Age | Commit message (Collapse) | Author |
|
|
|
Apply clang format as proposed in T53211.
For details on usage and instructions for migrating branches
without conflicts, see:
https://wiki.blender.org/wiki/Tools/ClangFormat
|
|
No functional change, this adds LIB definition and args to cmake files.
Without this it's difficult to migrate away from 'BLENDER_SORTED_LIBS'
since there are many platforms/configurations that could break when
changing linking order.
Manually add and enable WITHOUT_SORTED_LIBS to try building
without sorted libs (currently fails since all variables are empty).
This check will eventually be removed.
See T46725.
|
|
Use doxy references to function and enums,
also correct some names which became out of sync.
|
|
|
|
|
|
Use prefix now there isn't only the 3d version.
|
|
Need to pass the image user along to get the frame number.
|
|
|
|
|
|
`ED_mesh_uv_texture_add()`/`ED_mesh_color_add()` would always either
copy data from current active one, or (for UVs), generate default
'valid' UVs for every face.
This commit adds an option to not do that, just keeping default values
from raw CDLayer creation. It is only used/exposed from RNA API
currently.
This is especially useful for importer add-ons, since some formats
support multiple layers of those kind, as well as 'partial' dataset not
explicitely defining values for all mesh items.
Preliminary step to fix T62224.
|
|
This applies changes from the 3D view circle select to other operators.
|
|
While \file doesn't need an argument, it can't have another doxy
command after it.
|
|
When bmesh was in a branch we had both edit_mesh and edit_btmesh,
now there is no reason to use this odd name.
|
|
Also skip mesh recalculation when no hide/reveal is performed.
|
|
Move \ingroup onto same line to be more compact and
make it clear the file is in the group.
|
|
This is better than passing a scene pointer when we don't have one.
|
|
Following removal from C source code.
See: 8c68ed6df16d8893
|
|
Needed for clan-format not to wrap onto one line.
|
|
BF-admins agree to remove header information that isn't useful,
to reduce noise.
- BEGIN/END license blocks
Developers should add non license comments as separate comment blocks.
No need for separator text.
- Contributors
This is often invalid, outdated or misleading
especially when splitting files.
It's more useful to git-blame to find out who has developed the code.
See P901 for script to perform these edits.
|
|
Done using:
source/tools/utils_maintenance/c_sort_blocks.py
|
|
|
|
Packing was not being called after multi-object editing changes. Includes code
refactoring to make function parameters more clear.
|
|
Without this clang-format may wrap them onto a single line.
|
|
Prevents clang-format wrapping text before comments.
|
|
This removes code duplication and put an end to the old "create at request"
batch creation.
Also it uses the same vbo as the uv layer used for shading. Reducing VRAM
usage.
Also fixes the modified uv display in uv edit mode.
|
|
This is now done in shader so that the batches are shared across ImageUV
areas.
|
|
This is in order to allow more spaces to have their batches created at the
same time and sharing the batches.
This is part of the effort fo making the drawing code more optimized. This
commit however should not introduce any difference.
This commit bypass the aspect ratio correction for angle stretch display
but this should be fixed in the next commit.
|
|
|
|
With multi object editing it creates the charts twice, which broke some
logic in the unwrapper.
|
|
Reviewers: brecht
Differential Revision: https://developer.blender.org/D4111
|
|
|
|
Differential Revision: https://developer.blender.org/D4095
|
|
I suppose the cow tag is more correct for those generic/non-specific
tags. Thank you Sergey.
|
|
Pinning doesn't really change the geometry, so we don't really have a
tag for this. Using '0' for now (same we use for Mark Seam).
I will check with Sergey Sharybin which flag to use instead.
We could use ID_RECALC_GEOMETRY to match the notifier, but even the
simpler ID_RECALC_SELECT would do it.
|
|
|
|
|
|
|
|
and sync selection enabled
Reviewers: brecht
Maniphest Tasks: T59001
Differential Revision: https://developer.blender.org/D4066
|
|
|
|
There were at least three copies of those:
- OB_RECALC* family of flags, which are rudiment of an old
dependency graph system.
- PSYS_RECALC* which were used by old dependency graph system
as a separate set since the graph itself did not handle
particle systems.
- DEG_TAG_* which was used to tag IDs.
Now there is a single set, which defines what can be tagged
and queried for an update. It also has some aggregate flags
to make queries simpler.
Lets once and for all solve the madness of those flags, stick
to a single set, which will not overlap with anything or require
any extra conversion.
Technically, shouldn't be measurable user difference, but some
of the agregate flags for few dependency graph components did
change.
Fixes T58632: Particle don't update rotation settings
|
|
one case was missing in cleanup commit rB8fc6609cc008
|
|
|
|
Use 3D cursor from the scene (was previously used for local-view).
|
|
Bring back per-viewport localview. This is based on Blender 2.79.
We have a limit of 16 different local view viewports.
We are using both the numpad /, as well as the regular /.
Missing features:
* Hack to make sure lights are always visible.
* Make rendered mode with external engines to support this as well
(probably just need to support this in the RNA iterators).
* Support over 16 viewports by taking existing viewports out of local view.
The code can use a cleanup pass in the future to unify the test to see
if an object is visible (or we can use TESTBASE in more places).
|
|
Was de-selecting all UV's on each iteration.
|
|
These tools now support (new, add, subtract),
(xor, and) could be supported but are complicated by UV's sticky
selection modes.
|
|
|
|
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
|
|
Makes it simpler to make some changes...
Also fix order of some includes (use alphabetical please).
|