Replace per UV map selection with a single UV selection for all UV's.
This uses the same data as UV sync select, meaning that it's no longer
possible to keep a different selection when sync-select is disabled.
There is a minor improvement to functionality - previously not possible
to de-select a single face surrounding by selected faces.
Now this is possible because true face selection is supported.
The selection from the active UV-map is converted to use the shared
selection data.
Ref !147523
Co-authored-by: Hans Goudey <hans@blender.org>
Support sync selection in the UV editor, with face-corner selection,
so it's possible to select individual UV vertices/edges in the UV editor
without UV's attached to the same underlying edge also becoming selected.
There is limited support for maintaining the UV selection when selecting
from the 3D viewport, common operations such as picking &
box/circle/lasso select support this, however other selection operations
such as "Select Random" or "Select Similar" will clear this data,
causing all UV's connected to selected mesh elements to become selected.
We may add support for additional operators as needed.
Details:
- UV Sync Selection is now enabled by default.
- In edit-mode the UV selection is stored in BMLoop/BMFace which are
written to custom-data layers when converted to a Mesh.
- To avoid unnecessary overhead - this data is created on demand.
Operators may clear this data - selecting all or none do so,
as there is no reason to store this data for a uniform selection.
- The Python API includes functions to synchronize the selection to/from
UV's as well as flushing based on the mode.
- Python scripts that manipulate the selection will either need to clear
this synchronized state or maintain it.
See:
- Design task: #78393.
- Implementation task: #131642.
Ref !138197
Based on the Python API for UV selection (!138197),
some methods that set the selection need a flush down argument too,
name the argument more clearly so the same name can be used by
all selection functions.
Support optionally flushing down:
- faces -> edges & verts.
- edges -> verts.
For C++ selection logic flushing down is avoided as it's an extra step
and instead, selection logic must take care to de-select edges/faces
before selection, so any shared vertices or edges are selected.
Flushing down means scripts can set the selection on faces or edges,
then flush this to all other elements without being concerned with
the order they have been set.
Ref !147351
The BMesh::selectmode is expected to be set when performing any
selection operations on the BMesh. While it wasn't possible to set
the select_mode to zero from Python, this meant assigning the attribute
from one BMesh to another could fail with an exception.
Aside from this, selection logic wouldn't work as expected.
Ref !147278
The naming was confusing as only some selection flushing functions
were intended to be used when elements had been selected or de-selected.
Replace these with a single function that takes a "select" argument.
This commit moves the freestyle edge and face mark tags to become
generic attributes, similar to other changes over the past years. The
attributes are called "freestyle_edge" and "freestyle_face", and they're
now propagated like regular boolean attributes.
Compatibility wise, forward and backward blend file compatibility are
maintained (for forward compatibility this is implemented a bit
differently than in the past because of the ongoing `AttributeStorage`
transition). In the Python API, `use_freestyle_mark` has been removed;
the attribute API should be used instead (just like bevel weights).
The BMesh (`freestyle`) accessors are removed too.
The conversions benefit from the fact that bit-wise, the old structs are
the same as `bool`, so we can convert to the old and new formats without
reallocating arrays.
Pull Request: https://projects.blender.org/blender/blender/pulls/141996
In most (cases functions returning a PyObject pointer
requires it to be used by the caller, declare functions in the Python
API with the `nodiscard` attribute.
Python 3.14 has moved some functionality into the public API,
use the updated names even with older Python versions.
Also resolve an error caused by variable reuse with delayed annotation
evaluation for TextureProperties_MixIn on startup.
Resolve#140695.
* Remove `DEG_get_evaluated_object` in favor of `DEG_get_evaluated`.
* Remove `DEG_is_original_object` in favor of `DEG_is_original`.
* Remove `DEG_is_evaluated_object` in favor of `DEG_is_evaluated`.
Pull Request: https://projects.blender.org/blender/blender/pulls/138317
Every call to BM_faces_join and BM_faces_join_pair has been adjusted to
provide the new face pointer, and a BLI_assert_msg has been added so
that doubles are now consistently identified and flagged as a problem.
BM_faces_join is now also capable of automatically reusing a double
when it is found. This new behavior is currently unused at this point.
Future patch-sets will begin to use it, allowing simplification of
calling functions.
Ref: !137406
Even though from an internal standpoint one could also just use INT
layers (if I understand correctly they are both handled as long?), we
can just support getting/setting bool layers in
the bmesh layer API as well (otherwise, it looks impossible to access
boolean attributes in bmesh).
Pull Request: https://projects.blender.org/blender/blender/pulls/134344
The newly added "tangent_pair" calculation functions meant the names
didn't read well in some cases, use this style of naming for clarity:
- BM_face_calc_tangent_from_*
- BM_face_calc_tangent_pair_from_*
When using clangd or running clang-tidy on headers there are
currently many errors. These are noisy in IDEs, make auto fixes
impossible, and break features like code completion, refactoring
and navigation.
This makes source/blender headers work by themselves, which is
generally the goal anyway. But #includes and forward declarations
were often incomplete.
* Add #includes and forward declarations
* Add IWYU pragma: export in a few places
* Remove some unused #includes (but there are many more)
* Tweak ShaderCreateInfo macros to work better with clangd
Some types of headers still have errors, these could be fixed or
worked around with more investigation. Mostly preprocessor
template headers like NOD_static_types.h.
Note that that disabling WITH_UNITY_BUILD is required for clangd to
work properly, otherwise compile_commands.json does not contain
the information for the relevant source files.
For more details see the developer docs:
https://developer.blender.org/docs/handbook/tooling/clangd/
Pull Request: https://projects.blender.org/blender/blender/pulls/132608
Replace plain-text type information with the type syntax used
for Python's type annotations as it's more concise, especially for
callbacks which often didn't include useful type information.
Note that this change only applies to inline doc-strings,
generated doc-strings from RNA need to be updated separately.
Details:
- Many minor corrections were made when "list" was incorrectly used
instead of "sequence".
- Some type information wasn't defined in the doc-strings and has been
added.
- Verbose type info would benefit from support for type aliases.
- `_PySet_NextEntry` has been removed, use generic iterator access
which will has some additional overhead as it needs to create
an iterator to access the values.
- Add v3.13 compatibility defines to account for renaming:
_PyObject_LookupAttr -> PyObject_GetOptionalAttr
_PyLong_AsInt -> PyLong_AsInt
- Unfortunately use of Python's internal API needs to be used to
inspect op-codes in `bpy_driver.cc`.
Testing GLTF/FBX IO there isn't any significant performance impact
from these changes.
Resolves#123871.
This replaces the older dynamic c array macros with blender::Vector in
bmesh_polygon_edgenet. This is the only remaining use of the old array
machinery and removal of `BLI_array.h / .c` can happen immediately
afterwards.
See #103343
Pull Request: https://projects.blender.org/blender/blender/pulls/119975