Age | Commit message (Collapse) | Author |
|
with n-gon
caused by own change to how origindex is used, now if mpoly's CD_ORIGINDEX array is missing its assumes that its the original mpoly array.
|
|
reported as [#29376] BMESH_TODO: remove tessface CD_ORIGINDEX layer
for a single mesh there could be 3 origindex mappings stored, one on the polygons and 2 on the tessfaces.
(CD_POLYINDEX and CD_ORIGINDEX).
as Andrew suggests, now tessfaces (which are really a cache of polygons), using origindex to point to polygons on
the same derived mesh, and polygons only store the original index values.
|
|
also correct array sizes in othere areas.
|
|
- make view3d project names more consistent.
- remove apply_project_float() its not needed.
- update comments referencing an old function name.
- move doxygen docs into the C file, prefer they are kept here to avoid getting out of sync with code.
|
|
|
|
unneeded NULL check in ibuf_sample()
|
|
|
|
|
|
|
|
doesn't work if weight paint mode is active
Some operators like curve presets, color sample and some more were using object's
mode to distinguish in which mode user is currently painting. Such approach fails
in cases when there's paint mode active in 3D viewport and Image Editor.
Changed logic here to use some context's state like active space which helps
distinguishing current paint mode more accurate.
Ported all areas which uses paint_get_active() to new paint_get_active_from_context().
There're still some calls to paint_get_active(), but that shouldn't be harmful due
to that places indeed have object's mode as priority when getting paint mode.
|
|
change modifier to use the average of the RGB since perceptual conversion isn't really needed for modifiers.
|
|
|
|
Remove REGISTER/UNDO flags from brush preset operator.
|
|
paint/sculpt tools
|
|
use derived mesh tessfaces since the mesh doesnt ensure this, also means non-project-painting in the viewport works with modifiers now.
|
|
|
|
else if's
|
|
|
|
when the source and destination vectors were the same pointer, the X value would get overwritten.
now the rip tool uses the best side to grab as in trunk.
|
|
already used a lot and part of proposed style guide).
|
|
where the values are unchanged.
|
|
|
|
Added some comments, constified a param, and moved a couple things
around.
|
|
|
|
|
|
|
|
One function converts bounding boxes to screen space, the other
converts a screen-space rectangle to 3D clipping planes.
Also const-ified some parameters in the ED_view3d API.
|
|
|
|
|
|
|
|
http://markmail.org/message/fp7ozcywxum3ar7n
|
|
|
|
|
|
|
|
|
|
|
|
Plus a few cuts in very long lines…
|
|
|
|
Added a tool-tip to the "fix deforms" op.
Removed code markers:
"Radish"
|
|
its functions trace back to that file from 2.4x. (imapaint_tri_weights for eg).
|
|
They weren't & aren't meant to show ownership, they just help me navigate my related code.
|
|
Removed the drawSelectedVerts and added drawSelectedVertices, which uses dm->foreachMappedVert.
In calc_weightpaint_vert_color():
Made the weight paint color black and return instead of input=-1
Made the pose bone selection normal when multi-paint is inactive.
Name fix for functions using mv instead of mvert.
Used vector functions provided by the math lib.
Changed some MEM_callocN references to be stacks.
Changed dm_deform_clear to use ob->derivedDeform primarily
Made the variable "float **changes" into "float (*changes)[2]"
Used CTX_data_active_object() in place of CTX_data_pointer_get_type()
Added the invert selection hotkey "Ctrl+I" to weight paint's vertex mask.
|
|
Weight Paint Vertex Select tweaked to act like edit mode's select and Circle select was added, but clipping is not working properly for either.
Select all was added too, but to the Q key until I look into overriding A's select all bones.
The select vertices checkbox was moved to the header, but it does not force face select mask to turn off yet--and it doesn't have the correct icon.
There will definitely be an update tomorrow to fix the problems with all or most of the issues.
|
|
|
|
mval args const elsewhere too.
|
|
rather then 2 floats.
|
|
coordinates.
some functions had vague names, I even ended up re-writing some of these functions by accident!
also added doxy comments.
* ED_view3d_win_to_3d (was window_to_3d)
* ED_view3d_win_to_delta (was window_to_3d_delta)
* ED_view3d_win_to_vector (was window_to_3d_vector / viewvector)
* ED_view3d_win_to_segment_clip (was viewline)
* ED_view3d_win_to_ray (was viewray)
|
|
|
|
adjust to use floats.
- also UV angle stretching was using radians->deg which wasn't needed.
|
|
|