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2021-06-24Cleanup: comment blocks, trailing space in commentsCampbell Barton
2021-06-23Voxel Remesher: Make smooth shading output automaticPablo Dobarro
Previously the smooth shading of the voxel remesher was controlled by a mesh property. With this change, the output will try to match the current shading of the object. This only takes into consideration the shading mode of the first polygon of the model, but it is probably what most users expect as it works as intended with the shade smooth/flat object mode options. Reviewed By: JulienKaspar, JacquesLucke Differential Revision: https://developer.blender.org/D11626
2021-06-01GPU: add 2D projection functionCampbell Barton
When projecting into screen space Z value isn't always needed. Add 2D projection functions, renaming them to avoid accidents happening again. - Add GPU_matrix_project_2fv - Add ED_view3d_project_v2 - Rename ED_view3d_project to ED_view3d_project_v3 - Use the 2D versions of these functions when the Z value isn't used.
2021-02-14Cleanup: spellingCampbell Barton
2021-02-05Cleanup: correct spelling in commentsCampbell Barton
2021-01-06Fix T84202: Sculpt lasso mask crash after remesh.Bastien Montagne
'Caused'/revealed by rBd29a720c45e5: Operators that fully re-create the mesh would previously rely on `sculpt_update_object` called from update code to get required sculpt-specific data layers re-added to the new mesh. Now instead put all code adding data to orig mesh for sculpt purpose into a new util function (`BKE_sculpt_ensure_orig_mesh_data`), and call that function when entering sculpt mode, and from voxel remesher code. This is contonuing effort to more clearly separate orig data from evaluated data handling/usage in sculpt code. TODO: there are likely other code paths that would need to call that new function? Reviewers: @sergey, @pablodp606 Subscribers:
2021-01-05Fix T84364: Sculpt symmetrize fails with shape keysCampbell Barton
Use the BMesh symmetrize operator instead of using the modifier code. While we could support shape-keys with the existing code used by the mirror modifier, we'd need to add code-paths for evaluated mesh & bmesh conversion to handle shape-keys differently just for this one case, since we want to avoid copying & processing shape-keys layers for evaluated meshes in general.
2020-11-30Cleanup: Use "region" for ARegion variable namesHans Goudey
As proposed in T74432 and already implemented in several commits, "region" is the preferred name for `ARegion` variables, rather than any variant of "ar". This commit changes a few "ar" variables that have popped up over time and also adjusted names of variants like "arnew".
2020-11-26Rename use paint symmetry to use mesh symmetry in quadriflowPablo Dobarro
The original name was chosen because symmetry was a property of the Paint struct. Now symmetry is a property of meshes, which also makes the name of the property easier to understand. Reviewed By: sergey, dbystedt Differential Revision: https://developer.blender.org/D9618
2020-10-10Cleanup: use C comments for descriptive textCampbell Barton
Follow our code style guide by using C-comments for text descriptions.
2020-09-18Unify all XYZ symmetry options using Mesh SymmetryPablo Dobarro
This adds XYZ symmetry as a property of meshes and updates all modes to use the mesh symmetry by default to have a consistent tool behavior between all modes and when switching objects. Reviewed By: brecht, mano-wii, campbellbarton Maniphest Tasks: T79785 Differential Revision: https://developer.blender.org/D8587
2020-08-18GPUState: GPU_blend final API renamingClément Foucault
We now use GPU_blend for enabling / disabling blending and explicitly set the blend equation.
2020-08-07Cleanup: declare arrays arrays where possibleCampbell Barton
2020-07-30Cleanup: GPU: Remove GPU_draw.h and move fluid gpu function to DRWClément Foucault
2020-07-03Cleanup: Editors/Object, Clang-Tidy else-after-return fixesSybren A. Stüvel
This addresses warnings from Clang-Tidy's `readability-else-after-return` rule in the `source/blender/editors/object` module. No functional changes.
2020-07-02Fix T78525: Status bar not reset after Edit Voxel SizePablo Dobarro
Reviewed By: sergey Maniphest Tasks: T78525 Differential Revision: https://developer.blender.org/D8181
2020-06-30LibOverride: Fix lots of poll functions for Object operators.Bastien Montagne
Prevent operators that should not perform on override data to be callable in those cases.
2020-06-26Fix Edit Voxel Size label rotation and scale in rotated objectsPablo Dobarro
Previously, the text rotation was always calculated in object space, so the text rotation always had the object rotation applied. Now the rotation is calculated in world space, so it always aligns correctly to the view. Same applies to text scale not taking into account the object position. Reviewed By: sergey Differential Revision: https://developer.blender.org/D8068
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
2020-06-09Voxel Size Edit: Fix text not readable when zooming in the viewportPablo Dobarro
Previously the scale of the text was using object space, so when working with scaled objects or small meshes the size of the text was wrong. Now it calculates a scale in screen space, so the text size should be much more predictable Reviewed By: sergey, Severin Differential Revision: https://developer.blender.org/D7941
2020-06-09Fix Edit Voxel Size label in previewPablo Dobarro
The format string was wrong so it was rendering an extra % character Reviewed By: sergey Differential Revision: https://developer.blender.org/D7942
2020-06-08Fix crash running "Edit Voxel Size" operator outside of a main 3D View regionJulian Eisel
Accessed `RegionView3D` data from context, which of course would only be set if actually executed from a main 3D View region.
2020-05-08Fix T76498: Refactoring - Rename BKE modifiers funtionsAntonio Vazquez
2020-04-20Various typos fixes in UI messages.Bastien Montagne
2020-04-03Cleanup: use abbreviated names for unsigned types in editorsCampbell Barton
2020-04-03Cleanup: spellingCampbell Barton
2020-04-01Cleanup: use sections for object_remesh.cCampbell Barton
Add missing sections.
2020-04-01Cleanup: quiet discarded-qualifiers, unused warningsCampbell Barton
2020-03-31Voxel Remesh: Edit Voxel Size operatorPablo Dobarro
This operator lets the user control the voxel/detail size of the voxel remesher directly from the 3D view in a similar way the Brush radius and strength are controlled. The shorcut from sculpt mode is Shift + R (similar to Shift + F for brush strength). It shows a grid that represents the real voxel size of the object. The grid and the text are automatically aligned to the view to avoid rendering all voxels with thousands of lines. It also has a slow mode when pressing shift that works like the slow mode of the brush radius control. This operator controls the value changes sensitivity automatically to avoid jumping to extremelly high resolutions and run out of memory. This way, adjusments done in lower voxel sizes are more precise. Pressing Ctrl disables this functionality and allows changing the voxel size directly in a linear way. Reviewed By: jbakker, #user_interface, billreynish Differential Revision: https://developer.blender.org/D6449
2020-03-19Cleanup: `make format` after SortedIncludes changeDalai Felinto
2020-03-13Fix T74397: Crash after undoing quadriflow remesh on duplicate with armature ↵Sebastian Parborg
deform The issue was that we were creating temporary mesh copies and storing them in bmain and then later using BKE_mesh_nomain_to_mesh which would add them to bmain once more (duplicates). This would lead to crashes later as the custom data of the mesh could be trashed quite easily.
2020-03-05Sculpt Face SetsPablo Dobarro
Face Sets are the new system to control the visibility state of the mesh in sculpt and paint modes. They are designed to work in modes where brushes are the primary way of interaction and they provide much more control when working with meshes with complex shapes and overlapping surfaces. This initial commit includes: - Sculpt Face Sets data structures and PBVH rendering. - Face Set overlay and opacity controls. - Sculpt Undo support. - Remesher reprojection support. The visibility state of the mesh is also preserved when remeshing. - Automasking and Mesh filter support. - Mask expand operator mode to expand Face Sets (Shift + W) and flood fill areas by connectivity (press Ctrl while expanding). - Sculpt Mode Face Sets and Visibility API. - Sculpt Face Sets creation and visibility management operators. - Operator to randomize the Face Sets colors. - Draw Face Sets brush tool to create and edit the Face Sets. Drawing on the mesh creates a new Face Set. Pressing Ctrl before drawing modifies the Face Set under the brush at the beginning of the stroke. - Updated keymap and menu to work with Face Sets from Sculpt Mode (H to toggle visibility, Alt + H to show all, Shit + H to hide). - Pie menu on the W key with Face common Sets operations. Know limitations: - Multires support. The Face Sets and Visibility API needs to be implemented for Multires. Reviewed By: jbakker, #user_interface, Severin Differential Revision: https://developer.blender.org/D6070
2020-03-04Cleanup: replace commented code with define checkCampbell Barton
Avoids duplicated comments, also quiet warning accessing non-existing variable.
2020-03-03Fix T71871: Quadriflow remesh operator don't stack operationsSebastian Parborg
Made an explicit call to the exec function be a blocking call and a call from invoke (or otherwise) be nonblocking. Reviewed By: Bastien Differential Revision: http://developer.blender.org/D7006
2020-03-03Remove the "use mesh curvature" option from quadriflowSebastian Parborg
It sometimes caused the solver to get into an seemingly unrecoverable state and crash. Therefore I will disable this feature for now.
2020-02-17Fix many typos and other issues in UI messages.Bastien Montagne
2020-02-10Cleanup/refactor: Rename `BKE_library` files to `BKE_lib`.Bastien Montagne
Note that `BKE_library.h`/`library.c` were renamed to `BKE_lib_id.h`/`lib_id.c` to avoid having a too generic name here. Part of T72604.
2020-01-27Cleanup: fix compiler warningsBrecht Van Lommel
2019-11-25Cleanup: used BKE_mesh_ prefixCampbell Barton
Missed in recent BKE_remesh renaming.
2019-11-22Cleanup: rename mirror -> mesh_mirrorCampbell Barton
The term mirror on it's own is too ambiguous, use BKE_mesh prefix.
2019-11-20Fix assert running remesh with OpenVDB disabledCampbell Barton
2019-11-18Fix wrong name for QuadriFlow undo stepCampbell Barton
2019-10-27Cleanup: remove redundant NULL checksCampbell Barton
2019-10-08Sculpt: Fix projection artifacts by changing the voxel remesh isovaluePablo Dobarro
This should fix most of the shrinkwrap artifacts when the preserve volume option is active. After this commit the default voxel remehser settings should not fail in the default cube. Reviewed By: zeddb Differential Revision: https://developer.blender.org/D6010
2019-10-07Simplify the quadriflow manifold mesh function for loopsSebastian Parborg
No need to iterate over all polygons if we just want to iterate over all face loops anyways.
2019-10-04Fix T70095: Quadriflow crash running on a messy meshSebastian Parborg
Quadriflow does not support non manifold meshes. (Edges with > 3 connected faces and discontinuous face normal directions) While it does sometimes "work" in these configurations, the results are not good and in most cases it just flat out will crash. Added a sanity check to make sure that the input mesh is manifold. Reviewed By: Brecht Differential Revision: http://developer.blender.org/D5877
2019-10-03Sculpt: Disable remesh operators with MultiresPablo Dobarro
Reviewed By: brecht Differential Revision: https://developer.blender.org/D5964
2019-10-02Fix T70358: Use face count in Quadriflow by defaultPablo Dobarro
Reviewed By: brecht Maniphest Tasks: T70358 Differential Revision: https://developer.blender.org/D5958
2019-09-27Voxel remesh: Enable adaptivityPablo Dobarro
This commit enables OpenVDB adaptivity in the voxel remesher. It can be useful to reduce the polygon count if you want to switch to dyntopo after using the voxel remesher workflow. Reviewed By: brecht Differential Revision: https://developer.blender.org/D5918
2019-09-27Fix T70291: Sculpt remesh inverts normal when fix poles is activatedPablo Dobarro
Reviewed By: brecht Maniphest Tasks: T70291 Differential Revision: https://developer.blender.org/D5916