Age | Commit message (Collapse) | Author |
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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
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Reviewed By: sebbas
Differential Revision: https://developer.blender.org/D8284
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parents.
This will override all linked data-blocks in the tree branch leading to
the selected one.
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This is fairly generic code that can be re-used in other places.
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As we can see in `initVertSlide_ex`, `sld` can be `NULL`.
`sld` is dereferenced, but can still be `NULL`.
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Should not use copy_v3_v3 on a 2 element vectors.
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`Kfv-> sco` was being treated as a local variable, and can be
confusing since this value is not updated when navigating the viewport.
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The smear brush was using the stroke direction to slide colors across
the mesh surface (this is called drag in other sculpt tools). Similarly,
other deformations can be included. The most common ones in image
editing are pinch and expand, which can be used to sharpen transitions
between colors.
Reviewed By: sergey
Differential Revision: https://developer.blender.org/D8270
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Enables the color palette subpanel for brushes that have color
capabilities (only the paint brush for now)
Reviewed By: sergey
Differential Revision: https://developer.blender.org/D8268
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Only update pointer of the template if we actually changed it...
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Code is mature enough now to not need this anymore, people who do not
want to use liboverrides can just not create them.
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overrides.
This is long work, we are still likely missing a lot of cases...
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Called when canceling a transform operation.
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Clang Tidy reported a couple of false positives. I disabled
those `NOLINTNEXTLINE`.
Differential Revision: https://developer.blender.org/D8199
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Differential Revision: https://developer.blender.org/D8091
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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.
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This reverts commit 39b525e0f07fa25dcda54226ade789959b642dec and
3121015dceb1d269d79690c8f15c8e1406c9b09f as tests are failing.
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Stop prefetching before changing content of seqbase.
Reviewed By: brecht
Differential Revision: https://developer.blender.org/D8256
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Platforms besides WIN32 were in a single else clause, use elif instead.
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Use binary search for querying deform weights.
Spring 02_020_A.anim.blend on Ryzen 1700X goes from 12.4 to 12.7fps.
During profiling it was detected that adding new items to the head was faster than adding to the tail.
Reviewed By: Campbell Barton
Differential Revision: https://developer.blender.org/D8127
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Redo was only working in some situations,
some options were also not being forwarded.
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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.
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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.
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This disables all Sculpt Vertex Colors tools, operators, panels and rendering capabilities and puts them under the "Use Sculpt Vertex Colors" experimental option.
Reviewed By: brecht
Differential Revision: https://developer.blender.org/D8239
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As Face Sets IDs start from 0 and increase by 1 each time a new face set
is created in a mesh, when joining multiple meshes it could happen that
the same ID is used by several unrelated areas in multiple objects. This
checks the Face Sets IDs when joining meshes and ensures that they are
not repeated between different objects when joining them, so in the
resulting mesh all previous face sets will have different IDs.
Reviewed By: sergey
Differential Revision: https://developer.blender.org/D8224
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Note that this behavior is enforced on user level for now, but on code
side it is controlled with a flag, which should make it easy to refine
that behavior if needed.
Only exception is when we duplicate a linked ID directly (then we assume
user wants a local deep-copy of that linked data, and we always also
duplicate linked sub-data-blocks).
Note that this commit also slightly refactor the handling of actions of
animdata, by simplifying `BKE_animdata_copy_id_action()` and adding an
explicit new `BKE_animdata_duplicate_id_action()` to be used during ID
duplication (deep copy).
This also allows us to get rid of the special case for liboverrides.
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As tools iterators skip not visible vertices, fully hidden nodes can
also be skipped and considered as masked.
Reviewed By: sergey
Differential Revision: https://developer.blender.org/D8244
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This implements the SCULPT_vertex_is_boundary and SCULPT_vertex_has_unique_face_set functions for PBVH_GRIDS, which makes features such as automasking now work in multires. It also fixes some other face sets related features in multires, like face set boundary smoothing.
This uses the BKE_subdiv_ccg_coarse_mesh_adjacency_info_get function to get the vertex indicies in the base mesh from multires. This way the API functions can get topology or face set information directly from it. In the future, these vertex indices can be used to get any other information from the base mesh from multires, like seams, sharp edges, disconnected elements IDs...
Reviewed By: sergey
Maniphest Tasks: T78664
Differential Revision: https://developer.blender.org/D8227
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It is not practical to change the alpha of the paint color with the
color picker as with the current brush design alpha is the main strength
control for the brush.
Reviewed By: sergey
Differential Revision: https://developer.blender.org/D8208
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Reviewed By: sergey
Differential Revision: https://developer.blender.org/D8207
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Duplication and deletion code of modifiers was totally wrong for
particle system, that special weird thing needs its own custom
management.
Note that for now I chose not to duplicate the particle settings ID when
duplicating the modifier...
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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.
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- BM_edge_uv_share_vert_check
- BM_face_uv_calc_center_median_weighted
- BM_loop_at_index_find
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This can be useful to save the result of a cloth simulation as a
shape key without destroying the simulation, so it's possible to
e.g. re-run it to get other shapes, or simply use the new shape
key to start the simulation already in a draped state.
It also makes sense to allow applying as shape key even when the
mesh is shared, because the operation itself just adds a shape
key. To support this, split the apply operator into Apply and
Apply As Shapekey so that they can have different poll callbacks.
Differential Revision: https://developer.blender.org/D8173
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