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2019-03-26Cleanup: style, use braces for editor/spacesCampbell Barton
2019-03-11UV editor: automatically show image assigned to active face.Brecht Van Lommel
When manually selecting a different image, this image will become pinned and continue to show. The material node is not automatically modified as it was in old Blender versions, only the image displayed in the UV editor. Fixes T61239: confusing behavior when unwrapping non-square images. By showing the relevant image by default it's more clear why it does aspect correction.
2019-03-07Cleanup: remove unused parameter.Brecht Van Lommel
2019-02-18doxygen: add newline after \fileCampbell Barton
While \file doesn't need an argument, it can't have another doxy command after it.
2019-02-06Cleanup: remove redundant doxygen \file argumentCampbell Barton
Move \ingroup onto same line to be more compact and make it clear the file is in the group.
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 - Contributors This is often invalid, outdated or misleading especially when splitting files.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.
2018-11-07Cleanup: remove some useless BKE_library and BKE_main includes.Bastien Montagne
Makes it simpler to make some changes... Also fix order of some includes (use alphabetical please).
2018-10-19Image Space: make 'UV Edit' a separate modeCampbell Barton
This is needed for splitting UV into its own editor, see: T54744
2018-07-02Merge branch 'master' into blender2.8Campbell Barton
2018-07-02Cleanup: use bool for poll functionsCampbell Barton
2018-06-29Merge branch 'master' into blender2.8Campbell Barton
2018-06-29Cleanup: trailing newlinesCampbell Barton
2018-06-19Fix missing render slots bugs after recent changes.Brecht Van Lommel
2018-06-14Image: Refactor render slots to a dynamic listLukas Stockner
Previously, render slots were hardcoded to a fixed amount. With this change, render slots now are stored in a list. Therefore, users can add and/or remove as many slots as they want. Credit to brecht for the UI part. Reviewers: brecht, sergey Differential Revision: https://developer.blender.org/D3474
2018-06-11Merge branch 'master' into blender2.8Bastien Montagne
Conflicts: source/blender/blenkernel/BKE_mesh.h source/blender/blenkernel/intern/mesh_convert.c source/blender/editors/interface/interface_eyedropper_color.c source/blender/editors/object/object_add.c source/blender/editors/space_image/image_ops.c source/blender/makesrna/intern/rna_image.c source/blender/windowmanager/intern/wm_draw.c
2018-06-11Cleanup: remove moar ugly G.main usages...Bastien Montagne
BKE_image was an ugly nest, could fix all but the ones from compositor, so moved ugly G.main there, at least we know where the Evil is that way ;)
2018-06-04Merge branch 'master' into blender2.8Campbell Barton
2018-06-04Cleanup: strip trailing space in editorsCampbell Barton
2018-05-31Merge branch 'master' into blender2.8Bastien Montagne
Conflicts: source/blender/editors/sculpt_paint/paint_image.c source/blender/editors/space_image/image_edit.c source/blender/editors/space_image/image_ops.c source/blender/makesrna/intern/rna_material.c source/blender/makesrna/intern/rna_sculpt_paint.c source/blender/makesrna/intern/rna_space.c source/blenderplayer/bad_level_call_stubs/stubs.c
2018-05-31Cleanup: Remove G.main from some editor files.Bastien Montagne
2018-04-19Remove Blender Internal and legacy viewport from Blender 2.8.Ton Roosendaal
Brecht authored this commit, but he gave me the honours to actually do it. Here it goes; Blender Internal. Bye bye, you did great! * Point density, voxel data, ocean, environment map textures were removed, as these only worked within BI rendering. Note that the ocean modifier and the Cycles point density shader node continue to work. * Dynamic paint using material shading was removed, as this only worked with BI. If we ever wanted to support this again probably it should go through the baking API. * GPU shader export through the Python API was removed. This only worked for the old BI GLSL shaders, which no longer exists. Doing something similar for Eevee would be significantly more complicated because it uses a lot of multiplass rendering and logic outside the shader, it's probably impractical. * Collada material import / export code is mostly gone, as it only worked for BI materials. We need to add Cycles / Eevee material support at some point. * The mesh noise operator was removed since it only worked with BI material texture slots. A displacement modifier can be used instead. * The delete texture paint slot operator was removed since it only worked for BI material texture slots. Could be added back with node support. * Not all legacy viewport features are supported in the new viewport, but their code was removed. If we need to bring anything back we can look at older git revisions. * There is some legacy viewport code that I could not remove yet, and some that I probably missed. * Shader node execution code was left mostly intact, even though it is not used anywhere now. We may eventually use this to replace the texture nodes with Cycles / Eevee shader nodes. * The Cycles Bake panel now includes settings for baking multires normal and displacement maps. The underlying code needs to be merged properly, and we plan to add back support for multires AO baking and add support to Cycles baking for features like vertex color, displacement, and other missing baking features. * This commit removes DNA and the Python API for BI material, lamp, world and scene settings. This breaks a lot of addons. * There is more DNA that can be removed or renamed, where Cycles or Eevee are reusing some old BI properties but the names are not really correct anymore. * Texture slots for materials, lamps and world were removed. They remain for brushes, particles and freestyle linestyles. * 'BLENDER_RENDER' remains in the COMPAT_ENGINES of UI panels. Cycles and other renderers use this to find all panels to show, minus a few panels that they have their own replacement for.
2018-04-05Remove workspace object mode, reverts changes w/ 2.8Campbell Barton
This caused too many problems syncing object modes with multiple objects/windows/workspaces, see: D3130 for details.
2018-03-12Cleanup: sync EDBM_uv_* functions w/ 2.8Campbell Barton
They're nearly the same, so keep names matching to avoid conflicts.
2018-02-09Cleanup: use workspace for object_mode when possibleCampbell Barton
2018-02-08Object Mode: move to workspace structCampbell Barton
- Read-only access can often use EvaluationContext.object_mode - Write access to go to WorkSpace.object_mode. - Some TODO's remain (marked as "TODO/OBMODE") - Add-ons will need updating (context.active_object.mode -> context.workspace.object_mode) - There will be small/medium issues that still need resolving this does work on a basic level though. See D3037
2018-02-06Object Mode: use eval_ctx for context/screen codeCampbell Barton
2017-11-23Cleanup: Rename ViewLayer *sl > ViewLayer *view_layerDalai Felinto
2017-11-23Rename any instance of scene layer or render layer in code with view layerDalai Felinto
The RenderResult struct still has a listbase of RenderLayer, but that's ok since this is strictly for rendering. * Subversion bump (to 2.80.2) * DNA low level doversion (renames) - only for .blend created since 2.80 started Note: We can't use DNA_struct_elem_find or get file version in init_structDNA, so we are manually iterating over the array of the SDNA elements instead. Note 2: This doversion change with renames can be reverted in a few months. But so far it's required for 2.8 files created between October 2016 and now. Reviewers: campbellbarton, sergey Differential Revision: https://developer.blender.org/D2927
2017-11-09Rename Scene macros back to their original _NEW less namesDalai Felinto
2017-08-15Cleanup/refactor: no new general arg-less macros enforcing var names please!Bastien Montagne
We do have an history of those pieces of evil in our code, would be nice to get fully rid of it, but at the very least let's not add more of them in new code. :)
2017-05-25TexFace removal part 3Campbell Barton
- MTexPoly structure & layer type. - The 'Mesh.uv_textures' layers. - DerivedMesh TexFace drawing. - Scripts & UI.
2017-03-02Remove tons of OBACTDalai Felinto
There are now only referenced in: * drawobject.c * particle_edit.c * space_image.c (a single case to be handled on workspace branch) * rigidbody_constraint.c (to be handled in the following commit)
2016-03-10Skip scopes update for render result during renderingSergey Sharybin
2016-02-01Correction to previous fix of multiple releases of same ImBufSergey Sharybin
Original change in d631252 was not quite correct because it was missing release since the acquire() will return NULL. Hopefully now all the cases are covered.
2016-01-24Fix lock release deadlock when acquiring pass with no data ready yetSergey Sharybin
There is no reason to do separate image buffer release when there's found buffer but with empty rects because of the following reasons: - All the acquire() calls are followed with corresponding release() calls, regardless of whether image buffer was empty, missing or whatever. - It was done wrong -- since lock was passed as NULL, it'll only de-reference the image buffer itself, this causes following: * Wrong user counter since there'll subsequent release() call with the proper lock passed to it. * Global locks are to be released prior to the spin locks, and such an extra release violated this rule.
2015-11-15UI: support cycling for image space menusCampbell Barton
also remove arrow buttons.
2015-05-08Cleanup: use r_* prefix for return argsCampbell Barton
2015-04-13Workaround T44351: Scopes make editmesh lagCampbell Barton
Scopes are very heavy to calculate and editmesh uv's can cause the image view to redraw. Best just disable scopes in this case.
2015-01-20Disable scope updates in texture and image paint modes.Lukas Tönne
Scope update is very slow for high resolutions, and currently blocks the UI thread(!). This is especially terrible in paint modes, where each stroke causes a scope update and unacceptable freezing. The scopes update method tries to avoid this somewhat by skipping if the toolbar is disabled, but this doesn't help when painting where brush tools etc. are frequently needed. It's also a bad-level poll, with the core system accessing a UI element. Eventually scope updates should become a low-priority background job, as well as becoming threaded. Until then this polling provides a usable workaround to the most outrageous cases.
2014-10-02Fix T42033 UVs shown while rendering in texture paint mode.Antony Riakiotakis
This should be included in final release build.
2014-07-21GSOC 2013 paintAntony Riakiotakis
Yep, at last it's here! There are a few minor issues remaining but development can go on in master after discussion at blender institute. For full list of features see: http://wiki.blender.org/index.php/Dev:Ref/Release_Notes/2.72/Painting Thanks to Sergey and Campbell for the extensive review and to the countless artists that have given their input and reported issues during development.
2014-04-30Code cleanup: remove unused includesCampbell Barton
Opted to keep includes if they are used indirectly (even if removing is possible).
2014-04-21View2d: API Cleanup for view<->region conversionCampbell Barton
View2D had some inconsistencies making it error prone in some cases. - Inconstant checking for NULL x/y args. Disallow NULL args for x/y destination pointers, instead add: - UI_view2d_region_to_view_x/y - UI_view2d_view_to_region_x/y - '_no_clip' suffix wasn't always used for non-clipping conversion, switch it around and use a '_clip' suffix for all funcs that clip. - UI_view2d_text_cache_add now clips before adding cache. - '_clip' funcs return a bool to quickly check if its in the view. - add conversion for rectangles, since this is a common task: - UI_view2d_view_to_region_rcti - UI_view2d_region_to_view_rctf
2014-04-01Code cleanup: remove TRUE/FALSE & WITH_BOOL_COMPAT defineCampbell Barton
2014-01-27Code cleanup: use booleans where appropriateCampbell Barton
2013-05-23Fix #35449: image sequences to drive e.g. particle length or used in modifiersBrecht Van Lommel
were no properly updating when rendering animations. The render engine was only updating the image user current frame on images used by material textures. Now moved the function that updates all from the editors to blenkernel level and do it on all frame changes.
2013-04-16code cleanup: use BKE naming conventions for functions in BKE_editmesh.h and ↵Campbell Barton
BKE_editmesh_bvh.h
2013-04-14code cleanup: rename BKE_tessmesh -> BKE_editmesh, rename ↵Campbell Barton
EditDerivedBMesh.tc -> em. ('tc' is odd name which isn't used elsewhere).
2012-12-18fix [#33580] Masking keyframes disappear from dope sheet when using undo.Campbell Barton
2012-12-14Fix #33525: Mask points are add offset for the mouse when adding on viewer ↵Sergey Sharybin
node with aspect != 1 It was strange logic in code from 2010 which forced image aspect to be 1 for viewer nodes and render results. Not sure why it's needed, was only used for unwrapping aspect correction, but render result/viewer images are already handled differently there.