This renames the `OB_GPENCIL` object type and the `ID_GD` to `OB_GPENCIL_LEGACY` and `ID_GD_LEGACY` respectively.
There is no change for the user.
Pull Request: blender/blender#105541
Similar to the previous commit, this simplifies future refactoring
to change the way edges are stored, and further differentiates
single poly variables from array pointers.
With the goal of clearly differentiating between arrays and single
elements, improving consistency across Blender, and using wording
that's easier to read and say, change variable names for Mesh edges
and polygons/faces.
Common renames are the following, with some extra prefixes, etc.
- `mpoly` -> `polys`
- `mpoly`/`mp`/`p` -> `poly`
- `medge` -> `edges`
- `med`/`ed`/`e` -> `edge`
`MLoop` variables aren't affected because they will be replaced
when they're split up into to arrays in #104424.
Add specific modal keyitem for `Vert/Edge Slide` and `TrackBall`.
So they don't need to reuse modal items from other operators.
Note that there is a workround to avoid repeated keys in the status bar.
When trying to rotate in curves edit mode using proportional editing
and connected only mode, Blender would crash.
This was because the `TransData` structs for disconnected elements
did not have the location field populated, resulting in a null pointer
access.
The fix skips these elements entirely using `TD_SKIP`.
That way the `matrix_base` doesn't need to depend on the axis
simplifying the code.
This also fixes an issue in plane scaling gizmos with non-orthogonal
matrix.
## Cleanup: Refactor NLATrack / NLAStrip Remove
This PR adds 3 new methods:
* BKE_nlatrack_remove_strip
* BKE_nlastrip_remove
* BKE_nlastrip_remove_and_free
These named BKE methods are really just replacements for BLI_remlink, but with some added checks, and enhanced readability.
Co-authored-by: Nate Rupsis <nrupsis@gmail.com>
Pull Request #104437
Straightforward port. I took the oportunity to remove some C vector
functions (ex: copy_v2_v2).
This makes some changes to DRWView to accomodate the alignement
requirements of the float4x4 type.
When activating a rotation with the Transform gizmo for example, some
gizmos are hidden but they don't reappear when changing the mode.
Make sure the gizmos corresponding to the mode always reappear.
The `SNAP_FORCED` setting is set to the operation and not the snap
status.
Therefore, this option should not be cleared along with the other
statuses when resetting snapping.
Move then the location of this setting to `TransInfo::modifiers`.
This makes the code more readable.
In this commit also the `int curr_side_unclamp` member was moved to
`EdgeSlideParams` as it is a common value for all "Containers".
Whenever a transform operation is activated by gizmo, the gizmo
modal is maintained, but its drawing remains the same even if the
transform mode or constrain is changed.
So update the gizmo according to the mode or constrain set.
NOTE: Currently only 3D view gizmo is affected
Straightforward port. I took the oportunity to remove some C vector
functions (ex: `copy_v2_v2`).
This makes some changes to DRWView to accomodate the alignement
requirements of the float4x4 type.
Also minor changes in comments:
- Reference BLENDER_HISTORY_FILE instead of the literal file-name
(simplifies looking up usage).
- Use usernames in tags, as noted in code-style.
Change the 2D Gizmo drawing function to provide a usable transform matrix,
if it would otherwise be degenerate.
Differential Revision: https://developer.blender.org/D17113
On some occasions, as in cases where transform operations are triggered
via gizmos, the constrain orientations that can be toggled with
multiple clicks of X, Y or Z were repeated.
There is no use in maintaining repeated orientations.
There is not much documentation on the "snap_point" property, but by
code it is possible to note that it serves to set a target snap point
and is of internal use as it is hidden from the Redo panel.
However, this property was still very dependent on Tools settings and
if set to an operator's call, it changes the scene configurations
inadequately.
Therefore,
- remove this dependency from UI for rotation and resize operators,
- do not change the state of the snap in the scene and
- cleanup the code.
Some transform modes are changeable, so callbacks should be reset
together.
Currently the unchanged `transform_matrix` callback is not a major
issue as it is only used for gizmos and gizmos stop updating when
changing the operator type.