Age | Commit message (Collapse) | Author |
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Differential Revision: https://developer.blender.org/D3732
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Differential Revision: https://developer.blender.org/D3687
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Also use unsigned short for loop index within a polygon for UV vertex
mapping, which matches UV element mapping.
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Strip unindented comment blocks - mainly headers to avoid conflicts.
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Don't see a good reason for the old behavior, so better have it consistent.
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Match naming convention used everywhere else.
Count should only be used when this isn't directly accessible.
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They're nearly the same, so keep names matching to avoid conflicts.
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Nothing user visible, only things needed for multi-object support,
making picking functions more flexible too.
- Support passing in an initialized hit-struct,
so it's possible to do multiple nearest calls on the same hit data.
- Replace manhattan distance w/ squared distance
so they can be compared.
- Return success to detect changes to a hit-data
which might already be initialized (also more readable).
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Differential Revision: https://developer.blender.org/D3074
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Some of these API's can have 3D versions, explicitly name them 2D.
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- When returning the number of items in a collection use BLI_*_len()
- Keep _size() for size in bytes.
- Keep _count() for data structures that don't store length
(hint this isn't a simple getter).
See P611 to apply instead of manually resolving conflicts.
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Consistent with other BLI API's
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- initialize the cube-size from the bounding box when it's not set.
- no longer wrap faces to keep in 0-1 bounds,
other projection methods don't do this and calculating the scale
prevents the UV's from being too far outside the view.
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D1518 from @mba105 w/ edits
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UV project mixed up global/local space,
3D cursor offset didn't take object scale into account.
Minor improvements:
- Match Cube Project 'center' behavior w/ sphere & cylinder.
- Add active-element center.
- Wrap UV's in Cube Project based on center instead of first vertex.
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Practically all access to enum data is read-only.
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Border and circle select wait for input by default.
This commit uses bool properties on the operators instead of
magic number (called "gesture_mode").
Keymaps that define 'deselect' for border/circle select
begin immediately, exiting when on button release.
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Use same convention as all others.
Remove 'select' since these are used for zoom as well.
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In preparation for modal operators storing their properties,
no need to keep mouse-paths around.
Also use generic function for lasso properties.
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Replace with operator type 'last_properties'.
Also use generic function for circle gesture properties.
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In the reported example it seemed reasonable to apply this change.
But it causes a much more common case (selecting projections)
to be split into 2x islands.
Resolves T50970
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Use to avoid accidental missing break statements,
use ATTR_FALLTHROUGH to suppress.
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Mostly from patch D2256 by Aaron Carlisle (@Blendify), thanks!
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- Remove 'rotate_m2', unlike 'rotate_m4' it created a new matrix
duplicating 'angle_to_mat2' - now used instead.
(better avoid matching functions having different behavior).
- Add 'axis_angle_to_mat4_single',
convenience wrapper for 'axis_angle_to_mat3_single'.
- Replace 'unit_m4(), rotate_m4()' with a single call to 'axis_angle_to_mat4_single'.
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Objects is enabled
Previously the editor will always try to only show UV faces with the same exact active
image or image texture, which is quite difficult to control on a production shaders, where
each material can have multiple objects assigned.
The idea of this commit is to bring option which allows to easily control what to display
when "Draw Other Objects" is enabled, so currently we can have old behavior ("Same Image")
or tell editor to show everything ("All"). In the future we can extend it with such filters
as "Same Material" and things like that.
Hopefully this will help @eyecandy's workflow of texturing.
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The purpose of the patch is to replace deprecated glShadeModel.
To decrease glShadeModel calls I've set GL_SMOOTH by default
Reviewers: merwin, brecht
Reviewed By: brecht
Subscribers: blueprintrandom, Evgeny_Rodygin, AlexKowel, yurikovelenov
Differential Revision: https://developer.blender.org/D1958
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Some languages like Chinese or Japanese take three or four bytes per char...
Also fixed some missing translation markers for UI header messages.
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Use Shift-B, UV border-select-pinned is now Ctrl-B.
Patch from @rav66
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Sync selection option made adding a new UV layer select all edit-mesh faces.
Now just select the UV's, ignoring sync-select option.
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This was we don't have re-compo or viewport re-rendering happening when changing
nodes which are not connected to the output at all (for example when adding new
nodes or changing settings for unconnected nodes).
Only basic operations are covered for now. checks could be added to more tools
when needed.
Currently it's not fully optimal implementation, but seems to work fast enough.
Don't see reliable alternative to that -- keeping tag in the node wouldn't work
because of the node groups (which are probably already broken, but should be
easy to solve with current approach). So guess it's more matter of optimizing
path search from a node to output.
Before processing forward let's check whether it's indeed something we want
and whether the approach is indeed not fully bad.
Reviewers: campbellbarton, mont29
Subscribers: sebastian_k
Differential Revision: https://developer.blender.org/D1765
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Pointers of faces were passed as face keys during parametrizer's face creation. Since those
addresses were different for every run, the layout of the faces ended up being different
in the internal hash, leading to inconsistent order of their evaluation during LSCM solving,
and slightly different UV maps.
Solved by simply using faces' indices as key instead, which ensures we always get same results
with exact same input data now.
Many thanks to Roman Nagornov (RomanN) for raising the issue, investigating it and finding
the solution! And thanks to Brecht for quick review too.
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