This fixes T68521, T82334.
The object are not properly mirrored in object mode.
For mirroring an object that has an arbitrary rotation along the X axis
this is the procedure:
1. mirror x location.
2. negate x scale of the
3. negate y and z component of the rotation (independent of which rotation mode is used).
This knowledge applies now for all angles and axes to finally make the
mirror operation work in object mode.
The new mirror function has the downside that it can not (in this form)
be used with proportional editing.
This is no problem since the old behavior can still be replicated by
scaling with -1 along any axis.
The solution to get perfect mirrors can not work for scaling in general,
because in that case there could be scew created.
Reviewed By: mano-wii
Differential Revision: https://developer.blender.org/D9625
Use "Rotation" in place of "Rot" for the rotation header text.
Cleanup various RNA titles and tooltips.
Differential Revision: https://developer.blender.org/D9457
Now we have a better distinction of what is snap to grid and what is
snap to increments.
The code also allows the implementation of mixed snap for these modes.
Keeping face attributes connected is now optional.
Keeping UV's connected is useful for organic modeling, but bad for
architectural.
Differential Revision: https://developer.blender.org/D8360
This addresses warnings from Clang-Tidy's `readability-else-after-return`
rule in the `source/blender/editors/transform` module.
No functional changes.
Support custom-data correction based on surrounding geometry for all
transformation modes of the mesh transform operators.
The is the same logic used in Vert and Edge Slide.
In order not to change the current default behavior,
this property does not affect Vert and Edge Slide modes.
- Use `t->spacemtx` as the orientation matrix instead `t->orient_matrix`.
- Unify constraint behavior between modal and non-modal.
- Simplify code to remove old workarounds and rearrange struct members.
This fix T66142 since the actual `orient_type` (in the case
`V3D_ORIENT_NORMAL`) is used during Redo instead of always using
`V3D_ORIENT_CUSTOM_MATRIX`).
Differential Revision: https://developer.blender.org/D7469
Follow up of b2ee1770d4 and 10c2254d41, part of T74432.
Now the area and region naming conventions should be less confusing.
Mostly a careful batch rename but had to do few smaller fixes.
Also ran clang-format on affected files.