Age | Commit message (Collapse) | Author |
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Fix regression in 9c202281287743494fd7d81a13970053bc8a33b5
that wasn't using the random seed correctly.
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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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This resolves a long standing bug in edge selection
(picking, circle, box & lasso).
Now when one of the edges vertices fails to project into screen space,
the edge is clipped by the viewport to calculate an on-screen location
that can be used instead.
This isn't default as it may be important for the on the screen location
not to be clipped by the viewport.
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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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Selecting random percentage would not reliably guarantee the precise
percentage of selected elements now randomize an index array instead
and use the precise number of elements from this array.
Note that this change has only been made to edit-mesh
and should be applied to all random selection operators.
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Seem on linux.
Caused by rB6ec463a4b754bf69baf94ba6b3683655f6834ccd
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- Don't use `r_` prefix for an argument that's also read from
(this is meant for return only arguments).
- Rename variables to make it clear the distance is pixels,
using manhattan length measurement.
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Regression in 80cbbd2843c2358879b1a710d81a3b41e1468327.
Unfortunately keeping selection picking behavior as well as
supporting finding the nearest face within a radius requires an
inconsistency between x-ray and back-buffer selection that
doesn't work well using the current arguments.
Resolve by adding an argument that causes the input distance
to be ignored for back-buffer selection.
This is used by selection picking but not the knife tool.
This changes behavior for path-selection in face mode,
which now uses a margin for back-buffer selection.
From my own testing this doesn't seem to be a problem like it could be
for regular selection picking.
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Respect the distance argument to EDBM_face_find_nearest,
when zero, sample a single pixel, otherwise sample a region.
Knife uses the selection-buffer to pick a face when the ray-cast failed.
This was meant to allow snapping to nearby faces however as the margin
was ignored, it was only used in edge cases where the ray-cast missed
but the pixel didn't.
Now the face-picking threshold is working as expected.
Note that other callers to EDBM_face_find_nearest have been updated
so set their distance argument to zero so this only impacts the knife.
Regular selection and path select could be modified separately if users
prefer this behavior.
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- New Walker added `bmw_NonManifoldedgeWalker_type`.
- This walks over edges connected with 3 or more faces connected.
Ref D10497 with edits.
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In two cases the percentage property was actually used incorrectly, as
pointed out in T82070. The range was [0, 1], but the properties were still
displayed as percentages.
There is a preference to control whether to display factors or
percentages, so it usually doesn't make sense to manually define
properties as percentages.
Resolves T82070
Differential Revision: https://developer.blender.org/D9344
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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
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Using 'is/means/equal' words in place of equal sign in descriptions.
Differential Revision: https://developer.blender.org/D9799
Reviewed by Hans Goudey
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Add an optional callback to check source/destination loops for
BM_mesh_calc_face_groups.
This is needed so it can be used to calculate UV islands.
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Corrects incorrect usages of the fragment 'apart of' when 'a part of' was required.
Differential Revision: https://developer.blender.org/D9245
Reviewed by Campbell Barton
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Corrects incorrect usage of contraction for 'it is', when possessive 'its' was required.
Differential Revision: https://developer.blender.org/D9250
Reviewed by Campbell Barton
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Changing options after using select-linked didn't work
when the object being selected wasn't the active object.
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Mirror
The mirror map can reference a hidden vertex that is currently ignored
in the transformation.
Thus the mirror element array is not filled.
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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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In this case the draw engine isn't responsible for the selection, but
the editor is.
Reviewed By: Clément Foucault
Differential Revision: https://developer.blender.org/D7955
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This always return changed, even when no changes were made.
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Faces could be selected without any of their edges or vertices selected.
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Starting select linked failed when the selected vertex or edge
was it's self delimiting.
Support using these elements for linked select
as long as they're part of an isolated selection.
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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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Edge Index display were not showing up after performing
"Select Boundary Loops" when in face selection mode. The operation
tagged the mesh that the selection was changed, but in the end this
didn't do anything within the depsgraph.
The fix changes this to recalc the geometry of the object. What also
syncs the selectmode flags. A better solution would be to update the
select flags only. But that could be done as future work when we have a
performance problems.
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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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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
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Particularly noticeable when vertex painting with a subsurf modifier.
In some cases every sculpt or paint stroke step would evaluate the dependency
graph. This should only happen for redraws. Now more selectively choose if the
dependency graph should be evaluated to initialize the view context. Doing it
in the view context evaluation is somewhat hidden, now it's more explicit.
Differential Revision: https://developer.blender.org/D5844
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The previous method only worked in simple cases where faces were
surrounded by non-manifold edges.
Now face regions surrounded by non-manifold edges are marked as interior.
Starting with regions most perpendicular to the surrounding geometry.
Resolves T68401
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Remove unused OBJECT_OT_mode_set_or_submode, add
OBJECT_OT_mode_set_with_submode which can switch to edit mode as well
as a sub-mode - currently only mesh select mode is supported
(others may be added later).
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With these changes, successive selections result in an even pattern.
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This isn't closely related to selection & this file was over 5k lines.
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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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