-02-01Merge branch 'blender-v2.82-release'Campbell Barton
2020-02-01Object: support 'Affect Parents' for snap/clear transformCampbell Barton
Resolves T69450
2020-01-31UI: Icons updateWilliam Reynish
- New bespoke icon for the universal brush toggles - New icon for Redirected Folder (currently unused) - New icons for handle types (Auto Clamped, Auto, Aligned, Vector, Free) - New icons for Sequencer Text Strip anchor (Top, Bottom, Left, Right, Centre) Thanks to Andrzej Ambroż for the new icons
2020-01-30Merge branch 'blender-v2.82-release'Campbell Barton
2020-01-30Cleanup: ED_editors_flush_* functionsCampbell Barton
- Remove the only_render arg from ED_editors_flush_edits was only used in one place, the '_ex' version can be used instead. - Split out the single object version of this function as currently flushing is being done in-line, often only accounting for edit-mode, ignoring sculpt mode for e.g.
2020-01-29UI: Info Editor Visual ChangesHarley Acheson
Changes to Info Editor making it easier to read. Only visual changes, no functional changes. Differential Revision: https://developer.blender.org/D6491 Reviewed by Julian Eisel
2020-01-22Cleanup: Rename ED_region_init() -> ED_region_floating_initialize()Julian Eisel
This function is a very special refresh function just for floating regions. _initialize is more consistent with ED_area_initialize() so use that too. Also adds assert.
2020-01-21Fix T71810: Flipping Sidebar with tabs breaks alignmentJulian Eisel
Panel alignment was only updated when panel size changed. Now we can also recognize changes in the category tabs offset and tag panels for alignment updates.
2020-01-18Weight Paint: implement a red shade for bones with locked weights.Alexander Gavrilov
Blender supports locking vertex groups to prevent changes to the weights. However, as mentioned in comments for D3837, it is hard to use this because there is no interface for locking in 3D View. This adds a red shade to bones that are associated with a locked weight group during weight paint mode, as the first step to adding such interface. The next step is adding a pie menu for lock/unlock. Differential Revision: https://developer.blender.org/D6533
2020-01-14Cleanup: move property auto-keyframing to a generic API functionCampbell Barton
Prepare to call this from gizmos.
2020-01-09Fix UV gizmos poll failing with multiple objectsCampbell Barton
Only the active objects UV selection was checked. This also avoids checking UV selection for every poll call, now this is only done on refresh.
2020-01-09Gizmo: use pivot center for UV gizmosCampbell Barton
2020-01-07Edit Mesh: pass in Mesh instead of BMEditMesh to EDBM_update_genericCampbell Barton
This avoids a list lookup in Main (recently added), passing in a mesh instead of an edit-mesh, since the mesh links to the edit-mesh.
2020-01-07Annotations: Split annotation operators and pointer functionsAntonio Vazquez
This allows to have annotation panels and grease pencil object panel at the same time. Differential Revision: https://developer.blender.org/D6467
2020-01-07BMesh: remove BMEditMesh.ob use for ED_mesh_mirror_* APICampbell Barton
2020-01-07BMesh: remove BMEditMesh.ob use for select mirrorCampbell Barton
2020-01-07BMesh: remove BMEditMesh.ob use for vert coord access, projectionCampbell Barton
2020-01-06Cleanup: remove unused 2D arrow gizmoCampbell Barton
It's simpler to support a single gizmo type for 2D/3D.
2020-01-02Cleanup: quiet const warningsCampbell Barton
2020-01-02EditMesh: Improve AutoMerge with Split Edges & Facesmano-wii
Previously, compared to `Auto Merge` without `Split Edges & Faces`, `Auto Merge` with this option ignored duplicates between selected vertices. It only considered duplicates between selected vertices and unselected vertices. This is a regress and not a progress. This commit implements this behavior, so this option matches the other `Auto Merge`.
2019-12-31Transform: Individual Origins: Create islands between only selected uvs.mano-wii
Currently the islands are created depending only on the visible UVs. This can be confusing because compared to Edit Meshes, islands are created based on the selected elements. T68284 shows a case where this confusion is observed. Differential Revision: https://developer.blender.org/D6502
2019-12-22Object: extract data transform container into own APICampbell Barton
2019-12-17Cleanup: redundant struct declarationsCampbell Barton
2019-12-16Mantaflow [Part 6]: Updates in /blender/sourceSebastián Barschkis
A collection of smaller changes that are required in the /blender/source files. A lot of them are also due to variable renaming. Reviewed By: sergey Maniphest Tasks: T59995 Differential Revision: https://developer.blender.org/D3855
2019-12-13Gizmo: add gizmos for UV transform translate/rotate/scaleCampbell Barton
2019-12-12Add support for tiled images and the UDIM naming schemeLukas Stockner
This patch contains the work that I did during my week at the Code Quest - adding support for tiled images to Blender. With this patch, images now contain a list of tiles. By default, this just contains one tile, but if the source type is set to Tiled, the user can add additional tiles. When acquiring an ImBuf, the tile to be loaded is specified in the ImageUser. Therefore, code that is not yet aware of tiles will just access the default tile as usual. The filenames of the additional tiles are derived from the original filename according to the UDIM naming scheme - the filename contains an index that is calculated as (1001 + 10*<y coordinate of the tile> + <x coordinate of the tile>), where the x coordinate never goes above 9. Internally, the various tiles are stored in a cache just like sequences. When acquired for the first time, the code will try to load the corresponding file from disk. Alternatively, a new operator can be used to initialize the tile similar to the New Image operator. The following features are supported so far: - Automatic detection and loading of all tiles when opening the first tile (1001) - Saving all tiles - Adding and removing tiles - Filling tiles with generated images - Drawing all tiles in the Image Editor - Viewing a tiled grid even if no image is selected - Rendering tiled images in Eevee - Rendering tiled images in Cycles (in SVM mode) - Automatically skipping loading of unused tiles in Cycles - 2D texture painting (also across tiles) - 3D texture painting (also across tiles, only limitation: individual faces can not cross tile borders) - Assigning custom labels to individual tiles (drawn in the Image Editor instead of the ID) - Different resolutions between tiles There still are some missing features that will be added later (see T72390): - Workbench engine support - Packing/Unpacking support - Baking support - Cycles OSL support - many other Blender features that rely on images Thanks to Brecht for the review and to all who tested the intermediate versions! Differential Revision: https://developer.blender.org/D3509
2019-12-07UI: Custom Face Orientation ColorsHarley Acheson
Adds theme settings to allow change of front and back faces of the Face Orientation overlay Differential Revision: https://developer.blender.org/D6262 Reviewed by Jeroen Bakker
2019-12-07UI: File Browser Volumes and System Lists IconsHarley Acheson
Allows each File Browser list item in Volumes and System to use individual icons. Differential Revision: https://developer.blender.org/D5802 Reviewed by Julian Eisel
2019-12-06Draw: Removal of MultiSample BuffersJeroen Bakker
Multisample buffers were used for smooth line drawing. As we now have an algorithm that doesn't need the multisample buffers we can remove them. The user preference for viewport multi_sampling is replaced by single toggle overlay `use_overlay_smooth_wire`. By default this setting is enabled as the new drawing is really quick (<1ms) and uses zero hacks. Reviewed By: fclem Differential Revision: https://developer.blender.org/D6367
2019-12-04Make curve decimation only take into account the selected curve pointsSebastian Parborg
Previously the decimation would take the whole curve into account when decimating and not just the selected part. This also contains various smaller bug fixes for the fcurve decimation. Reviewed By: Sybren Differential Revision: http://developer.blender.org/D6286
2019-11-30Cleanup: remove unused NDOF iconsCampbell Barton
2019-11-27Fix T71865: Separating mesh parts breaks shape keysCampbell Barton
This was an old bug which could be caused by saving after separating. Changes from 79b703bb635e made this fail reliably. Update shape key indices when they may be used again later.
2019-11-27Cleanup: Remove BIF_gl.hJeroen Bakker
BIF_gl.h included hacks like redefining glew functions and a constant. The named constant `GLA_PIXEL_OFS` has been moved to `GPU_viewport.h` Reviewed By: brecht Differential Revision: https://developer.blender.org/D5860
2019-11-27Add 'EDBM_selectmode_disable_multi' and use in knifeprojectPhilipp Oeser
As a followup to rB6f4e595e9ba9 and as per @campbellbarton suggestion, this adds EDBM_selectmode_disable_multi, similar to EDBM_mesh_deselect_all_multi & EDBM_mesh_deselect_all, so other similar uses don't need to be done in a loop. Also, selected_objects isn't a reliable way to handle this case - since objects can be in edit-mode & not selected, use BKE_view_layer_array_from_bases_in_edit_mode_unique_data instead Differential Revision: https://developer.blender.org/D6317
2019-11-25UI: Allow label for Template-ID (respecting property split layout)Julian Eisel
Adds a `text` parameter to `bpy.types.uiLayout.template_ID()` which causes a label to be added, as usual. Adding the label also makes the template respect the `bpy.types.uiLayout.use_property_split` option. Also fixes wrong layout being used in the template-ID, although I think that didn't cause issues in practice. Sergey requested this for usage in the Movie Clip Editor.
2019-11-25UI: Widget Text Cursor ColorPaul (Thirio)
Adds a theme setting to specify color of widget text insertion cursor (caret). Differential Revision: https://developer.blender.org/D6024 Reviewed by Campbell Barton
2019-11-22UI: Changes to Graph Editor selection and transformJulian Eisel
When introducing "drag-all-selected" support all over Blender, we figured this wouldn't work well with the Graph Editor selection/transform behavior. Hence, William and I worked on the following changes, although we used this chance to improve the behavior in general too. For more info see T70634. * Handles now always move with the key, regardless if they are selected or not. * Selecting the key doesn't select the handles anymore, their selection is separate. * Multiple keys and handles can now be dragged. * Dragging a handle moves all selected handles **on the same side**. * Tweak-dragging any handle can never affect any keyframe location, only handles. * G/R/S should behave as before. * Changing the handle type with a key selected always applies the change to both handles. * Box selection with Ctrl+Drag now allows deselecting handles (used to act on entire triple only). * Box selection //Include Handles// option now only acts on visible handles, wasn't the case with Only Selected Keyframes Handles enabled. * Box selection //Include Handles// is now enabled by default in all bundled keymaps. The changes have been tested for some days by the animators here in the Blender Animation Studio. Some changes are based on their feedback. Also, this improves/adds comments for related code. Differential Revision: https://developer.blender.org/D6235 Reviewed by: Sybren Stüvel, William Reynish
2019-11-21Cleanup: remove unused value2d gizmoCampbell Barton
2019-11-21Object: edit-mode data support for object vertex coordinate accessCampbell Barton
Allows to access/transform/restore edit-mode coordinates in a generic way.