That one was hairy... To summarize:
* We were setting Bone.head/tail (aka **local** rest location of bone) from EditBone data, using **EditBone's parent computed armature space**.
* We use those local head/tail to define Bone's restpose (in `BKE_armature_where_is_bone()`), using **Bone's parent armature space** (aka parent's arm_mat).
* Because of bone's roll nightmare, the two above parent's matrices will often not be the same.
In an ideal world, this should not affect locations (head/tail), but in real world of float it does - noticeably, in some extreme cases.
So! This commit cleans up things a bit (`fix_bonelist_roll()` was already doing much more than just fixing roll mess, has been renamed
to `armature_finalize_restpose()`), and ensures we do use (final!) parent's arm_mat local space to compute children's local head/tail as well.
This allows us to avoid too much imprecision here.
Checked the patch also with a complete Victor's rig from Gooseberry, seems to have no nasty side effects - fingers crossed!
`fix_bonelist_roll()` is already recursive, and was calling recursive `BKE_armature_where_is_bone()` twice!
Changed `BKE_armature_where_is_bone()` to controll whether we recurse over children or not.
With full Victor's rig, we gain 16% in `ED_armature_from_edit()` (from 31ms to 26ms).
With a dummy test-case 100 bones chain, we gain 80% in `ED_armature_from_edit()` (from 1.25ms to 0.25ms).
Not crucial, but still worth it. ;)
This causes no change in behavior, since code was alreadying doing
a no-op in bmesh_edge_separate if the edge is a boundary.
But it tripped an assert, annoying in debug builds.
We want to leave assert in bmesh_edge_separate in case callers
expect there to be separate loops after this always.
So putting test in caller.
(Same worry about bmesh_urmv_loop? I checked callers and they
appear OK to me - they deal with the no-op return.)
The detection of needed sharp edges (based on given loop normals) would not fully work
on first run in case we started with a complete smooth cyclic loop fan (edge between
first and last loop of the fan would not get checked).
get_keyframe_extents() would add an extra frame in case of mono-key fcurves in selected set...
Now do the 'not same start/end frames' check later, and also use floor/ceil instead of round
(we want to start at frame 3 if first key is at frame 3.8, reversed-same goes for end frame).
Since data transfer when called from this tool has reversed behavior (it transfers **towards**
active object, as previous tool), we have to also reverse source/destination layers selection options.
Also fix 'reverse' option being saved, otherwise calling regular operator after 'transfer weights'
would stay in reverse mode, ugly!
Raw int pixels can be nice in some cases (much less memory used), but converting to/from float values
(as e.g. expected by/from Image) is not simple in py, error prone and rather slow.
triangles.
This made the normal-related artifacts of projection painting much more
apparent. Now we do culling based on
whole polygons. Pure backface culling still uses individual
triangles.
painting.
Also system added a brush every time it found no paint brush in the
system which is not what we would want.
Solution:
* Brush panel stays visible always, regardless of whether there is a
brush or not.
* We search for first available brush when we find no brush in paint
struct instead of always generating a new one.
* Generating and searching for a brush take a mode argument now. Needed
some refactoring to users of BKE_paint_init as well.
* Did some style cleanups for paint mode enums.
Patch is big but it's mostly argument refactoring.