Age | Commit message (Collapse) | Author |
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This patch fixes many minor spelling mistakes, all in comments or
console output. Mostly contractions like can't, won't, don't, its/it's,
etc.
Differential Revision: https://developer.blender.org/D11663
Reviewed by Harley Acheson
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Rename function EDBM_update_generic to EDBM_update, use a parameters
argument for better readability.
Also add calc_normals argument, which will have benefits when
calculating normals and tessellation together is optimized.
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This addresses warnings from Clang-Tidy's `readability-else-after-return`
rule in the `source/blender/editors/mesh` module.
No functional changes.
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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.
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Part of https://developer.blender.org/T74429.
There's a chance that this causes some issues becaue in some cases we
change from getting the window from context to getting it from somewhere
else.
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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.
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Dissolve the vertex when it is wire instead of trying to collapse the
edge. When collapsing the edge, ##v_kill->e## was not NULL, so the
assert in ##bmesh_kernel_join_vert_kill_edge## fails.
Reviewed By: jbakker
Maniphest Tasks: T71053
Differential Revision: https://developer.blender.org/D6159
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Reviewed By: campbellbarton
Differential Revision: https://developer.blender.org/D5609
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This commit changes the functionality of the Poly build tool to make it more suitable for retopology tasks:
- Click and drag from a boundary edge extrudes a new quad
- Click and drag on vertices tweaks the position
- Ctrl + click adds geometry. There is a geometry preview in the gizmo. It also can automatically convert triangles to quads.
- Shift + click deletes mesh elements (faces or vertices)
- Updated preselection code. Different mesh elements take priority depending on the selected action.
Reviewed By: campbellbarton
Differential Revision: https://developer.blender.org/D5573
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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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Gizmo's now have their own popover in preparation
for making transform gizmos accessible without having to use tools
See: T63518
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Match the UI naming (changed since 2.7x).
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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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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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There were at least three copies of those:
- OB_RECALC* family of flags, which are rudiment of an old
dependency graph system.
- PSYS_RECALC* which were used by old dependency graph system
as a separate set since the graph itself did not handle
particle systems.
- DEG_TAG_* which was used to tag IDs.
Now there is a single set, which defines what can be tagged
and queried for an update. It also has some aggregate flags
to make queries simpler.
Lets once and for all solve the madness of those flags, stick
to a single set, which will not overlap with anything or require
any extra conversion.
Technically, shouldn't be measurable user difference, but some
of the agregate flags for few dependency graph components did
change.
Fixes T58632: Particle don't update rotation settings
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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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Without this, it's more like deleting the vertex than dissolving.
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Also no need to clear selection history,
BM_mesh_elem_hflag_disable_all handles this.
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- Poly build now uses a new gizmo for pre-selection
which has the same behavior as loop-cut.
This replaces hack where mouse-move set the active element
which was no longer working properly because of missing
depsgraph updates.
- Multi-object support for poly-build.
- Support for deformed cage.
- Fix error where changing active object wasn't properly
refreshing the preselect gizmo (for loopcut too).
Currently holding Alt to select non-boundary element's isn't working.
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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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Both object level and camera datablock properties animation did not work with
copy on write enabled.
The root of the issue is going to the fact, that all interface elements are
referencing original datablock. For example, View3D has pointer to camera it's
using, and all areas which does access v3d->camera should in fact query for
the evaluated version of that camera, within the current context.
Annoying part of this change is that we now need to pass depsgraph in lots
of places. Which is rather annoying.
Alternative would be to cache evaluated camera in viewport itself, but then
it makes it annoying to keep things in sync.
Not sure if there is nicer solution here.
Reviewers: dfelinto, campbellbarton, mont29
Subscribers: dragoneex
Differential Revision: https://developer.blender.org/D3007
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Tool for creating polygons, exact usage may change based on feedback.
LMB to add faces at boundaries (tris from edges, quads from verts).
- Ctrl splits edges
- Alt to dissolve edges/verts.
Works well with vertex snap & auto-merge.
This uses selection hover but isn't intended to introduce more widely
pre-selection highlighting, at least it will be restricted to this tool.
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