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2020-07-21Fix UV edge/face sync selection from recent sticky select cleanupCampbell Barton
2020-07-21Cleanup: simplify sticky UV selectionCampbell Barton
Use BMesh connectivity information instead of looping over all geometry to flush the sticky selection.
2020-07-21UV: remove selection threshold for nearby coordinatesCampbell Barton
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.
2020-07-18UV: edge-ring selection supportCampbell Barton
Matches edit-mesh edge-ring selection.
2020-07-18Cleanup: split UV loop select out of mouse picking functionCampbell Barton
2020-07-18UV: utility functions for sticky select settingCampbell Barton
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.
2020-07-18Cleanup: UV selectionCampbell Barton
Remove commented code, move penalty calculation into own function.
2020-07-18Cleanup: GPU: Encapsulate glProvokingVertexClément Foucault
2020-07-17Cleanup: consistent ordering for scene argument to UV functionsCampbell Barton
2020-07-15Fix T78647 UVEdit: Crash when entering edit mode with UV Editor openClément Foucault
Only affects MacOS.
2020-07-15UV: support region fill for path selectCampbell Barton
This matches edit-mesh region selection (Ctrl-Shift-Select).
2020-07-14Fix T78880: UV Editor - Match prop edit connected behavior with mesh editing ↵Sebastian Parborg
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
2020-07-13Clang Tidy: enable readability-non-const-parameter warningJacques Lucke
Clang Tidy reported a couple of false positives. I disabled those `NOLINTNEXTLINE`. Differential Revision: https://developer.blender.org/D8199
2020-07-11UV: add path select operator that uses the selectionCampbell Barton
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.
2020-07-11Cleanup: spellingCampbell Barton
2020-07-10Fix T78756: White UV drawing is displayed as DashedCampbell Barton
2020-07-10Fix UV rip failing to disable proportional edit-modeCampbell Barton
2020-07-10Fix UV path redo in vert/edge modeCampbell Barton
Redo was only working in some situations, some options were also not being forwarded.
2020-07-10UV: allow ripping face-regionsCampbell Barton
This changes the behavior of rip when entire faces are selected. Now face regions are isolated and moved instead of ripping the edge-loop extracted from the selection boundary. This is a convenient alternative to separate selection & move. Resolves T78751.
2020-07-10Cleanup: add BLI_linklist_find_lastCampbell Barton
This makes adding to the end of a linked list simpler, In most cases we avoid this in favor of BLI_linklist_append. For one off operations it's OK.
2020-07-09UV: path selection supportCampbell Barton
This adds support for path selection for vertex edge & face selection modes, matching mesh editing behavior, useful with the UV rip tool. Region select & edge tagging are currently not supported, although they could be added eventually.
2020-07-09BMesh: add utility functionsCampbell Barton
- BM_edge_uv_share_vert_check - BM_face_uv_calc_center_median_weighted - BM_loop_at_index_find
2020-07-09Cleanup: move BMesh UV queries into their own fileCampbell Barton
2020-07-07Cleanup: remove unused argumentsCampbell Barton
2020-07-06Fix UV select separate not refreshing the displayCampbell Barton
2020-07-06UV: add rip toolCampbell Barton
New rip tool matching edit-mesh rip functionality. Useful as disconnecting UV's, especially for loops is inconvenient without this. This uses 'V' to rip, changing stitch to 'Alt-V'.
2020-07-03Cleanup: Editors/Space/UV-Edit, Clang-Tidy else-after-return fixesSybren A. Stüvel
This addresses warnings from Clang-Tidy's `readability-else-after-return` rule in the `source/blender/editors/uv_edit` module. No functional changes.
2020-07-02Fix T76806 UV Editor: Display as Outline do not work on macOSClément Foucault
This is a simple workaround using polyline shader. This is temporary and a better solution should be found when we refactor the 2D view using DRW.
2020-06-22Fix T62917 UV editor: Edge overlay not shown when edge overlay type is DashClément Foucault
Fix by changing the shader to always compute dash for uv and just change dash size to something really big for other overlay types.
2020-06-15UI: Do not use term 'Subsurf'Aaron Carlisle
So not to be confused with subsurf scatter Differential Revision: https://developer.blender.org/D8005
2020-06-05Cleanup: remove unnecessary inline headerCampbell Barton
Caused by lsp/clang applying *fixes* automatically, tsk.
2020-06-04UV: use selection for 'Seams from Islands'Campbell Barton
Use bmesh connectivity data to simplify logic.
2020-06-02DrawManager: Graph Task SchedulingJeroen Bakker
This patch uses a graph flow scheduler for creating all mesh batches. On a Ryzen 1700 the framerate of Spring/020_02A.anim.blend went from 10 fps to 11.5 fps. For each mesh where batches needs to be updated a sub-graph will be added to the task_graph. This sub-graph starts with an extract_render_data_node. This fills/converts the required data from Mesh. Small extractions and extractions that can't be multi-threaded are grouped in a single `extract_single_threaded_task_node`. Other extractions will create a node for each loop exceeding 4096 items. these nodes are linked to the `user_data_init_task_node`. the `user_data_init_task_node` prepares the userdata needed for the extraction based on the data extracted from the mesh. Note: If the `lines` and `lines_loose` are requested, the `lines_loose` sub-buffer is created as part of the lines extraction. When the lines_loose is only requested the sub-buffer is created from the existing `lines` buffer. It is assumed that the lines buffer is always requested before or together with the lines_loose what is always the case (see `DRW_batch_requested(cache->batch.loose_edges, GPU_PRIM_LINES)` in `draw_cache_impl_mesh.c`). Reviewed By: Clément Foucault Differential Revision: https://developer.blender.org/D7618
2020-05-22Merge branch 'blender-v2.83-release'Campbell Barton
2020-05-22UV: remove "UV Local View" for UV editingCampbell Barton
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.
2020-05-19Fix UV shadow drawing not respecting 'UV Opacity' settingPhilipp Oeser
reapply changes from 30cbbccc6002 / D7764 that were only meant for master. Sorry for the noise!
2020-05-19Merge branch 'blender-v2.83-release'Philipp Oeser
2020-05-19Fix build error after 30cbbccc6002Philipp Oeser
That part only applies to master, sorry for the noise
2020-05-19Merge branch 'blender-v2.83-release'Philipp Oeser
2020-05-19Fix (unreported) UV shadow not drawing smoothPhilipp Oeser
When showing UV edges after modifiers [draw_uvs_shadow], these were never drawn anti-aliased [in contrast to the 'main' UVs]. Also: they did not respect the new 'UV Opacity' setting. Differential Revision: https://developer.blender.org/D7764
2020-05-08Cleanup: take includes out of 'extern "C"' blocksJacques Lucke
Surrounding includes with an 'extern "C"' block is not necessary anymore. Also that made it harder to add any C++ code to some headers, or include headers that have "optional" C++ code like `MEM_guardedalloc.h`. I tested compilation on linux and windows (and got help from @LazyDodo). If this still breaks compilation due to some linker error, the header containing the symbol in question is probably missing an 'extern "C"' block. Differential Revision: https://developer.blender.org/D7653
2020-05-05Cleanup: use int instead of short for lasso array lengthCampbell Barton
There was no reason to use a short here, this was just a convention from existing code.
2020-05-04Cleanup: rename mcords to mcoordsCampbell Barton
- 'coords' is an abbreviation for coordinates, not 'cords'. - Rename 'moves' to 'coords_len'.
2020-05-04Cleanup: pass ARegion, View2D as constCampbell Barton
2020-05-04UV: support edge-selection for box/circle/lasso selectCampbell Barton
2020-05-04Cleanup: rename uv_sel_co_from_eve, pass in UV layer offsetCampbell Barton
2020-05-04Cleanup: replace UV_SELECT_ISLAND_LIMIT macro with a functionCampbell Barton
Also make return argument last for uvedit_pixel_to_float.
2020-05-04Cleanup: split selection operations into uvedit_select.cCampbell Barton
2020-04-28Merge branch 'blender-v2.83-release'Campbell Barton
2020-04-28Fix T75993: Mark Seam from UV editor operates on unselected facesCampbell Barton