Age | Commit message (Collapse) | Author |
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The crash was caused by [0] however knife-project functionality has been
incorrect since [1] which would loop over each edit-mode object and run
the knife project function which operated on all edit-mode objects too.
- Resolve the crash by postponing face-tessellation recalculation
until the knife tool has cut all objects
- Objects occluding each other is now supported
(an old TODO and something that was never supported).
[0]: 690ecaae208d5f72217c165621d0d036e4029e86
[1]: 6e77afe6ec7b6a73f218f1fef264758abcbc778a
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In preparation for moving mesh runtime data out of DNA.
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This is very similar to D14077. There are two differences though.
First is that vertex creases are already stored in a separate layer,
and second is that we can now completely remove use of `Mesh.cd_flag`,
since that information is now inherent to whether the layers exist.
There are two functional differences here:
* Operators are used to add and remove layers instead of a property.
* The "crease" attribute can be created and removed by geometry nodes.
The second change should make various geometry nodes slightly faster,
since the "crease" attribute was always processed before. Creases are
now interpolated generically in the CustomData API too, which should
help maintain the values across edits better.
Meshes get an `edge_creases` RNA property like the existing vertex
property, to provide more efficient access to the data in Cycles.
One test failure is expected, where different rounding between float
the old char storage means that 5 additional points are scattered in
a geometry nodes test.
Differential Revision: https://developer.blender.org/D15927
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Related to {D15885} that requires scene parameter
to be added in many places. To speed up the review process
the adding of the scene parameter was added in a separate
patch.
Reviewed By: mont29
Maniphest Tasks: T73411
Differential Revision: https://developer.blender.org/D15930
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As described in T95966, the goal is to move to a "struct of arrays"
approach rather than gathering an arbitrary set of data in hard-coded
structs. This has performance benefits, but also code complexity
benefits (this patch removes plenty of code, though the boilerplate
for the new operators outweighs that here).
To mirror the internal change, the options for storing mesh bevel
weights are converted into operators that add or remove the layer,
like for some other layers.
The most complex change is to the solidify modifier, where bevel
weights had special handling. Other than that, most changes are
removing clearing of the weights, boilerplate for the add/remove
operators, and removing the manual transfer of bevel weights
in bmesh - mesh conversion.
Eventually bevel weights can become a fully generic attribute,
but for now this patch aims to avoid most functional changes.
Bevel weights are still written and read from the mesh in the old way,
so neither forward nor backward compatibility are affected. As described
in T95965, writing in the old format will be done until 4.0.
Differential Revision: https://developer.blender.org/D14077
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The "Color Attributes" system from f7bbc7cdbb6cb0d2850 has replaced
both "Sculpt Vertex Colors" and "Vertex Colors" in the UI. The Operators
for adding and removing them are unused now.
This commit does not break backwards compatibility with the Python
API, it only removes the operators, which generally aren't used by
addons anyway. The mesh RNA properties will be removed in 4.0 (T100153).
Differential Revision: https://developer.blender.org/D15077
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Added in [0] but isn't needed as all needed variables are in the
ViewContext. Avoid passing in the context is it makes debugging
issues with MESH_OT_knife_project more difficult to investigate since
it's possible values written to the ViewContext are ignored.
[0]: 6e77afe6ec7b6a73f218f1fef264758abcbc778a
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Simplifies refactoring in D14685, allows use of better data structures.
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Use a shorter/simpler license convention, stops the header taking so
much space.
Follow the SPDX license specification: https://spdx.org/licenses
- C/C++/objc/objc++
- Python
- Shell Scripts
- CMake, GNUmakefile
While most of the source tree has been included
- `./extern/` was left out.
- `./intern/cycles` & `./intern/atomic` are also excluded because they
use different header conventions.
doc/license/SPDX-license-identifiers.txt has been added to list SPDX all
used identifiers.
See P2788 for the script that automated these edits.
Reviewed By: brecht, mont29, sergey
Ref D14069
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MSVC used to warn about const mismatch for arguments passed by value.
Remove these as newer versions of MSVC no longer show this warning.
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Ref T92709
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This adds constrained angle mode improvements,
snapping to global and local orientation,
visible distance and angle measurements,
undo capability,
x-ray mode,
multi-object edit mode.
See https://developer.blender.org/D12600 for more details.
Note: this project moved some of the default keymappings
around a bit, as discussed with users in the thread
https://devtalk.blender.org/t/gsoc-2021-knife-tool-improvements-feedback/19047
We'll change the manual documentation in the next couple of days.
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This adds the LineArt grease pencil modifier.
It takes objects or collections as input and generates various grease
pencil lines from these objects with the help of the active scene
camera. For example it can generate contour lines, intersection lines
and crease lines to name a few.
This is really useful as artists can then use 3D meshes to automatically
generate grease pencil lines for characters, enviroments or other
visualization purposes.
These lines can then be baked and edited as regular grease pencil lines.
Reviewed By: Sebastian Parborg, Antonio Vazquez, Matias Mendiola
Differential Revision: http://developer.blender.org/D8758
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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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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
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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
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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.
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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
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Other smooth operators use term 'smooth'.
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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
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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
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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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While \file doesn't need an argument, it can't have another doxy
command after it.
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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.
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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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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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