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2020-01-02Cleanup: quiet const warningsCampbell Barton
2019-12-31Transform: Individual Origins: Create islands between only selected uvs.mano-wii
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
2019-12-19Fix T63407: 'Select linked' operator in UV editor is broken in when ↵Philipp Oeser
multi-object-editing contains an empty mesh Since BM_uv_vert_map_create would return NULL for an empty mesh, code would then return from uv_select_linked_multi [where it should just skip and continue instead...] Maniphest Tasks: T63407 Differential Revision: https://developer.blender.org/D6441
2019-11-27Fix T30941: Add cloth air pressure simulationSebastian Parborg
This adds some basic simulation of internal air pressure inside of closed cloth mesh objects. Reviewed By: Jacques Lucke Differential Revision: http://developer.blender.org/D5473
2019-11-27Fix T71864: Broken 'Select' > 'More' in face mode in UV EditorPhilipp Oeser
Caused by rBeead6a604602. Above commit didnt account for different element types being tagged (face select mode tagged faces, others tagged loops) and always flushed from loops. Now restore to flush from faces if we are in face select mode. Maniphest Tasks: T71864 Differential Revision: https://developer.blender.org/D6315
2019-10-01Image/Clip Space: Add view center to cursor operatorsCampbell Barton
D5932 by @a.monti with edits
2019-09-27Fix T69941 Assert selecting UVsClément Foucault
Was caused by DRW_mesh_batch_cache_get_edituv_faces_stretch_area called after DRW_mesh_batch_cache_create_requested. So it was created on the wrong object/mesh.
2019-09-14Cleanup: use const args, variablesCampbell Barton
2019-09-13Cleanup: unused headers (GPU)Campbell Barton
2019-09-07Cleanup: use post increment/decrementCampbell Barton
When the result isn't used, prefer post increment/decrement (already used nearly everywhere in Blender).
2019-09-04Fix T63755: Area Stretching OverlayJeroen Bakker
Support for UV Stretching overlay during multi object editing. The VBO now holds the ratios per fase. In the shader these ratios will be compared against the global ratios. The global rations are created from all selected objects. The current implementation does not fit well with the draw module. The plan is to move the drawing of other spaces towards the draw manager what leads to a better fit. Currently the details on this solution is unclear but this requirement will become an attentionpoint in the future design. Reviewed By: fclem Differential Revision: https://developer.blender.org/D5665
2019-08-25Cleanup: redundant struct declarationsCampbell Barton
2019-08-25Cleanup: skip adding tessface loop & color layersCampbell Barton
Also correct check in unused poll function
2019-08-24Cleanup: use eval as a suffixCampbell Barton
Follow conversion already used in most places.
2019-08-21Cleanup: remove unused derived-mesh API callsCampbell Barton
2019-08-16Fix part of T62917: selected edge not highlighted with black and white overlaysEitanSomething
Differential Revision: https://developer.blender.org/D5369
2019-08-14Mesh Batch Cache: Refactor + MultithreadClément Foucault
For clarity sake, the batch cache now uses exclusively per Loop attributes. While this is a bit of a waste of VRAM (for the few case where per vert attribs are enough) it reduces the complexity and amount of overall VBO to update in general situations. This patch also makes the VertexBuffers filling multithreaded. This make the update of dense meshes a bit faster. The main bottleneck is the IndexBuffers update which cannot be multithreaded efficiently (have to increment a counter and/or do a final sorting pass). We introduce the concept of "extract" functions/step. All extract functions are executed in one thread each and if possible, using multiple thread for looping over all elements. Reviewed By: brecht Differential Revision: http://developer.blender.org/D5424
2019-08-11Docs: improve commentsCampbell Barton
2019-08-07UV: select overlap operatorCampbell Barton
New operator to select overlapping UV's, from all visible edit-mesh UV's. D5421 @deadpin with edits.
2019-08-04Cleanup: spellingCampbell Barton
2019-07-31Refactor access to dependency graphSergey Sharybin
This change ensures that operators which needs access to evaluated data first makes sure there is a dependency graph. Other accesses to the dependency graph made it more explicit about whether they just need a valid dependency graph pointer or whether they expect the graph to be already evaluated. This replaces OPTYPE_USE_EVAL_DATA which is now removed. Some general rules about usage of accessors: - Drawing is expected to happen from a fully evaluated dependency graph. There is now a function to access it, which will in the future control that dependency graph is actually evaluated. This check is not yet done because there are some things to be taken care about first: for example, post-update hooks might leave scene in a state where something is still tagged for update. - All operators which needs to access evaluated state must use CTX_data_ensure_evaluated_depsgraph(). This function replaces OPTYPE_USE_EVAL_DATA. The call is generally to be done in the very beginning of the operator, prior other logic (unless this is some comprehensive operator which might or might not need access to an evaluated state). This call is never to be used from a loop. If some utility function requires evaluated state of dependency graph the graph is to be passed as an explicit argument. This way it is clear that no evaluation happens in a loop or something like this. - All cases which needs to know dependency graph pointer, but which doesn't want to actually evaluate it can use old-style function CTX_data_depsgraph_pointer(), assuming that underlying code will ensure dependency graph is evaluated prior to accessing it. - The new functions are replacing OPTYPE_USE_EVAL_DATA, so now it is explicit and local about where dependency graph is being ensured. This commit also contains some fixes of wrong usage of evaluation functions on original objects. Ideally should be split out, but in reality with all the APIs being renamed is quite tricky. Fixes T67454: Blender crash on rapid undo and select Speculation here is that sometimes undo and selection operators are sometimes handled in the same event loop iteration, which leaves non-evaluated dependency graph. Fixes T67973: Crash on Fix Deforms operator Fixes T67902: Crash when undo a loop cut Reviewers: brecht Reviewed By: brecht Subscribers: lichtwerk Maniphest Tasks: T67454 Differential Revision: https://developer.blender.org/D5343
2019-07-31Fix T67652: editing UV vertex location does not work with multiple objectsBrecht Van Lommel
Patch contributed by matc. Differential Revision: https://developer.blender.org/D5355
2019-07-09Fix T66359: UV editor ignores face-dot sizeCampbell Barton
D5178 by @deadpin
2019-07-03Fix T66369: Excessive WARN messages in console when opening older filesBastien Montagne
CDData checking on file load was not taking into account deprecated CD_MTEXPOLY datatype, which unfortunately shows same weird glitch as CD_PAINT_MASK and CD_FACEMAP ones... Note that it was annoying (due to amount of warnings in console), but totally harmless, since that data type is just deleted anyway. This commit also generally cleans up the CD_MTEXPOLY deprecation code, we have a system to handle that, let's use it, instead of defining local static values to replace it...
2019-06-21Fix dashed line drawingCampbell Barton
The dash_factor wasn't being set in many places, having the graph editor open for eg, caused box-select in the 3D view not to show dashes.
2019-06-20Fix T65775: UV projection is dependant of the object positionSebastian Parborg
The rotation matrix included the global object offset too. Now we only take into account the actual offset that what sent to the function. Reviewed By: Brecht Differential Revision: http://developer.blender.org/D5094
2019-06-17Fix T57650 UVEdit: selection not visible if behind unselected UVsClément Foucault
Use depth buffer to order the uv edges correctly to always draw selected edges on top. We still use the double drawing workaround for points to keep the smooth antialiased display.
2019-06-11Fix/Cleanup: I18N: Bad usage of IFACE_ instead of TIP_.Bastien Montagne
Cheap tip: anything that is not "Camel Case" and/or that is more than a few words long should use `TIP_` translation, not `IFACE_` one. Also added several missing strings (including the one reported in D5056 by Jean First (@robbott), thanks).
2019-06-03Cleanup: use const argumentsCampbell Barton
2019-05-31Cleanup: style, use braces in source/ (include disabled blocks)Campbell Barton
2019-05-28Cleanup: GPU: Move program point size to GPU_stateClément Foucault
2019-05-28WM: support X/Y axis cursor wrappingCampbell Barton
Operator flags to wrap on a single axis. D4865 by @Gvgeo with updates. Resolves T64585
2019-05-22GPU: Refactor GPU_batch_draw_range_exClément Foucault
Rename it to GPU_batch_draw_advanced and use base instance when possible. Also add GPU_batch_bind to bind the vao independantly of drawing commands.
2019-05-09Fix T64329 Crash when switching to Texture PaintClément Foucault
2019-05-09Fix crash displaying UV'sCampbell Barton
2019-05-07Fix T64210: crash using Live Unwrap without UVMapPhilipp Oeser
Reviewers: brecht Maniphest Tasks: T64210 Differential Revision: https://developer.blender.org/D4817
2019-05-02UI: rename 'Remove Doubles' to 'Merge by Distance'William Reynish
Also add into the "Merge" menu.
2019-05-01UV Sculpt: improve tool-system integrationCampbell Barton
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.
2019-05-01UI: move image paint panels into the image side-barCampbell Barton
- Move painting brush panels into the image side-bar. - Add active tool panel to the image side-bar.
2019-04-30Select: Add 'deselect on nothing' to UV editor.Bastien Montagne
As with mask, when this is enabled there is now a maximum click distance from an item to actually select it. Part of T63995.
2019-04-29Fix T63977: UV select linked has no attribute 'extend'Campbell Barton
Also enable undo + register for select linked.
2019-04-24Cleanup: sort CMake include pathsCampbell Barton
2019-04-22Cleanup: style, use braces for editorsCampbell Barton
2019-04-21Cleanup: comments (long lines) in editorsCampbell Barton
2019-04-20Cleanup: add missing macros to clang-formatCampbell Barton
2019-04-17ClangFormat: format '#if 0' code in source/Campbell Barton
2019-04-17ClangFormat: apply to source, most of internCampbell Barton
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
2019-04-14CMake: prepare for BLENDER_SORTED_LIBS removalCampbell Barton
No functional change, this adds LIB definition and args to cmake files. Without this it's difficult to migrate away from 'BLENDER_SORTED_LIBS' since there are many platforms/configurations that could break when changing linking order. Manually add and enable WITHOUT_SORTED_LIBS to try building without sorted libs (currently fails since all variables are empty). This check will eventually be removed. See T46725.
2019-04-14Cleanup: doxy commentsCampbell Barton
Use doxy references to function and enums, also correct some names which became out of sync.
2019-04-02Cleanup: empty expression statement warningCampbell Barton