Age | Commit message (Collapse) | Author |
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SCULPT_undo_push_begin no longer takes an explicit
name. Instead it takes a wmOperator pointer and uses
op->type->name for the name. This is necassary for
the redo panel to work and should fix the entire class
of bugs related to misspelled undo push names.
Cases where the calling operator is not registered
may use SCULPT_undo_push_begin_ex if desired; it
takes a name string as before.
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This is a port of sculpt-dev's `SculptVertRef` refactor
(note that `SculptVertRef was renamed to PBVHVertRef`)
to master. `PBVHVertRef` is a structure that abstracts
the concept of a vertex in the sculpt code; it's simply
an `intptr_t` wrapped in a struct.
For `PBVH_FACES` and `PBVH_GRIDS` this struct stores a
vertex index, but for `BMesh` it stores a direct pointer
to a BMVert. The intptr_t is wrapped in a struct to prevent
the accidental usage of it as an index.
There are many reasons to do this:
* Right now `BMesh` verts are not logical sculpt verts;
to use the sculpt API they must first be converted to indices.
This requires a lot of indirect lookups into tables, leading to performance
loss. It has also led to greater code complexity and duplication.
* Having an abstract vertex type makes it feasible to have one unified
temporary attribute API for all three PBVH modes, which in turn
made it rather trivial to port sculpt brushes to DynTopo in
sculpt-dev (e.g. the layer brush, draw sharp, the smooth brushes,
the paint brushes, etc). This attribute API will be in a future patch.
* We need to do this anyway for the eventual move to C++.
Differential Revision: https://developer.blender.org/D14272
Reviewed By: Brecht Van Lommel
Ref D14272
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color attribute system.
This commit removes sculpt colors from experimental
status and unifies it with vertex colors. It
introduces the concept of "color attributes", which
are any attributes that represents colors. Color
attributes can be represented with byte or floating-point
numbers and can be stored in either vertices or
face corners.
Color attributes share a common namespace
(so you can no longer have a floating-point
sculpt color attribute and a byte vertex color
attribute with the same name).
Note: this commit does not include vertex paint mode,
which is a separate patch, see:
https://developer.blender.org/D14179
Differential Revision: https://developer.blender.org/D12587
Ref D12587
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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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Reviewed By: JacquesLucke
Differential Revision: https://developer.blender.org/D10707
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This operator initializes mask values for the entire mesh. It supports
different modes for initializing those values, and more will be added in
the future.
The initial version supports generating a random mask per vertex, Face
Sets or loose parts. These masks are useful for introducing variations
in the model using the filters (both shapes and colors).
Reviewed By: JacquesLucke
Differential Revision: https://developer.blender.org/D10679
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