Age | Commit message (Collapse) | Author |
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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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Remove DNA headers, using forward declarations where possible.
Also removed duplicate header, header including it's self
and unnecessary inclusion of libc system headers from BKE header.
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Approximately 141 changes of capitalization to conform to MLA title style.
Differential Revision: https://developer.blender.org/D8392
Reviewed by Julian Eisel
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Follow the MLA style, agreed upon in T79589. This means "from" within UI
labels should be lowercase.
Differential Revision: https://developer.blender.org/D8345
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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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Replace 32bit int with bitmap to allow selecting
any number of vertex groups.
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- Use 'BKE_object_material_*', 'BKE_id_material_*' prefix
for functions that operate on Object and ID types.
- Use '_len' suffix for length (matching BLI naming).
- Use '_p' suffix for functions that return a pointer to values
where the value would typically be returned.
Functions renamed:
- BKE_object_material_resize was BKE_material_resize_object
- BKE_object_material_remap was BKE_material_remap_object
- BKE_object_material_remap_calc was BKE_material_remap_object_calc
- BKE_object_material_array_p was BKE_object_material_array
- BKE_object_material_len_p was BKE_object_material_num
- BKE_id_material_array_p was BKE_id_material_array
- BKE_id_material_len_p was BKE_id_material_num
- BKE_id_material_resize was BKE_material_resize_id
- BKE_id_material_append was BKE_material_append_id
- BKE_id_material_pop was BKE_material_pop_id
- BKE_id_material_clear was BKE_material_clear_id
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Old Name New Name
========= =========
init_def_material BKE_materials_init
BKE_material_gpencil_default_free BKE_materials_exit
test_object_materials BKE_object_materials_test
test_all_objects_materials BKE_objects_materials_test_all
give_matarar BKE_object_material_array
give_totcolp BKE_object_material_num
give_current_material_p BKE_object_material_get_p
give_current_material BKE_object_material_get
assign_material BKE_object_material_assign
assign_matarar BKE_object_material_array_assign
give_matarar_id BKE_id_material_array
give_totcolp_id BKE_id_material_num
assign_material_id BKE_id_material_assign
clear_matcopybuf BKE_material_copybuf_clear
free_matcopybuf BKE_material_copybuf_free
copy_matcopybuf BKE_material_copybuf_copy
paste_matcopybuf BKE_material_copybuf_paste
BKE_material_init_gpencil_settings BKE_gpencil_material_attr_init
BKE_material_add_gpencil BKE_gpencil_material_add
BKE_material_gpencil_get BKE_gpencil_material
BKE_material_gpencil_default_get BKE_gpencil_material_default
BKE_material_gpencil_settings_get BKE_gpencil_material_settings
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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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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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Avoids redundant tree traversal when finding nearest.
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Do this so trees have matching & logical names.
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Use prefix now there isn't only the 3d version.
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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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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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- `BKE_object_scale_to_mat3` was used to get the worldspace scale,
without taking constraints, parenting etc into account.
- Don't pass object's into BMesh API, (prefer matrices instead).
- Avoid matrix invert for each edge-angle calculation.
- Avoid 2x matrix multiplies when looping over edge pairs.
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This makes the operator to work 100% with worldspace similarity:
* SIMFACE_PERIMETER
* SIMFACE_AREA
* SIMEDGE_FACE_ANGLE
Note from revisor (Dalai Felinto):
I'm not sure we want to pass Object * to the bmesh api, though I
personally don't see why not. Either way I group the patches together so
we can more easily roll them back if needs be.
Maniphest Tasks: T56948
Differential Revision: D3908, D3899, D3896
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Implemented the following methods:
* SIMCURHAND_TYPE
* SIMCURHAND_RADIUS
* SIMCURHAND_WEIGHT
* SIMCURHAND_DIRECTION
Limits:
* DIRECTION does not support surfaces, because `BKE_nurb_bpoint_calc_normal`
does not work with Nurbs of type `CU_CARDINAL`. This also didn't work prior
to this patch, so we wait until surfaces are properly supported in EditMode.
* Also DIRECTION should take scaling into consideration. We need our own
versions of BKE_nurb_bpoint_calc_normal/bezt.
* Threshold default is too large. Not sure if it's better to change the default
or scale the threshold in code.
Differential Revision: https://developer.blender.org/D3846
Changes from committer (Dalai Felinto):
* Moved nurb_bpoint_direction_worldspace_get/bezt to functions.
* Comments hinting at the mode (direction) that require scaling to be
taken into account - to be addressed by patch creator in a future
patch.
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I'm storing the name of the vertex groups in a gset. This way
we can select vertex groups with the same name across different
objects.
Also this is the last select similar mode that needs porting o/
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Unlike 2.79 I am not using the comparison type to get coplanar planes that are above/below the plane.
That seems arbritary at best, and a bit of a challenge to get it right.
Also, I'm doing some shenanigans to use a single tree to store the face direction and the distance.
Here in my tests it is working fine though.
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Facemap is per object, so we store them in a gset per object, and only check the object
faces with its own facemaps.
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Note: 2.7x seem to be checking for edge data instead of face, but I do not see why not to get FreestyleFace.
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We could/can deduplicate the code with SIMVERT_NORMAL.
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Note: Not doing worldspace comparison for now. We would need to create new
BM_face_calc_area and BM_face_calc_perimeter equivalent functions for that.
Not sure if it is worth the trouble.
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Note: Unlike 2.79 we are not comparing face->mat_nr, but the material itself.
On top og that, if the material slot is empty we are just ignoring this face.
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All edge options are done now.
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I'm not happy with #ifdef WITH_FREESTYLE everywhere.
But I will remove them in an upcoming commit
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