In this case, we want to use defaults as defined by UI code (among other, from order of registering), there is no point in storing those data in factory startup.
152 lines
4.1 KiB
C
152 lines
4.1 KiB
C
/*
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* ***** BEGIN GPL LICENSE BLOCK *****
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*
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* This program is free software; you can redistribute it and/or
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* modify it under the terms of the GNU General Public License
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* as published by the Free Software Foundation; either version 2
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* of the License, or (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software Foundation,
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* Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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*
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* Contributor(s): Blender Foundation
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*
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* ***** END GPL LICENSE BLOCK *****
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*
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*/
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/** \file blender/blenloader/intern/versioning_defaults.c
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* \ingroup blenloader
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*/
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#include "BLI_utildefines.h"
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#include "BLI_listbase.h"
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#include "BLI_math.h"
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#include "DNA_brush_types.h"
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#include "DNA_freestyle_types.h"
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#include "DNA_linestyle_types.h"
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#include "DNA_scene_types.h"
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#include "DNA_screen_types.h"
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#include "DNA_space_types.h"
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#include "DNA_userdef_types.h"
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#include "DNA_mesh_types.h"
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#include "DNA_material_types.h"
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#include "DNA_object_types.h"
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#include "BKE_brush.h"
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#include "BKE_library.h"
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#include "BKE_main.h"
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#include "BLO_readfile.h"
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/**
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* Override values in in-memory startup.blend, avoids resaving for small changes.
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*/
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void BLO_update_defaults_userpref_blend(void)
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{
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/* defaults from T37518 */
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U.uiflag |= USER_ZBUF_CURSOR;
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U.uiflag |= USER_QUIT_PROMPT;
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U.uiflag |= USER_CONTINUOUS_MOUSE;
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U.versions = 1;
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U.savetime = 2;
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}
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/**
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* Update defaults in startup.blend, without having to save and embed the file.
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* This function can be emptied each time the startup.blend is updated. */
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void BLO_update_defaults_startup_blend(Main *bmain)
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{
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Scene *scene;
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SceneRenderLayer *srl;
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FreestyleLineStyle *linestyle;
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Mesh *me;
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Material *mat;
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for (scene = bmain->scene.first; scene; scene = scene->id.next) {
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scene->r.im_format.planes = R_IMF_PLANES_RGBA;
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scene->r.im_format.compress = 15;
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for (srl = scene->r.layers.first; srl; srl = srl->next) {
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srl->freestyleConfig.sphere_radius = 0.1f;
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srl->pass_alpha_threshold = 0.5f;
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}
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if (scene->toolsettings) {
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ToolSettings *ts = scene->toolsettings;
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if (ts->sculpt) {
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Sculpt *sculpt = ts->sculpt;
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sculpt->paint.symmetry_flags |= PAINT_SYMM_X;
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sculpt->flags |= SCULPT_DYNTOPO_COLLAPSE;
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sculpt->detail_size = 12;
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}
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}
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}
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for (linestyle = bmain->linestyle.first; linestyle; linestyle = linestyle->id.next) {
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linestyle->flag = LS_SAME_OBJECT | LS_NO_SORTING | LS_TEXTURE;
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linestyle->sort_key = LS_SORT_KEY_DISTANCE_FROM_CAMERA;
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linestyle->integration_type = LS_INTEGRATION_MEAN;
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linestyle->texstep = 1.0;
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}
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{
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bScreen *screen;
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for (screen = bmain->screen.first; screen; screen = screen->id.next) {
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ScrArea *area;
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for (area = screen->areabase.first; area; area = area->next) {
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SpaceLink *space_link;
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ARegion *ar;
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for (space_link = area->spacedata.first; space_link; space_link = space_link->next) {
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if (space_link->spacetype == SPACE_CLIP) {
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SpaceClip *space_clip = (SpaceClip *) space_link;
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space_clip->flag &= ~SC_MANUAL_CALIBRATION;
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}
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}
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/* Remove all stored panels, we want to use defaults (order, open/closed) as defined by UI code here! */
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for (ar = area->regionbase.first; ar; ar = ar->next) {
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BLI_freelistN(&ar->panels);
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}
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}
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}
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}
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for (me = bmain->mesh.first; me; me = me->id.next) {
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me->smoothresh = DEG2RADF(180.0f);
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me->flag &= ~ME_TWOSIDED;
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}
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for (mat = bmain->mat.first; mat; mat = mat->id.next) {
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mat->line_col[0] = mat->line_col[1] = mat->line_col[2] = 0.0f;
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mat->line_col[3] = 1.0f;
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}
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{
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Brush *br;
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br = BKE_brush_add(bmain, "Fill");
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br->imagepaint_tool = PAINT_TOOL_FILL;
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br->ob_mode = OB_MODE_TEXTURE_PAINT;
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br = (Brush *)BKE_libblock_find_name_ex(bmain, ID_BR, "Mask");
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if (br) {
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br->imagepaint_tool = PAINT_TOOL_MASK;
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br->ob_mode |= OB_MODE_TEXTURE_PAINT;
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}
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}
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}
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