Terms get/set don't make much sense when casting values.
Name macros so the conversion is obvious,
use common prefix for easier completion.
- GET_INT_FROM_POINTER -> POINTER_AS_INT
- SET_INT_IN_POINTER -> POINTER_FROM_INT
- GET_UINT_FROM_POINTER -> POINTER_AS_UINT
- SET_UINT_IN_POINTER -> POINTER_FROM_UINT
- Pass in the snap distance
(to avoid comparisons in the multi-object version).
- Loop directly over BMLoop's (without using the iterator).
- Use squared distance instead of manhattan.
When using the 'normal' orientation, the normal would be ignored
if the plane couldn't be calculated.
Now use only the normal if the plane is zero length,
this was already done, just not in all cases.
- Add orientation option (defaults to local, as 2.7x does)
can optionally use global, cursor, view... etc.
- Fix typo which caused select flush to fail.
- Fix for instanced objects (was only checking one instance).
- Only tag for changes if a change is made.
- Skip meshes with all vertices selected.
As grease pencil use multiedit frames instead of multiobject edit, this fix solves the issue.
In the future maybe will need modifications if we add multiobject support, but we need a solution now.
This commit merge the full development done in greasepencil-object branch and include mainly the following features.
- New grease pencil object.
- New drawing engine.
- New grease pencil modes Draw/Sculpt/Edit and Weight Paint.
- New brushes for grease pencil.
- New modifiers for grease pencil.
- New shaders FX.
- New material system (replace old palettes and colors).
- Split of annotations (old grease pencil) and new grease pencil object.
- UI adapted to blender 2.8.
You can get more info here:
https://code.blender.org/2017/12/drawing-2d-animation-in-blender-2-8/https://code.blender.org/2018/07/grease-pencil-status-update/
This is the result of nearly two years of development and I want thanks firstly the other members of the grease pencil team: Daniel M. Lara, Matias Mendiola and Joshua Leung for their support, ideas and to keep working in the project all the time, without them this project had been impossible.
Also, I want thanks other Blender developers for their help, advices and to be there always to help me, and specially to Clément Foucault, Dalai Felinto, Pablo Vázquez and Campbell Barton.