Age | Commit message (Collapse) | Author |
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Cyclic extrapolation is implemented as an f-curve modifier, so this
technically violates abstraction separation and is something of a hack.
However without such behavior achieving smooth looping with cyclic
extrapolation is extremely cumbersome.
The new behavior is applied when the first modifier is Cyclic
extrapolation in Repeat or Repeat with Offset mode without
using influence, repeat count or range restrictions.
This change in behavior means that curve handles have to be updated
when the modifier is added, removed or its options change. Due to the
way code is structured, it seems it requires a helper link to the
containing curve from the modifier object.
Reviewers: aligorith
Differential Revision: https://developer.blender.org/D2783
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It seems that `typestr` does not always define the final size of the element. And it varies by operating system.
Then use the `typestr` only to know the itemtype is `float` type or not.
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in the future
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Number of texture formats is 51, which is greater than allowed size of 32.
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`wm_operators.c` is near 5k LOC with lots of mixed functionality,
extract gesture callbacks since they aren't closely related.
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Convention was only followed loosely,
apply to DNA where changes aren't likely to conflict.
(Skipped ModifierType for eg).
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Matches border-gesture behavior,
needed for binding bisect to tweak event.
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Border and circle select wait for input by default.
This commit uses bool properties on the operators instead of
magic number (called "gesture_mode").
Keymaps that define 'deselect' for border/circle select
begin immediately, exiting when on button release.
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Use same convention as all others.
Remove 'select' since these are used for zoom as well.
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Avoids modal operators needing to explicitly store them.
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In preparation for modal operators storing their properties,
no need to keep mouse-paths around.
Also use generic function for lasso properties.
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Replace with operator type 'last_properties'.
Also use generic function for circle gesture properties.
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Don't convert mouse button events to click if they include dragging.
Double-click events already checked for this.
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Remove unneeded define, double allocations when increasing.
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Wasn't obvious what this did at a glance.
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This was added to all prop types, when it is only available for Pointer ones.
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Was using bound-box center which depends on rotation.
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Relied on this being set elsewhere which isn't assured.
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Bezier curves should have v-points zero'd.
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Hide-flag wasn't set so option shows up in keymap editor. But seems like
that flag is ignored there by now anyway.
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User count of scenes was inconsistant, screens only have 'user_one' kind
of owning over scenes, which means they shall never increment or
decrement their real user count. And usually, scenes have no real user
at all.
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cases.
Would happen during panel's refresh drawing, if drawing code had to adjust
final panel position compared to the initial one computed based on the
mouse coordinates, and user had dragged the floating panel around.
Issue fixed by adjusting stored mouse coordinates once final panel
position is known, such that they would directly generate those
coordinates. that way, the basic offset applied to those stored mouse
coordinates during panel dragging is valid, and recreating panel based
on those won't make it jump in screen.
Note that panel will still jump in case user dragged it partially out of
view - we could prevent that, but imho it's better to keep that
behavior, since redraw can generate a popup of different size, which
could end up with a totally out-of-view one...
Hopefully this fix does not break anything else!
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Removed old logic for brush texture which was being applied twice.
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Also avoid passing large struct as value.
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Swapping gave values from the state before the last.
Thanks to @angavrilov for spotting.
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Add Inputs and Transform submenus.
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Note that our library path handling is still rather dodgy on this
regards, shall take some time at some point to seriously sanitize it...
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Just removing the checkbox from UI isn't enough for proper behavior.
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Instead of trying to be clever with swaps and lazy updating the weight
data, simply recalculate one single array. To improve performance, use
threading for that.
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All related settings are already in the brush,
so it's inconvenient to switch panels to change this one option.
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When projecting to the view, cull faces pointing
away from the view normal.
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Follow sculpt mode more closely by using the brush front-face option.
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Also apply 2D clamping for other tools when the option is set.
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