Age | Commit message (Collapse) | Author |
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An edge can be marked BM_ELEM_SEAM, which means the UV co-ordinates
on either side of the edge are actually independent, even if they
happen to currently have the same value.
This commit optionally add support for UV Seams when computing islands.
Affects UV sculpt tools, individual origins, UV stitch and changing
UV selection modes etc.
Required for upcoming packing refactor which requires seam support
when computing islands.
Differential Revision: https://developer.blender.org/D15875
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Differential Revision: https://developer.blender.org/D15709
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Differential Revision: https://developer.blender.org/D15530
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Differential Revision: https://developer.blender.org/D15683
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Fix boundary conditions for the Relax UV tool with the Laplacian method.
Add Pinned UV support to Relax UV tool (all modes) and Pinch UV tool.
Differential Revision: https://developer.blender.org/D15669
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Add element_map->island_total_uvs.
Add element_map->island_total_unique_uvs.
Simplify callers based on new members.
Add comments.
Resolves: D15598
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Rename vert -> vertex.
Add `BM_uv_element_get_head`.
See also: D15598
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Rename buf -> storage.
See also: D15598
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See also: D15598
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Winding was originally added to island detection in 5197aa04c6bd.
However the sculpt tools can flip faces, potentially creating orphaned
islands if winding is enabled.
Differential Revision: https://developer.blender.org/D15600
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No functional changes.
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Simplify interface, regularize implementation and some light cleanup.
See also: T79304 and D15419.
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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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- Order year consistently.
- Minor consistency (case, double-spacing).
- Correct typos.
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Continuation of 19100aa57d847699d17527b76c2fab1f4ab88885.
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Selecting UVs wasn't properly scaling based on the zoom or image aspect.
This now matches vertex selection in the 3D view.
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The abbreviation 'init' is brief, unambiguous and already used
in thousands of places, also initialize is often accidentally
written with British spelling.
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This feature was added when Blender used tex-face (per-face images),
but doesn't make as much sense since this was removed.
Removing this from UV edit-mode as this wasn't working in any
of the 2.8x releases, causing UV's to be visible but unselectable.
Resolves issue raised in T76958.
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The old convention was easy to confuse with ScrArea.
Part of https://developer.blender.org/T74432.
This is mostly a batch rename with some manual fixing. Only single word
variable names are changed, no prefixed/suffixed names.
Brecht van Lommel and Campbell Barton both gave me a green light for
this convention change.
Also ran clan clang format on affected files.
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Currently the islands are created depending only on the visible UVs.
This can be confusing because compared to Edit Meshes, islands are created based on the selected elements.
T68284 shows a case where this confusion is observed.
Differential Revision: https://developer.blender.org/D6502
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Quiet extra-semi-stmt & missing-variable-declarations
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In 2.7x UV sculpt was a kind of sub-mode
(a toggle with it's own key-map & drawing code).
Move this to an operator that uses the tool-system,
this simplifies internal logic, especially brush selection
which now matches sculpt and other paint modes.
- Remove toggle used to enable uv sculpt.
- Expose the brush, which was already used but there was no way to
select different brushes.
- Make UV sculpt use paint paint tool slots
(using brushes how all other paint mode currently do).
- Move UV Sculpt keymap to the tools keymap.
- Remove Q to toggle UV sculpt mode,
S/P/G keys to switch tools.
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Prepare for enabling ReflowComments.
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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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While \file doesn't need an argument, it can't have another doxy
command after it.
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Using 'Regular' instead for the common meaning, this avoids having to
add some i18n context disambiguation...
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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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Needed for clan-format not to wrap onto one line.
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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.
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Prevents clang-format wrapping text before comments.
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