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2019-02-01Cleanup: remove redundant, invalid info from headersCampbell Barton
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 - Contributors This is often invalid, outdated or misleading especially when splitting files.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.
2018-12-01Fix more cases of evaluated mesh being built for non-COW objects.Alexander Gavrilov
2018-09-27Cleanup: remove unused DerivedMesh code.Sebastian Parborg
Differential Revision: https://developer.blender.org/D3736
2018-06-22Cleanup: nuke another DM usage in paint code.Bastien Montagne
2018-06-05Moved function declarations from BKE_DerivedMesh.h to BKE_mesh_runtime.hSybren A. Stüvel
The function definitions still reside in DerivedMesh.c. Once we're done porting all the DerivedMesh use to Mesh, we'll move the still-relevant functions to mesh_runtime.c. This move is now cumbersome due to shared statically-declared utility functions in DerivedMesh.c
2018-04-16Depsgraph: remove EvaluationContext, pass Depsgraph instead.Brecht Van Lommel
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
2018-02-02Merge branch 'master' into blender2.8Campbell Barton
2018-02-02Cleanup: wrap function argsCampbell Barton
2017-09-28Missed in last merge from masterCampbell Barton
Local changes built, but merge-commit needed amending.
2017-07-21Pass EvaluationContext argument everywhereLuca Rood
Note that some little parts of code have been dissabled because eval_ctx was not available there. This should be resolved once DerivedMesh is replaced.
2015-05-05Math Lib: rename fill_*, to copy_*Campbell Barton
matching convention for fixed length api, eg: copy_v3_fl
2014-03-26Fix T39279: Vertex paint fails with mirror modifierCampbell Barton
2014-03-26revert 0da3e97, fix for T39279Campbell Barton
Following problems: - painting onto a cube asserts immediately (vpaint/wpaint) - crashes with valgrind (bad memory use) - the original intended behavior of vertex projection paint no longer works as I intended. (its constantly refreshing geometry even when no modifiers are applied). Best get code review for these kinds of changes.
2014-03-24Code cleanup: styleCampbell Barton
2014-03-21Fix T39279 Vertex paint modes do not work well with mirror modifierAntony Riakiotakis
Issue here is that coordinates used for projection would not fit the closest candidate. So it was possible to paint against the mirrored part of the mesh, which would get clipped on reprojection. Fix avoids reprojection by storing squared distance, and screen space coordinates, which we will need again later anyway. Also we now always paint against the closest vertex always. This is ensured because squared distances for uninitialized vertices will be MAXFLOAT, thus failing the strength test.
2014-02-07ListBase API: add utility api funcs for clearing and checking emptyCampbell Barton
2014-02-02Code cleanup: suffix vars to make obvious they are squaredCampbell Barton
2013-07-23optimization: only calculate the normals for passing into derivedMesh ↵Campbell Barton
foreachMappedVert/foreachMappedFaceCenter when needed, this means in editmode with wire draw, face and vertex normals don't have to be calculated at all. in most cases the normals are not used so add a flag that makes calculating them only for functions that need them. also fix face normal calculation for CDDM, was using quad calculation for ngons too.
2013-06-27remove bmesh arg from BM_face_legal_splits(), don't use a bmesh iterator.Campbell Barton
2013-06-26fix [#33068] Can't paint weights of some vertices in some situations.Campbell Barton
old limitation where you could only paint onto one side of a mirrored mesh (weight paint, vertex paint).