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2020-10-13Fix T81288:Select Linked fails with multi-object edit modeCampbell Barton
Changing options after using select-linked didn't work when the object being selected wasn't the active object.
2020-09-03Sculpt: Face Set Extract OperatorPablo Dobarro
This implements a Face Set Extract operator, which is similar to mask extract. This operator uses a picker to select and Face Set in the mesh and extract the geometry directly to a new object. Reviewed By: sergey Differential Revision: https://developer.blender.org/D8599
2020-08-07Code Style: use "#pragma once" in source directoryJacques Lucke
This replaces header include guards with `#pragma once`. A couple of include guards are not removed yet (e.g. `__RNA_TYPES_H__`), because they are used in other places. This patch has been generated by P1561 followed by `make format`. Differential Revision: https://developer.blender.org/D8466
2020-07-09UV: path selection supportCampbell Barton
This adds support for path selection for vertex edge & face selection modes, matching mesh editing behavior, useful with the UV rip tool. Region select & edge tagging are currently not supported, although they could be added eventually.
2020-06-23Sculpt Vertex Colors: Initial implementationPablo Dobarro
Sculpt Vertex Colors is a painting system that runs inside sculpt mode, reusing all its tools and optimizations. This provides much better performance, easier to maintain code and more advanced features (new brush engine, filters, symmetry options, masks and face sets compatibility...). This is also the initial step for future features like vertex painting in Multires and brushes that can sculpt and paint at the same time. This commit includes: - SCULPT_UNDO_COLOR for undo support in sculpt mode - SCULPT_UPDATE_COLOR and PBVH flags and rendering - Sculpt Color API functions - Sculpt capability for sculpt tools (only enabled in the Paint Brush for now) - Rendering support in workbench (default to Sculpt Vertex Colors except in Vertex Paint) - Conversion operator between MPropCol (Sculpt Vertex Colors) and MLoopCol (Vertex Paint) - Remesher reprojection in the Voxel Remehser - Paint Brush and Smear Brush with color smoothing in alt-smooth mode - Parameters for the new brush engine (density, opacity, flow, wet paint mixing, tip scale) implemented in Sculpt Vertex Colors - Color Filter - Color picker (uses S shortcut, replaces smooth) - Color selector in the top bar Reviewed By: brecht Maniphest Tasks: T72866 Differential Revision: https://developer.blender.org/D5975
2020-04-07UI: rename 'smoothen' to 'smooth'Campbell Barton
Other smooth operators use term 'smooth'.
2019-11-21Sculpt: Mask SlicePablo Dobarro
This operator is similar to Mask Extract, but it deletes the masked points on the original mesh and fills the holes. This can be useful for quickly trimming or splitting an object. This is not meant to be the main trimming tool of sculpt mode. I plan to have a set of trimming tools based on geometry booleans (trim box, lasso, line, bisect...) but in some cases doing a mask selection is more convenient. Reviewed By: jbakker Differential Revision: https://developer.blender.org/D6160
2019-09-10Sculpt: Mask Extract operatorPablo Dobarro
This operator extracts the paint mask to a new mesh object. It can extract the paint mask creating a boundary loop in the geometry, making it ready for adding a subdivision surface modifier. Reviewed By: brecht Differential Revision: https://developer.blender.org/D5384
2019-08-27Edit Mesh: Poly build tool improvementsPablo Dobarro
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
2019-04-17ClangFormat: apply to source, most of internCampbell Barton
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
2019-02-18doxygen: add newline after \fileCampbell Barton
While \file doesn't need an argument, it can't have another doxy command after it.
2019-02-11Bevel: Make modal keymap instead of hardcoded.Howard Trickey
Also added keys for toggling harden normals, and cycling through miter types. Still to do: add some shortcuts for affecting the spread value for arc miters.
2019-02-06Cleanup: remove redundant doxygen \file argumentCampbell Barton
Move \ingroup onto same line to be more compact and make it clear the file is in the group.
2019-02-01Cleanup: remove redundant, invalid info from headersCampbell Barton
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.
2019-01-28Cleanup: sort forward declarations of enum & structCampbell Barton
Done using: source/tools/utils_maintenance/c_sort_blocks.py
2018-12-30Cleanup: remove non-existing function declarationsCampbell Barton
2018-11-21Cleanup: move extrude gizmo to transform moduleCampbell Barton
Since this is no longer mesh only, move out of mesh, rename next.
2018-10-02Cleanup: split extrude gizmo into own fileCampbell Barton
2018-09-18Gizmo: use spin widgets by defaultCampbell Barton
- Now the spin tool has a persistent gizmo. - Uses scene orientation, with additional view orientation. - Uses the cursor center, ignoring the pivot since the selection center is rarely useful. - Disable most of the redo gizmo's for now since they overlap, only allow adjusting the angle. Note: mixing new action with adjusting previous is confusing, we'll want to have design guidelines regarding this.
2018-09-18Cleanup: spin redo naming changesCampbell Barton
2018-09-18Cleanup: move editmesh spin gizmo into own fileCampbell Barton
To mix both initial spin and redo ends up being more involved, move into own file.
2018-08-21Remove MESH_OT_drop_named_imageDalai Felinto
This was never ported to work with Cycles, so it is basically useless in 2.8. It can always be brought back in the future.
2018-07-21Merge branch 'blender2.8' into soc-2018-bevelRohan Rathi
2018-07-15WM: rename manipulator to gizmo internallyCampbell Barton
2018-07-02Merge branch 'blender2.8' into soc-2018-bevelRohan Rathi
2018-07-02Merge branch 'master' into blender2.8Campbell Barton
2018-07-02Cleanup: use bool for poll functionsCampbell Barton
2018-06-11Merge branch 'blender2.8' into soc-2018-bevelRohan Rathi
2018-06-01Merge branch 'master' into blender2.8Campbell Barton
2018-06-01Cleanup: trailing whitespace (comment blocks)Campbell Barton
Strip unindented comment blocks - mainly headers to avoid conflicts.
2018-05-25Applied soc-2017-normal-toolsRohan Rathi
2018-05-10EditMesh: add cube interactive toolCampbell Barton
Initial add-cube tool which uses the scale cage to resize. The 3D cursor is currently used to project the cursor onto. We'll likely have more orientation options in the future.
2018-05-07Extrude Widget: Add orientation to topbarCampbell Barton
Add extrude operator that's intended to work on the current selection and be activated as a tool.
2018-05-03Merge branch 'master' into blender2.8Campbell Barton
2018-05-03Cleanup: split out extrude spin/screwCampbell Barton
Since these will have their own manipulators, its more convenient to keep them separate.
2018-04-19Remove Blender Internal and legacy viewport from Blender 2.8.Ton Roosendaal
Brecht authored this commit, but he gave me the honours to actually do it. Here it goes; Blender Internal. Bye bye, you did great! * Point density, voxel data, ocean, environment map textures were removed, as these only worked within BI rendering. Note that the ocean modifier and the Cycles point density shader node continue to work. * Dynamic paint using material shading was removed, as this only worked with BI. If we ever wanted to support this again probably it should go through the baking API. * GPU shader export through the Python API was removed. This only worked for the old BI GLSL shaders, which no longer exists. Doing something similar for Eevee would be significantly more complicated because it uses a lot of multiplass rendering and logic outside the shader, it's probably impractical. * Collada material import / export code is mostly gone, as it only worked for BI materials. We need to add Cycles / Eevee material support at some point. * The mesh noise operator was removed since it only worked with BI material texture slots. A displacement modifier can be used instead. * The delete texture paint slot operator was removed since it only worked for BI material texture slots. Could be added back with node support. * Not all legacy viewport features are supported in the new viewport, but their code was removed. If we need to bring anything back we can look at older git revisions. * There is some legacy viewport code that I could not remove yet, and some that I probably missed. * Shader node execution code was left mostly intact, even though it is not used anywhere now. We may eventually use this to replace the texture nodes with Cycles / Eevee shader nodes. * The Cycles Bake panel now includes settings for baking multires normal and displacement maps. The underlying code needs to be merged properly, and we plan to add back support for multires AO baking and add support to Cycles baking for features like vertex color, displacement, and other missing baking features. * This commit removes DNA and the Python API for BI material, lamp, world and scene settings. This breaks a lot of addons. * There is more DNA that can be removed or renamed, where Cycles or Eevee are reusing some old BI properties but the names are not really correct anymore. * Texture slots for materials, lamps and world were removed. They remain for brushes, particles and freestyle linestyles. * 'BLENDER_RENDER' remains in the COMPAT_ENGINES of UI panels. Cycles and other renderers use this to find all panels to show, minus a few panels that they have their own replacement for.
2018-04-17Removing Blender Game Engine from Blender 2.8Dalai Felinto
Folders removed entirely: * //extern/recastnavigation * //intern/decklink * //intern/moto * //source/blender/editors/space_logic * //source/blenderplayer * //source/gameengine This includes DNA data and any reference to the BGE code in Blender itself. We are bumping the subversion. Pending tasks: * Tile/clamp code in image editor draw code. * Viewport drawing code (so much of this will go away because of BI removal that we can wait until then to remove this.
2017-10-26Tool System: experimental low-poly constructionCampbell Barton
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.
2016-07-08BMesh: add decimate edit-mode toolCampbell Barton
Support applying decimate to the mesh selection.
2016-01-04Remove select-next-loop operatorCampbell Barton
Taken from original bmesh-branch but doesn't give useful results (misses selection flushing).
2015-12-28Fix possible invalid-index use /w link/path selectCampbell Barton
2015-12-27BMesh: extract int/bmesh element access funcs.Campbell Barton
Support getting an vert/edge/face from a single index, useful for operator redo.
2015-12-11BMesh: Boolean as an edit-mode toolCampbell Barton
Works much the same as intersect operator, expose as a new operator since for users its quite different. Access from face menu. Internally, this adds boolean args to BM_mesh_intersect function.
2015-06-15BMesh: edge-offset feature (Ctrl+Shift+R)Campbell Barton
Ability to quickly add 2x edge loops on either side of selected loops.
2015-06-11BMesh: flatten faces operatorCampbell Barton
2015-05-03Cleanup: rename clear_skin & clear_mask operators to skin_clear and mask_clear.Bastien Montagne
So that they match all other op names around - and sensible logic as well.
2015-05-03Fix T44589: No way to add a skin data layer manualy.Bastien Montagne
There are several ways to end up with an object with skin modifier, but no skin data on the geometry. So we need an operator to add it by hands. Also tweaked a bit UI of this modifier.
2015-03-28Cleanup: redundant struct declarationsCampbell Barton
2015-02-16BMesh: Connect path, use select orderCampbell Barton
Could connect a pair of verts previously, now connect all vertices along the path, running a second time closes the loop. Can also be used for without faces to connect edges between selected points.
2015-02-05Add Custom Loop Normals.Bastien Montagne
This is the core code for it, tools (datatransfer and modifier) will come in next commits). RNA api is already there, though. See the code for details, but basically, we define, for each 'smooth fan' (which is a set of adjacent loops around a same vertex that are smooth, i.e. have a single same normal), a 'loop normal space' (or lnor space), using auto-computed normal and relevant edges, and store custom normal as two angular factors inside that space. This allows to have custom normals 'following' deformations of the geometry, and to only save two shorts per loop in new clnor CDLayer. Normal manipulation (editing, mixing, interpolating, etc.) shall always happen with plain 3D vectors normals, and be converted back into storage format at the end. Clnor computation has also been threaded (at least for Mesh case, not for BMesh), since the process can be rather heavy with high poly meshes. Also, bumping subversion, and fix mess in 2.70 versioning code.