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This adds and changes various icons, in particular modifier and force field
icons are now included.
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Loop triangles are tessellated triangles create from polygons, for renderers
or exporters that need to match Blender's polygon tesselation exactly. These
are a read-only runtime cache.
Tessfaces are a legacy data structure from before Blender supported n-gons,
and were already mostly removed from the C code.
Details on porting code to loop triangles is in the release notes.
Differential Revision: https://developer.blender.org/D3539
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Left over from rBbdbf4471a6c4ba2d444eea5e7f0e6984b3aaafc2.
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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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This adds existing behavior from calc_weightpaint_vert_array
that was missing from the new rendering code:
- No selected Vertex Group displays as a solid pink color.
- Zero weight displays as alert color depending on Options.
- Multipaint mode correctly displays collective weight.
In order to properly implement this variety, a data structure
holding all relevant parameters is introduced.
Reviewers: fclem, campbellbarton
Subscribers: jbakker
Differential Revision: https://developer.blender.org/D3722
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This matches 2.7x behavior
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This make the root flag writable using the Python API, using the
generic skin vertex flag setter function.
Reviewed By: Campbell Barton
Differential Revision: http://developer.blender.org/D3583
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Missed when changing callbacks from int to bool type.
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We are already running out of available flags in main, generic int, and
everytime I work on static override I find new special cases that will
need new specific propflag, so...
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Naughty Collections RNACollection of objects is still to be tamed, but
for individual objects should work now....
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For some we may add per object overrides, but for most we plan to keep them
strictly per viewport settings. Display settings from the mesh still need to
be moved here, only collections were done to remove that code.
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Regression from rB823bcf1689a3 (VPaint 2017 GSoC, this is not in 2.79 release).
Also cleanup, using fake-array-ification to access struct members is
generally not a great idea, but when we already have a totally confusing
broken struct layout, this is pure evil, as demonstrated here!
Found while investigating T53341.
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Practically all access to enum data is read-only.
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Note that some import/export scripts will need updating
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- NOCHECK -> ALL
- ALL -> MAYBE_ALL
Where 'MAYBE_ALL' checks to see if the mesh has changed.
This is clearer that `BKE_MESH_BATCH_DIRTY_ALL` is dirty and
going to be updated without any guess-work.
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Currently RNA doesn't give us a good way of accessing singleton layers,
for now expose as a layer list (skin & paint-pask do this too).
Noted in T47811 that this should be changed.
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This also renames some flags/variables to be more generic for updating
purposes. The call used here was previously only used for updating
paint data, but as it was reused here, flags and variables were renamed
to accomodate more clearly to the new usages.
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BKE_depsgraph.h
This removes BKE_depsgraph.h and depsgraph.c
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- MTexPoly structure & layer type.
- The 'Mesh.uv_textures' layers.
- DerivedMesh TexFace drawing.
- Scripts & UI.
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- Derived-mesh drawing.
- All non UV members of TexFace structs.
MTexPoly is now redundant but keeping with a dummy member,
will check on complete removal later.
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TexFace complicates the now more popular shading pipeline by having
per-face images, see: T51382 for details.
To keep the ability to select a per-material edit-image
(used with UV-mapping workflow), the material now stores an image
which will be set when changing images in edit-mode.
This is used as a bake-target when not using Cycles too.
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Reviewers: fclem
Subscribers: campbellbarton, dfelinto
Differential Revision: https://developer.blender.org/D2658
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This implements weight rendering with the draw manager, with all drawing
options (Shading, wire, face masking, vertex masking).
This is part of T51208
Reviewers: campbellbarton
Subscribers: dfelinto
Differential Revision: https://developer.blender.org/D2654
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Mostly from patch D2256 by Aaron Carlisle (@Blendify), thanks!
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internal flags.
This gives us 9 flags available again for properties (we had none anymore),
and also makes things slightly cleaner.
To simplify (and make more clear the differences between mere properties
and function parameters), also added RNA_def_parameter_flags function (and
its clear counterpart), to be used instead of RNA_def_property_flag for
function parameters.
This patch is also a big cleanup (some RNA function definitions were
still using 'prop' PropertyRNA pointer, etc.).
And yes, am aware this will be annoying for all branches, but we really need
to get new flags available for properties (will need at least one for override, etc.).
Reviewers: sergey, Severin
Subscribers: dfelinto, brecht
Differential Revision: https://developer.blender.org/D2400
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This is unsigned value (negative radius does not have much sense anyway!).
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This commit allows RNA properties to return additional info on their editable state which may then be displayed in tooltips. To show how it works, it also adds some info for the editable check of proxies. For generally un-editable properties or properties of a linked data-block, RNA returns default strings.
| {F362785} | {F362786} | {F362787} |
Reviewed by brecht, thanks!
Differential Revision: https://developer.blender.org/D2243
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Those new functions invert the winding of polygons, effectively inverting their normals.
A helper was also added to allow swapping two items in customdata layers.
Being able to invert normals outside of BMesh area is very important in several places,
like IO scripts or customnormals modifiers...
Reviewers: campbellbarton
Differential Revision: https://developer.blender.org/D1814
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Definitions could shadow local vars.
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Similar to addons -> add-ons, for reading it fits better to hyphenate.
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affects
OpenGL (viewport), and not render engines.
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