Age | Commit message (Collapse) | Author |
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Report an error when unwrapping can't solve some UV islands,
note that edge-seams may need to be set.
Address T86936
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Also use doxygen comments for sculpt functions.
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The triangle overlap test failed for exactly overlapping triangles.
When none of the segments intersect, testing a if a single corner
is inside the other triangle fails when the triangles share UV
coordinates.
Resolve by comparing the triangle centers.
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This lead to wrong, stretched UVs regardless of the ON/OFF state of
"Correct Aspect" option (some code in the operator respected this
setting properly, whereas it was hardcoded in another part).
Before rB9296ba867462, `uvedit_pack_islands_multi` was always called
with `correct_aspect` = false for the UnwrapOptions.
After rB9296ba867462, `ED_uvedit_pack_islands_multi` was always called
with `correct_aspect` = true for the UVPackIsland_Params.
Both seem wrong [in that they do not take the operator setting into
account]. Now respect that setting [same as the following
`uv_map_clip_correct_multi` does as well btw.]
Now results match 2.90 [where this was still python] perfectly.
Maniphest Tasks: T85194
Differential Revision: https://developer.blender.org/D10246
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Selecting inside an island no longer de-selects
when it's too far from an edge.
When edge select fails fall back to inside-face test.
This follows 908b383b7d2199c0c614d085ff65a03eb7852274
which made this change for face-select.
Apply to island selection since it doesn't make sense
for island select to behave differently.
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When the mouse cursor is inside the UV face,
extend the selection threshold.
This means when zoomed in, a face can always be selected when the cursor
is inside it.
In the case of multiple overlapping faces - the face with the closest
center is used.
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Prior to 246efd7286f6187e4dd4b3edcc79cccb1746bb1d, the UV selection
threshold was scaled by the zoom level, so selecting a face when zoomed
in close would often often select faces even when the on-screen center
was outside the intended threshold.
Having a zoom-independent threshold may require more precision than
users are used to.
This change addresses this.
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Splitting assignments between functions complicates refactoring.
Also rename 'hit_final' to 'hit', since there are no longer a local
'hit' variable defined in these functions.
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Regression in 6a10e69d270bc6866dd0000ffc0b81f6205ba2e9
(added when testing).
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Caused by 850234c1b10a828678f1b91001f2731db807f7e2,
Flip the normal to avoid flipped projection.
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Selecting vertices and faces first checked edge selection,
this was called to set vert1 & vert2 variables which have since been
removed.
These calls should have been removed in
51f04bf7b8ee03a7973c50e525ffa5c67dde5fb7.
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Exposed by recent commit 246efd7286f6187e4dd4b3edcc79cccb1746bb1d
Although this was an existing logical error causing
`uv_find_nearest_face` to only work properly when the hit distance was
initialized to FLT_MAX, which wasn't the case in multi-object edit mode.
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Selecting UVs wasn't properly scaling based on the zoom or image aspect.
This now matches vertex selection in the 3D view.
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- Use the name "Point Cloud" instead of "Pointcloud"
- Fix a typo in UV_OT_smart_project.
- Use the name "Install Light" to for the installation
operator for MatCaps, HDRIs, and Studio Lights.
Fixes T83585, T65291, and T54921
Differential Revision: https://developer.blender.org/D9867
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of islands in vertex mode if "UV Sync Selection" is on
Caused by rB72b422c1e101: UV: support select linked with sync-select in
vert/edge modes
If you had island selection mode enabled in the UV editor with UV Sync
Selection off, and switch UV Sync Selection on, then in vertex selection
mode all bulk selection ops (box, circle, lasso) will be selecting whole
islands.
Prior to culprit commit, for sync selection ON plus island selection ON,
BM_uv_vert_map_create would always return a NULL vmap (it was called
with `use_select` = True, no faces tagged selected). After said commit,
for sync selection ON plus island selection ON, BM_uv_vert_map_create
would return a valid vmap (it is now called with `use_select` = False,
no faces tagged selected - but if `use_select` is False, all UVs will be
added here).
If I am not mistaken, it is never wanted to actually select islands with
box/lasso/circle when sync selection is turned ON [after all you dont
have the UI for it showing], so solution is now to check for this
earlier and not even call uv_select_linked_multi in those cases. (Maybe
in the future this can be unified and we dont need separate selection
modes fo UV and 3D?)
Maniphest Tasks: T84018
Differential Revision: https://developer.blender.org/D9917
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Approximately 33 changes of capitalization to conform to MLA title style.
Differential Revision: https://developer.blender.org/D9796
Reviewed by Julian Eisel
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Unifying range descriptions as a value 'to' a value.
Differential Revision: https://developer.blender.org/D9771
Reviewed by Julian Eisel
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Missing NULL check.
Regression in 9296ba867462f7ff3c55bc0c9129af4121243bed
Ref D9757
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As proposed in T74432 and already implemented in several commits,
"region" is the preferred name for `ARegion` variables, rather than
any variant of "ar". This commit changes a few "ar" variables that have
popped up over time and also adjusted names of variants like "arnew".
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The seam check was missed in 9296ba867462f7ff3c55bc0c9129af4121243bed
which calculates islands from the BMesh.
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Edges with 3 or more connected UV's caused UV pack to fail.
Instead of using functions from uvedit_parametrizer.c which are intended
specifically for ABF/LSCM unwrapping, use a simpler method for packing
which stores arrays of BMesh faces.
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Functionality was lost in the Python to C conversion from
850234c1b10a828678f1b91001f2731db807f7e2
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With D8234 a new drawing method for UV/Image editor was introduced. For debugging
reasons we left the old drawing method in the code base. This patch will remove
the old drawing method.
Reviewed By: Clément Foucault
Differential Revision: https://developer.blender.org/D9011
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Corrects incorrect usage of contraction for 'it is', when possessive 'its' was required.
Differential Revision: https://developer.blender.org/D9250
Reviewed by Campbell Barton
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Follow our code style guide by using C-comments for text descriptions.
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Follow the MLA style, agreed upon in T79589. This means "from" within UI
labels should be lowercase.
Differential Revision: https://developer.blender.org/D8345
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Since porting this to C in rB850234c1b10a, Smart UV Project would not
add a UVMap (if none existed already) anymore.
Not having a UVMap already is a reasonable situation though when e.g.
starting off fresh by deleting an existing UVMap or also when applying
certain generative modifiers. This is also inconsistent with all other
unwrap operators (all of them will create a UVMap if none exists
already)
Differential Revision: https://developer.blender.org/D9001
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This is not an exhaustive change, just for the 2D cursor and
UDIM grid properties. Also vertically align the "UV Vertex"
buttons like in the 3D view panels.
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Match edit-mesh behavior.
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Oversight in 411c5238a2fef ignored sticky selection.
Use 'uvedit_edge_select_set_with_sticky' to make sure
sticky options are respected.
Also skip checking the existing selection since that only checks the
current UV, not all connected UV's which is needed for sticky selection.
The extra checks to avoid updating UV's isn't such an advantage as
only meshed in the selected region are tagged for updating.
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For the man rationale behind this design, see 49f088e2d093. Further,
this removes users of uiBut.a1/uiBut.a2, which is a very ugly design
choice (hard to reason about).
Note that I had to do rather ugly, specific exceptions for the number
buttons in `ui_def_but_rna()`. But once all users of a1/a2 are removed,
this special handling shouldn't be needed anymore.
I also had to move a sanity check out of the button definition. It's now
moved into a new debug only sanity checking function executed when
finishing the layout definition (block end).
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No functional changes
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