Age | Commit message (Collapse) | Author |
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Was de-selecting all UV's on each iteration.
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These tools now support (new, add, subtract),
(xor, and) could be supported but are complicated by UV's sticky
selection modes.
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This should be purely an implementation change,
for end users there should be no functional difference.
The entire key configuration is in one file with ~5000 lines of code.
Mostly avoiding code duplication and preserve comments and utility
functions from the C code.
It's a bit long but for searching and editing it's also convenient to
have it all in one file.
Notes:
- Actual keymap is shared by blender / blender_legacy
and stored in `keymap_data/blender_default.py`
This only generates JSON-like data to be passed into
`keyconfig_import_from_data`, allowing other presets to load and
manipulate the default keymap.
- Each preset defines 'keyconfig_data'
which can be shared between presets.
- Some of the utility functions for generating keymap items still
need to be ported over to Python.
- Some keymap items can be made into loops (marked as TODO).
See: D3907
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Makes it simpler to make some changes...
Also fix order of some includes (use alphabetical please).
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Make sure a message is not reported multiple times when working with
multi-objects. Like in 2.7x we may have two infos coming from the same operator.
In 2.7 we could report non-uniform xor non-scaled, and subsurface.
Now we can report each one of those errors separately.
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This is needed for splitting UV into its own editor, see: T54744
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See: T56648
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Only tag UV's as needing an update.
Also correct notifier for region redraw.
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Add BKE_mesh_batch_cache_dirty_tag option for resetting UV's.
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Word order was swapped from all other operators.
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Was showing redo panel for cursor & selection operators.
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Currently it's not showing the subdivided mesh (if there is a subdiv mod)
and there is some sync issue if there is multiple uv image space opened.
But thoses will be tackled later on. The purpose of this commit is to fix
the overflow issue of IMM and speed issue.
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NOTE: This commit only concern edit UVs and not the "shadow" mesh displayed
when texture painting. This will be address in a future commit.
We now cache the uv mesh in the mesh batch cache and only reupload data on
changes.
Update could be more granular (and a bit faster) but it's not our main
concern ATM.
This should fix problem caused by the IMM api used to draw large meshes.
This makes performance skyrocket compared to previous implementation.
There is still a big CPU bottleneck when not in sync selection mode but it
is not related to the drawing function directly.
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Differential Revision: https://developer.blender.org/D3732
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* Proportional pie menu at shift+O.
* Snap pie menu at shift+S.
* Pivot pie menu at comma. Previous comma, ctrl+comma, period
and ctrl+period shortcuts for specific pivot types were removed.
Ref T56881.
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This makes the Edit Mesh display settings common to all objects. They can
also be set differently per viewport.
Modifying extra data (seams, sharp edges etc...) will no longer set them
automaticaly visible.
Bumping version because we need to force set all extra draw options for
older files.
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Differential Revision: https://developer.blender.org/D3687
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- Pass in the snap distance
(to avoid comparisons in the multi-object version).
- Loop directly over BMLoop's (without using the iterator).
- Use squared distance instead of manhattan.
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Reviewers: dfelinto
https://developer.blender.org/D3653
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Also tested the straighten option and it is working-ish.
That said, I think straighten should take all the meshes vertices to determine
the line you want to use as reference. However we would need a different way to
determine the first and last uvs to use as reference for the line.
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This is no longer useful now that we have multi-object editing support.
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Reviewers: dfelinto
https://developer.blender.org/D3645
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D3375 by @Al
I did a few changes before the commit:
* Initialize flot arrays with {0} instead of memset(foo, 0, sizeof(foo)).
* Use add_v4_v4 instead of for loop.
* Rename uv_map_rotation_matrix_w_offset > uv_map_rotation_matrix_ex.
bjects: orthographic support for UV project
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D3658 by @Al
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Use kdtree for doubles (old standing TODO for this operator).
Small changes from reviewer (Dalai Felinto):
* Code style ({ is in a new line only if it is a two-line if).
* Skip objetcs loops when we know for sure nothing is selected (or all is)
https://developer.blender.org/D3441
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Changes from Reviewer (Dalai Felinto):
* MEM_SAFE_FREE > MEM_freeN.
* Skip loop if sync selection and no face selected.
https://developer.blender.org/D3415
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Changes from reviewer (Dalai Felinto):
* Skip loop if sync selection and no vertex selected.
https://developer.blender.org/D3406
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Changes from reviewer (Dalai Felinto):
* MEM_SAFE_FREE > MEM_freeN.
* Skip loop if sync selection and no edge selected.
https://developer.blender.org/D3417
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https://developer.blender.org/D3387
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Although this was marked as done, it wasn't, I'm glad I caught it.
Based entirely on the uv border select operator.
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Also introducing a way to skip the object loop when using synced selection.
I plan to use this for the upcoming operators too.
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