Age | Commit message (Collapse) | Author |
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- Cycling between part of the boundary & the entire UV boundary.
- Include pole vertices in the selection.
Edge loop selection was rewritten to use BMesh connectivity data.
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This happened when using the shading panel when a uv editor opened.
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This replace `GPU_clear()` by `GPU_clear_color()` and `GPU_clear_depth()`.
Since we always set the clear value before clearing, it is unecessary
to track the clear color state.
Moreover, it makes it clearer what we clear the framebuffer to.
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We now use GPU_blend for enabling / disabling blending and explicitly
set the blend equation.
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This is in order to better encapsulate / isolate the drawing code.
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This remove the use of batch->program and replace it with batch->shader.
This will allow GL abstraction latter.
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Now the one vertex defines the position of the UV chart, while rotation and
shape is still determined automatically.
Initial patch by Willis (wlssirius).
Differential Revision: https://developer.blender.org/D8484
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Move uv_poly_center to BM_face_uv_calc_center_median as
it was only defined in uvedit_intern.h
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Also order sizeof(..) first to promote other values to size_t.
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This addresses warnings from Clang-Tidy's `readability-else-after-return`
rule in the `source/blender/blenlib` module. Not all warnings are
addressed in this commit.
No functional changes.
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This replaces header include guards with `#pragma once`.
A couple of include guards are not removed yet (e.g. `__RNA_TYPES_H__`),
because they are used in other places.
This patch has been generated by P1561 followed by `make format`.
Differential Revision: https://developer.blender.org/D8466
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Conflicts:
source/blender/editors/gpencil/gpencil_primitive.c
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Shift-L was de-selecting all instead of the linked UV's.
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Also improve region fill with edge-select enabled which often failed
to include both vertices from each edge in the resulting region.
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Use C for faster operation on high poly models,
in my tests this gave ~27x speedup.
D8311 by @andreasterrius with edits.
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Needed for unwrapping from the 3D view.
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Regression from d99b343b31e76
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While UV doesn't yet support edge selection, it can
when sync select is enabled.
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Use BMesh connectivity information instead of looping over all
geometry to flush the sticky selection.
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Internally UV selection considered close UV's to be connected.
While this could be convenient in some cases,
it complicates logic for more advanced selection operations that
need to check when UV's should be considered part of the same vertex
since simple threshold checks would give different results depending
on the order of UV's tested.
Users must now run "Merge by Distance" instead of relying
on this selection threshold.
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Matches edit-mesh edge-ring selection.
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Support setting vert/edge/face selection, using the sticky option
without performing a second loop over all faces to flush selection.
Existing selection code didn't take advantage of BMesh connectivity
since the logic is from before BMesh was included.
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Remove commented code, move penalty calculation into own function.
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Only affects MacOS.
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This matches edit-mesh region selection (Ctrl-Shift-Select).
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and fix Rip Region double proportional checkbox
This fixes the double prop edit checkbox in the redo menu.
This also makes it so that proportional edit in connected mode now
matches how it behaves in mesh edit mode.
Without this change, ripping in UV edit mode with proportional edit on
would be useless as the UV verts you ripped will still be stuck together
even if they were not connected anymore.
Reviewed By: Campbell
Differential Revision: http://developer.blender.org/D8289
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Clang Tidy reported a couple of false positives. I disabled
those `NOLINTNEXTLINE`.
Differential Revision: https://developer.blender.org/D8199
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Instead of using the mouse cursor position,
this selects between existing selected elements.
Access this since picking a selection path doesn't
work from the menu.
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