Age | Commit message (Collapse) | Author |
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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This is often invalid, outdated or misleading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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Done using:
source/tools/utils_maintenance/c_sort_blocks.py
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Since this is no longer mesh only, move out of mesh,
rename next.
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- 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.
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To mix both initial spin and redo ends up being more involved,
move into own file.
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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.
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Strip unindented comment blocks - mainly headers to avoid conflicts.
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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.
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Add extrude operator that's intended to work on the current selection
and be activated as a tool.
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Since these will have their own manipulators,
its more convenient to keep them separate.
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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.
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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.
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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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Support applying decimate to the mesh selection.
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Taken from original bmesh-branch but doesn't give useful results
(misses selection flushing).
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Support getting an vert/edge/face from a single index, useful for operator redo.
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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.
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Ability to quickly add 2x edge loops on either side of selected loops.
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So that they match all other op names around - and sensible logic as well.
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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.
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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.
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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.
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Access from Mesh -> Cleanup
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Select operator that takes multiple selected face regions and
selects any number of matching regions (when they have distinguishing features to isolate them).
UI access next.
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Modeling tool to cut intersections into geometry (like boolean, without calculating inside/outside).
Faces are split along intersections, leaving new edges selected.
Access from Face menu.
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This can be used in a similar way to the knife tool, but the edges are manually setup first.
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Helps to easily add details to existing edges.
Similar to the rip tool it depends on cursor location to choose the edge to extend along.
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If enabled, it makes knife project act as the
cut-through (Shift-K) version of knife.
This option will soon be more useful when a better
cut-though Knife change is submitted, allowing
this to work for cuts within faces in addition
to cuts across them.
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(using cursor + numeric values was too clumsy for defining orientation).
once the cut is done numeric input still works as before
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cuts the mesh in half based on the cursor location and the viewport,
optionally supports filling the cut area (with uvs. vcols, etc),
and removing geometry on either side of the cut.
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with node editor)
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exceed a given angle threshold
(access from the 'Mesh -> Clean' menu).
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unlike other face creation tools it copies data from surrounding faces.
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