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.
No functional change, this adds LIB definition and args to cmake files.
Without this it's difficult to migrate away from 'BLENDER_SORTED_LIBS'
since there are many platforms/configurations that could break when
changing linking order.
Manually add and enable WITHOUT_SORTED_LIBS to try building
without sorted libs (currently fails since all variables are empty).
This check will eventually be removed.
See T46725.
`ED_mesh_uv_texture_add()`/`ED_mesh_color_add()` would always either
copy data from current active one, or (for UVs), generate default
'valid' UVs for every face.
This commit adds an option to not do that, just keeping default values
from raw CDLayer creation. It is only used/exposed from RNA API
currently.
This is especially useful for importer add-ons, since some formats
support multiple layers of those kind, as well as 'partial' dataset not
explicitely defining values for all mesh items.
Preliminary step to fix T62224.
BF-admins agree to remove header information that isn't useful,
to reduce noise.
- BEGIN/END license blocks
Developers should add non license comments as separate comment blocks.
No need for separator text.
- Contributors
This is often invalid, outdated or misleading
especially when splitting files.
It's more useful to git-blame to find out who has developed the code.
See P901 for script to perform these edits.
This removes code duplication and put an end to the old "create at request"
batch creation.
Also it uses the same vbo as the uv layer used for shading. Reducing VRAM
usage.
Also fixes the modified uv display in uv edit mode.
This is in order to allow more spaces to have their batches created at the
same time and sharing the batches.
This is part of the effort fo making the drawing code more optimized. This
commit however should not introduce any difference.
This commit bypass the aspect ratio correction for angle stretch display
but this should be fixed in the next commit.
Pinning doesn't really change the geometry, so we don't really have a
tag for this. Using '0' for now (same we use for Mark Seam).
I will check with Sergey Sharybin which flag to use instead.
We could use ID_RECALC_GEOMETRY to match the notifier, but even the
simpler ID_RECALC_SELECT would do it.