Age | Commit message (Collapse) | Author |
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Currently this isn't used in the key-map, it will eventually
allow the 3D viewports tweak tool to match the behavior of other
editors that support tweaking a selection without first de-selecting
all other elements.
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Meta-element selection now follows conventions for other picking
functions (e.g. EDBM_select_pick).
- Split meta-element find-nearest into a separate function.
- Cycle the meta-element starting from the active & selected
instead of comparing & setting a static variable.
- Order elements using depth (from front-to-back)
when cycling multiple elements.
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- Add SelectPick_Params struct to make picking logic more
straightforward and easier to extend.
- Use `eSelectOp` instead of booleans (extend, deselect, toggle)
which were used to represent 4 states (which wasn't obvious).
- Handle deselect_all when pocking instead of view3d_select_exec,
de-duplicate de-selection which was already needed in when replacing
the selection in picking functions.
- Handle outliner update & notifiers in the picking functions
instead of view3d_select_exec.
- Fix particle select deselect_all option which did nothing.
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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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GPU_select originally used GL_SELECT which defined the format for
storing the selection result.
Now this is no longer the case, define our own struct - making the code
easier to follow:
- Avoid having to deal with arrays in both `uint*` and `uint(*)[4]`
multiplying offsets by 4 in some cases & not others.
- No magic numbers for the offsets of depth & selection-ID.
- No need to allocate unused members to match GL_SELECT
(halving the buffer size).
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Ref T92709
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- Tag the object data instead of the object when decoding
(this avoids duplicating mesh object-data on each undo-step).
- Calculate face normals as part of multi-threaded tessellation.
This gives ~11% speedup with 1.5x million polygons.
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Setting the active object when decoding undo steps missed
a call to ED_object_base_active_refresh.
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Assert the poll function succeeds after setting the active object.
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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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Remove redundant headers using
`./source/tools/utils_maintenance/code_clean.py`
Reviewed By: jmonteath
Ref D10364
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Move `eUndoStepDir` to `BKE_undo_system.h` and use its values
everywhere.
Note that this also introduce the `STEP_INVALID` value in that enum.
Finally, kept the matching struct members in some lower-level readfile
code as an `int` to avoid having to include `BKE_undo_system.h` in a lot
of unrelated files.
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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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We will soon need more options here, sinmpler and cleaner to use a
bitflag then.
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Rename it to mark it is only for `encode` callbacks, fix `encode`
callback of text undo to early fail in case it gets a NULL context, add
an assert to `BKE_undosys_step_push_with_type` that context is not NULL
when undotype requires a valid one.
Note that in practice this should not change anything, currently it
seems that we always get a valid context in
`BKE_undosys_step_push_with_type`?
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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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Move headers files from `render/extern/` to `render/`
Part of T73586
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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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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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Resolves crashes when edit-mode undo data wasn't included
because it wasn't visible, also resolves T73416.
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This introduces object mode tagging for data which hasn't yet been
written back to the ID data.
Now when selecting other sculpt objects, the original objects data is
flushed back to the ID before writing a memfile undo step.
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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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This is needed step out of undo steps which accumulate changes,
larger changes could be made to handle this but better not
make them at this point.
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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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- Move connected & projected into individual toggles.
- Top-level proportional editing button now only toggles.
- Use popover for proportional edit-mode falloff and options.
Note that it's no longer possible to toggle connected via key bindings,
although this could be supported again if it's needed.
Resolves T58081
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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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No functional change, this adds LIB definition and args to cmake files.
Without this it's difficult to migrate away from 'BLENDER_SORTED_LIBS'
since there are many platforms/configurations that could break when
changing linking order.
Manually add and enable WITHOUT_SORTED_LIBS to try building
without sorted libs (currently fails since all variables are empty).
This check will eventually be removed.
See T46725.
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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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Objects leaving edit-mode weren't restored by edit-mode undo steps.
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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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This complicated handling of undo steps in a generic way
especially switching between undo systems that stored data to ones
that accumulated changes.
Now each undo system must treat it's steps as check-point,
internally it can apply/rewind changes.
This commit also fixes projection paint where the object mode wasn't
following the undo steps.
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Following removal from C source code.
See: 8c68ed6df16d8893
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Needed for clan-format not to wrap onto one line.
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