Age | Commit message (Collapse) | Author |
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Clear the weird term "Metaelement".
These are the metaballs (elements) inside one metaball objects.
- "Meta Ball" to "Metaball"
- "Metaelement", "Meta element" to "Metaball element"
Differential Revision: https://developer.blender.org/D9910
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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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Change how the radius, changing the size of meta plane, sphere & cube.
Previously the size of these primitives would be kept the same,
with only the radius outside the primitive being scaled.
This led to small scale adding a lot of polygons instead
of scaling the primitive down as users would expect.
Also change behavior not to change the resolution when adding
to an existing meta-ball.
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Note this only changes cases where the variable was declared inside
the for loop. To handle it outside as well is a different challenge.
Differential Revision: https://developer.blender.org/D7320
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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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When using multiple viewlayers and switching between them the selection
gets buggy. The reason for this is that the select_id is updated based
on the index in the viewlayer. This makes the select_id not unique as
objects might be shared or not shared at all.
This fix will update the select_id on all objects in main. This will be triggered in all the selection operators.
Reviewed By: sergey, brecht
Maniphest Tasks: T55617
Differential Revision: https://developer.blender.org/D4824
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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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This removes `VIEW3D_OT_select_or_deselect_all`, adding a
deselect_all option to the `VIEW3D_OT_select` operator.
- Add utility functions to simplify de-selecting all.
- Return true from selection functions when they change the selection
to avoid redundant updates.
- Use arrays of bases when passing objects between selection utility
functions since some users require bases.
- Fix logical error in box selection that updated all objects after
the first hit.
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Avoids redundant tree traversal when finding nearest.
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All edit mode related operators are now "Hide Selected / Reveal Hidden".
Before we had different variatons of them:
Hide Selection:
* MESH_OT_hide
* GPENCIL_OT_selection_opacity_toggle
Hide Selected Bones:
* ARMATURE_OT_hide
Hide:
* MBALL_OT_hide_metaelems
Hide Selected:
* CURVE_OT_hide
* PARTICLE_OT_hide
* POSE_OT_hide
* UV_OT_hide
Reveal Bones:
* ARMATURE_OT_reveal
Reveal:
* MBALL_OT_reveal_metaelems
Operators not renamed:
* Hide Curves (GRAPH_OT_hide)
* Hide (OUTLINER_OT_hide)
Note we can do a step further and mass rename them to match their UI
names. Where Reveal Hidden is Show Hidden. But for now at least they are
all unified.
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Use prefix now there isn't only the 3d version.
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The term color is misleading, it's an integer id that happens to be
written to a color in some cases, then converted back to an integer.
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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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There were at least three copies of those:
- OB_RECALC* family of flags, which are rudiment of an old
dependency graph system.
- PSYS_RECALC* which were used by old dependency graph system
as a separate set since the graph itself did not handle
particle systems.
- DEG_TAG_* which was used to tag IDs.
Now there is a single set, which defines what can be tagged
and queried for an update. It also has some aggregate flags
to make queries simpler.
Lets once and for all solve the madness of those flags, stick
to a single set, which will not overlap with anything or require
any extra conversion.
Technically, shouldn't be measurable user difference, but some
of the agregate flags for few dependency graph components did
change.
Fixes T58632: Particle don't update rotation settings
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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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This is inspired/based on the code we use for armature bone selection.
Both pick selection, and box selection should be working now.
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Compared to previous implementation, the following has been changed:
* Threshold: is now an absolute value. This allows a comparison with e.g. radii
that are much larger than selected radius. This is also consistent with
`CURVE_OT_select_similar`
* Radius in world space is the average of the radius scaled in x, y and z
directions
* Since MetaBalls are symmetrical, rotation is only considered from 0 to π/2.
So for example rotations of 90° and -90° are considered equal.
This is also consistent with the way `CURVE_OT_select_similar` works.
Fix/changes from committer (Dalai Felinto):
* Drawing not updating after changes. (see original patch for details).
Reviewers: dfelinto
Differential Revision: https://developer.blender.org/D3895
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Based on D3893 by Habib Gahbiche.
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Matches other modes.
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Add tool options to control how select operates (add/sub/set/and/xor).
Note: edit mode armature select still needs to support all options,
this is complicated by how it handles partial end-point selection.
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Locked selection would still occlude with objects which could not be
selected.
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Before that depsgraph tagging was done from inside notifier listener in
viewport. This had the following issues:
- If there are no viewports, selection tag was not done. Causing possible
issues when object becomes visible.
- Required special trickery to detect which data to tag for update.
- Was causing crash when transforming/selecting markers in clip editor.
This is because selecting marker needed to poke viewport to redraw, since
selected bundles will be displayed differently in viewport.
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D3356 by @Quetzal
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The depsgraph was always created within a fixed evaluation context. Passing
both risks the depsgraph and evaluation context not matching, and it
complicates the Python API where we'd have to expose both which is not so
easy to understand.
This also removes the global evaluation context in main, which assumed there
to be a single active scene and view layer.
Differential Revision: https://developer.blender.org/D3152
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Use common prefix so adding related functions share the prefix.
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D1518 from @mba105 w/ edits
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Practically all access to enum data is read-only.
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2.8x branch added bContext arg in many places,
pass eval-context instead since its not simple to reason about what
what nested functions do when they can access and change almost anything.
Also use const to prevent unexpected modifications.
This fixes crash loading files with shadows,
since off-screen buffers use a NULL context for rendering.
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