UV Sculpt: improve tool-system integration
In 2.7x UV sculpt was a kind of sub-mode (a toggle with it's own key-map & drawing code). Move this to an operator that uses the tool-system, this simplifies internal logic, especially brush selection which now matches sculpt and other paint modes. - Remove toggle used to enable uv sculpt. - Expose the brush, which was already used but there was no way to select different brushes. - Make UV sculpt use paint paint tool slots (using brushes how all other paint mode currently do). - Move UV Sculpt keymap to the tools keymap. - Remove Q to toggle UV sculpt mode, S/P/G keys to switch tools.
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@@ -479,14 +479,12 @@ static void draw_uv_shadows_get(
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}
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void ED_uvedit_draw_main(SpaceImage *sima,
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ARegion *ar,
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Scene *scene,
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ViewLayer *view_layer,
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Object *obedit,
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Object *obact,
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Depsgraph *depsgraph)
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{
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ToolSettings *toolsettings = scene->toolsettings;
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bool show_uvedit, show_uvshadow, show_texpaint_uvshadow;
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show_uvedit = ED_space_image_show_uvedit(sima, obedit);
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@@ -509,9 +507,5 @@ void ED_uvedit_draw_main(SpaceImage *sima,
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else {
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draw_uvs_texpaint(scene, obact, depsgraph);
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}
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if (show_uvedit && !(toolsettings->use_uv_sculpt)) {
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ED_image_draw_cursor(ar, sima->cursor);
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}
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}
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}
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