Age | Commit message (Collapse) | Author |
|
allow arrow keys while in grease pencil session, otherwise you can't change frames.
also correct out-of-date comments.
|
|
The alt+shift+RMB menu to select objects didn't handle 'extend' (now called toggle).
Was due to code cleanup for selecting (and new CTRL+SHIFT+Select).
Now the shift+alt menu behaves like shift+clicks.
|
|
|
|
|
|
|
|
|
|
|
|
flag is passed down directly rather then converting the enum into a flag, also fix own recent crash lasso seleting in object mode with pose objects.
|
|
selection in recent refactor.
|
|
int pairs.
overall means less converting between float and int (and short in some cases).
|
|
rename V3D_PROJ_RET_SUCCESS -> V3D_PROJ_RET_OK
|
|
utility metaball functions to (de)select all.
|
|
|
|
|
|
also add boundbox checking for lasso select.
|
|
radius-squared for circle select comparisons.
edge_fully_inside_rect() & edge_inside_rect() args were shorts when all callers were passing ints.
|
|
ED_view3d_project_short_global() with ED_view3d_project_int_object() in some places.
|
|
- pose mode now checks if circle select intersects the bone if neither head/tail are reached (as with editmode)
- checking if the mouse intersects with the bone now checks that neither projection failed.
- use ED_view3d_project_int_object rather then the global version.
|
|
modes, added macros PBONE_SELECTABLE, EBONE_SELECTABLE
|
|
|
|
This is apart of a code cleanup to make ED_view3d_project_short/ED_view3d_project_int/ED_view3d_project_float interchangeable. Currently they work very differently in a way thats quite confusing (and cause of bugs in blender that remain uncorrected) - fixes coming.
There are also cases where ED_view3d_project_short is used, then the values are converted from shorts into int's after because ED_view3d_project_int() behaves differently, will unify behavior of these functions after this commit.
- rather then clip/noclip versions, pass flags (for bound-box clip, window clip).
- rather then store the invalid clip-value, return success (or error value clip_near, clip_bb, clip_win, overflow).
- remove local copies of project functions from drawobject.c: view3d_project_short_clip, view3d_project_short_noclip, view3d_project_short_clip_persmat.
add functions:
- ED_view3d_project_short_global() global space projection
- ED_view3d_project_short_object() object space projection.
- ED_view3d_project_short_ex() take perspective matrix and local space option as args.
- ED_view3d_project_base() - special function to set the Object 'Base' screen coords (sx, sy), since this is a common enough operation.
|
|
|
|
- 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.
|
|
or good to keep for completeness. quieted some warnings and add flags -Wmissing-include-dirs and -Wno-div-by-zero to cmake/gcc
|
|
|
|
C with gcc.
helps for finding unused functions and making functions static, also did some minor code cleanup.
|
|
also remove some redundant conversions int -> short -> int
|
|
merge), but is pretty bad (rebuilding entire derived mesh to pick a face), tested with subsurf modifier, sintel mesh - it works ok without it.
Also - other select modes like border-select dont do this, so looks safe to disable.
|
|
rename mouse_mesh() --> EDBM_select_pick()
|
|
|
|
|
|
paint mode
|
|
our naming convention.
|
|
|
|
|
|
dist_squared_to_line_segment_v2() was returning the sqrt'd value in some cases.
also use int's for edge_inside_circle() rather then shorts since it was doing int/float/short conversions and we're now using int's for screen vars in more places.
|
|
|
|
|
|
use where possible.
|
|
|
|
- Re-arrange functions in headers and implementation file to make them
more grouped by entity they're operating with. Also order of functions
in implementation file should match order of functions in header for
easier navigation.
- Rename some functions to match conventions of naming public functions.
- Some code de-duplication, still some room for improvements tho.
- Split main 2D tracking functions into smaller steps to make it more clear.
Accidentally OpenMP was disabled in some of previous commits, re-enable it.
|
|
|
|
particular file in Pose Mode
|
|
finally works
This commit finally hooks up the Mask Modifier's "Armature" option with the
relevant depsgraph updates on bone selection. Hence, this feature finally works
as it was originally intended - that is, bone selections can be used to control
which parts of the mesh that the mask modifier is applied to are displayed,
giving riggers more freedom to experiment with rigs that don't necessarily
feature overbearing/cluttering widgets.
Regarding the implementation ("has_viz_deps" flag):
This feature is just the "tip of the iceberg" of a number of related set of
rigging/visual animation tools I've had in mind for a while now (dating back to
the introduction of this modifier). Key considerations
- Not all rigs will use this, so we don't want an extra (depsgraph-flush +
search) recalc cost for those that don't use this.
- There are some planned features which will also use this
|
|
should use these eventually
|
|
|
|
1. Two new boolean options have been added to the operator: "deselect"
and "toggle".
2. The previous behavior of "extend" (toggling the selection) has
been moved to the "toggle" option.
3. "extend" now only extends the selection, it never deselects.
4. "deselect" is pretty self-explanatory: it deselects (i.e. opposite
of extend).
5. The built-in keymap has been changed to use "toggle" where
"extend" was used before for this operator, to maintain the
previous behavior in the default keymap.
In short, this works towards making "extend" and "deselect" fully
consistent across all selection tools (adding to and removing from
selection, respectively), but still preserves the old behavior
as well.
(Patch reviewed by Brecht.)
|
|
replace do prefix with do_ for bool vars.
|
|
conversion there.
|
|
|