`TH_UV_OTHERS` is a theme option that isn't hooked to anything since
blender 2.80. This patch will remove the option and related code.
Reviewed By: Campbell Barton
Differential Revision: https://developer.blender.org/D8669
This replace `GPU_clear()` by `GPU_clear_color()` and `GPU_clear_depth()`.
Since we always set the clear value before clearing, it is unecessary
to track the clear color state.
Moreover, it makes it clearer what we clear the framebuffer to.
Continuing the work of eb9055a572, remove remaining unecessary
variables and arguments that were related tabbing and horizontal
alignment of panels. For example, "vertical" was always true, and
removing that exposed other unused variables.
Horizontal panel alignment hasn't been used for years, and we have no
plans to use it in the future. It adds a fair amount of complexity to
the panel code which makes adding features take longer.
This code removes the X closing flag, and all of the logic / variables
unused without it.
This commit includes a file subversion bump.
Differential Revision: https://developer.blender.org/D8601
This RNA/BPY function was removed in c08d847488. For understandable
reasons really-- getting scene statistics from a string displayed in the
status bar is not exactly the best design. But we have committed to not
changing the RNA API too much for the 2.90 release, so we would like to
keep this functionality.
Differential Revision: https://developer.blender.org/D8604
Reviewd by: Julian Eisel
This was a TODO in the code. Previously the Face Set datalayer was
deleted and recreated with a constant ID of 0. Now the datalayer is
preserved and set to the SculptSession after slicing the mask and a new
ID is calculated for the new faces that the slicing operation produced,
so they can be easily isolated for further tweaking.
Reviewed By: sergey
Differential Revision: https://developer.blender.org/D8583
Checks for header alignment didn't account for tool-header & header
having different alignment.
There is no reason to use a lookup function on the area
(ED_area_header_alignment) as we already have region.
Check the regions alignment directly, remove access functions.
For the main rationale behind this design, see 49f088e2d0. Further,
this removes users of uiBut.a1, which is a very ugly design
choice (hard to reason about).
Part of T74432.
For the main rationale behind this design, see 03b122e2a18df. Further,
this removes users of `uiBut.a1`/`uiBut.a2`, which is a very ugly design
choice (hard to reason about).
Part of Part of T74432.
The current on-size-fits-all `uiBut` creates quite a mess, where it's
hard to reason about which members are free for use, under which
conditions they are used and how.
`uiBut` also has members that aren't used at times, violating the "don't
pay for what you don't use" principle.
To address this, we want to move to typed buttons, where `uiBut` is just
a base struct and each type extends it as needed. That structures data
better and type specific data is only available if it's actually used by
a button type.
Two trade-offs:
* Many casts to the derived type have to be done.
* Sometimes we change the button type after it's created. So I had to
add logic to reallocate the button for use with the new, possibly
derived struct. Ideally that wouldn't be needed, but for now that's
what we have.
Part of T74432.
Differential Revision: https://developer.blender.org/D7610
Reviewed by: Brecht Van Lommel, Campbell Barton
This replaces header include guards with `#pragma once`.
A couple of include guards are not removed yet (e.g. `__RNA_TYPES_H__`),
because they are used in other places.
This patch has been generated by P1561 followed by `make format`.
Differential Revision: https://developer.blender.org/D8466
When switching workspaces we need to have an unused screen layout that
we can activate. The other window now showed the only available screen
layout in fullscreen though.
Usually when there's no unused screen layout we duplicate an existing
one, but that code didn't respect the fullscreen case properly.
This also tries to clean up the logic a bit, but things are still rather
complicated to follow.
Changes in this code are always risky. Of course things worked fine in
my tests, but I wouldn't be surprised if something breaks.
The abbreviation 'init' is brief, unambiguous and already used
in thousands of places, also initialize is often accidentally
written with British spelling.
Use 'emboss' instead of 'draw_type' as enum, layout & functions use
the term emboss.
This issue was noted by @Poulpator in D8414, as `dt` is also an
abbreviation for delta-time.
Showing the Python error without any explanation is often
not enough information and doesn't hint that the error was in the
user input.
The error report from a invalid expression such as '..1' used to be:
('invalid syntax', ('<string>', 1, 1, '..1'))
Now reads:
Error evaluating number, see Info editor for details: invalid syntax
Address issue raised by T78913.
This is a change I pulled from the property-search-ui branch,
where I have to use the list of tabs to search the inactive tabs
and it makes more sense to use the array directly.
It is also an improvement to have this fundamental code to the
properties editor in the editor code rather than an RNA callback.
There are no functional changes.
Differential Revision: https://developer.blender.org/D8368
Regression from d6cefef98f
This also fixes an unreported issue where finding an exact match
wasn't being detected for items that contained an ID prefix.
Internally UV selection considered close UV's to be connected.
While this could be convenient in some cases,
it complicates logic for more advanced selection operations that
need to check when UV's should be considered part of the same vertex
since simple threshold checks would give different results depending
on the order of UV's tested.
Users must now run "Merge by Distance" instead of relying
on this selection threshold.
Custom driver functions need access to the dependency graph that is
triggering the evaluation of the driver. This patch passes the
dependency graph pointer through all the animation-related calls.
Instead of passing the evaluation time to functions, the code now passes
an `AnimationEvalContext` pointer:
```
typedef struct AnimationEvalContext {
struct Depsgraph *const depsgraph;
const float eval_time;
} AnimationEvalContext;
```
These structs are read-only, meaning that the code cannot change the
evaluation time. Note that the `depsgraph` pointer itself is const, but
it points to a non-const depsgraph.
FCurves and Drivers can be evaluated at a different time than the
current scene time, for example when evaluating NLA strips. This means
that, even though the current time is stored in the dependency graph, we
need an explicit evaluation time.
There are two functions that allow creation of `AnimationEvalContext`
objects:
- `BKE_animsys_eval_context_construct(Depsgraph *depsgraph, float
eval_time)`, which creates a new context object from scratch, and
- `BKE_animsys_eval_context_construct_at(AnimationEvalContext
*anim_eval_context, float eval_time)`, which can be used to create a
`AnimationEvalContext` with the same depsgraph, but at a different
time. This makes it possible to later add fields without changing any
of the code that just want to change the eval time.
This also provides a fix for T75553, although it does require a change
to the custom driver function. The driver should call
`custom_function(depsgraph)`, and the function should use that depsgraph
instead of information from `bpy.context`.
Reviewed By: brecht, sergey
Differential Revision: https://developer.blender.org/D8047
Status Bar can show scene statistics, memory usage, version, etc set by context menu. Part two of T75672.
Differential Revision: https://developer.blender.org/D7557
Reviewed by Julian Eisel
Support setting vert/edge/face selection, using the sticky option
without performing a second loop over all faces to flush selection.
Existing selection code didn't take advantage of BMesh connectivity
since the logic is from before BMesh was included.
This reverts commit 03c8b048a1.
This commit re-introduced T76837.
While there is a comment explaining why this function is needed,
the naming of the poll function does make this confusing.
The API could be changed to avoid confusion here.
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.
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...
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.