Also access the evaluated deform mesh with a function rather than
directly from object runtime data. The goal is to make it easier to use
implicit sharing for these meshes and to improve overall const
correctness.
Remove all BLF "_ex" versions of functions by using default arguments.
These functions only differ by having an optional argument that can
return extra details about the result of the operation. This PR just
make these part of the main function as optional arguments with default
values - all nullptr.
Pull Request: https://projects.blender.org/blender/blender/pulls/119994
Move the public functions from the editors/object (`ED_object.hh`)
header to the `blender::ed::object` namespace, and move all of the
implementation files to the namespace too. This provides better code
completion, makes it easier to use other C++ code, removes unnecessary
redundancy and verbosity from local uses of public functions, and more
cleanly separates different modules.
See the diff in `ED_object.hh` for the main renaming changes.
Pull Request: https://projects.blender.org/blender/blender/pulls/119947
Keep each function's declaration in the header file associated with its
module. Arguably mode switching should be more organized, but for now
it's better to just declare functions in more predictable places.
These functions were declared in the editors/mesh module but
defined in the editors/object module. This commit moves them to
a separate header associated with the object editors module.
The issue was that the clamping to the bounds happened before the rounding to the increment step.
In the reported case this led to a divide by 0 error.
The fix is to do the increment first, then the clamp to bounds.
This was reported by Raymond Luc on #117287
Pull Request: https://projects.blender.org/blender/blender/pulls/119367
The depsgraph CoW mechanism is a bit of a misnomer. It creates an
evaluated copy for data-blocks regardless of whether the copy will
actually be written to. The point is to have physical separation between
original and evaluated data. This is in contrast to the commonly used
performance improvement of keeping a user count and copying data
implicitly when it needs to be changed. In Blender code we call this
"implicit sharing" instead. Importantly, the dependency graph has no
idea about the _actual_ CoW behavior in Blender.
Renaming this functionality in the despgraph removes some of the
confusion that comes up when talking about this, and will hopefully
make the depsgraph less confusing to understand initially too. Wording
like "the evaluated copy" (as opposed to the original data-block) has
also become common anyway.
Pull Request: https://projects.blender.org/blender/blender/pulls/118338
The ID remapper code was already largely defined in a CPP struct
(IDRemapper). Make this an actual class, and remove the C API wrapper
around.
This makes the code cleaner, easier to follow, and easier to extend or
modify in the future.
Pull Request: https://projects.blender.org/blender/blender/pulls/118146
Although the information displayed in the status bar is strictly
speaking reports, it makes sense to translate them using the Interface
setting instead of Reports, as the tool names and stats terms are
also translated in other UI places (toolbar, menus).
This change includes status bars statistics and keymaps, and viewport
statistics.
The change is quite extensive as it is all or nothing. Translating
keymaps using Interface means some status messages will include them
indirectly, and thus cannot use Reports without having a weird mix of
original and translated words. In turn, having only some messages
translated would be even more confusing.
The result is that all messages related to input are now translated with
Interface, which I think also makes sense.
Discussed as a followup to !116804.
-----
cc. @gtitaev
Pull Request: https://projects.blender.org/blender/blender/pulls/117234
The previous commit introduced a new `RPT_()` macro to translate
strings which are not tooltips or regular interface elements, but
longer reports or statuses.
This commit uses the new macro to translate many strings all over the
UI.
Most of it is a simple replace from `TIP_()` or `IFACE_()` to
`RPT_()`, but there are some additional changes:
- A few translations inside `BKE_report()` are removed altogether
because they are already handled by the translation system.
- Messages inside `UI_but_disable()` are no longer translated
manually, but they are handled by a new regex in the translation
system.
Pull Request: https://projects.blender.org/blender/blender/pulls/116804
Pull Request: https://projects.blender.org/blender/blender/pulls/116804
Due to changes in the build environment shader_builder wasn't able to
compile on macOs. This patch reverts several recent changes to CMake files.
* dbb2844ed9
* 94817f64b9
* 1b6cd937ff
The idea is that in the near future shader_builder will run on the buildbot as
part of any regular build to ensure that changes to the CMake doesn't break
shader_builder and we only detect it after a few days.
Pull Request: https://projects.blender.org/blender/blender/pulls/115929
Move the contents of `ANIM_bone_collections.h` into its C++
`ANIM_bone_collections.hh` sibling. Blender is C++ by now that we can do
without the C header.
No functional changes.
`GroupNodeComputeContext` is the more correct name because it's
specifically about a group node that invokes another node tree.
The old name makes it sound like it should be used because a node group
is invoked but does not tell anything about what invoked it.
For example, the current context in a node group can also be a
`ModifierComputeContext` if that's what invoked it.
Previously, the geometry nodes modifier was converting the
viewer path to a compute context at the same time as it was
setting up side effect nodes for the geometry nodes evaluation.
Now, this is changed to be a two step process. First, the viewer
path is converted to the corresponding compute context.
Afterwards, a separate function sets side effect nodes up so
that the given node in the given compute context will be evaluated.
This has three main benefits:
* More obvious separation of concerns.
* Can reuse the code that maps a viewer path element to a compute
context already.
* With gizmo nodes (#112677), it may become necessary to add side
effect nodes based on a compute context, but without having a
corresponding viewer path.
Previously, it was only possible to inspect the data from the first iteration. That
applied to both, the viewer node as well as socket inspection. Now, there is a
new `Inspection Index` setting in the zone properties. It specifies which iteration
should be used by the inspection features.
In theory we could support features like counting the index from the end, but
that can be done separately as well, as it likely requires more UI.
Pull Request: https://projects.blender.org/blender/blender/pulls/112818