Cleanup: use usernames in code-comments
Also remove my name in a few cases where it doesn't seem necessary.
This commit is contained in:
@@ -152,10 +152,8 @@ struct LayerTypeInfo {
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* (there should be (sub element count)^2 weights per element)
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* count gives the number of elements in sources
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*
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* \note in some cases \a dest pointer is in \a sources
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* so all functions have to take this into account and delay
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* applying changes while reading from sources.
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* See bug #32395 - Campbell.
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* \note in some cases `dest` pointer is in `sources` so all functions have to take this
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* into account and delay applying changes while reading from sources. See #32395.
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*/
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cd_interp interp;
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@@ -46,8 +46,6 @@
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* This is getting a bit complicated with the addition of unfilled splines and end capping -
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* If large changes are needed here we would be better off using an iterable
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* BLI_mempool for triangles and converting to a contiguous array afterwards.
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*
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* - Campbell
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*/
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#include <algorithm> /* For `min/max`. */
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@@ -81,7 +81,7 @@ BLI_INLINE void bm_vert_calc_normals_accum_loop(const BMLoop *l_iter,
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static void bm_vert_calc_normals_impl(BMVert *v)
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{
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/* Note on redundant unit-length edge-vector calculation:
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/* NOTE(@ideasman42): Regarding redundant unit-length edge-vector calculation:
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*
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* This functions calculates unit-length edge-vector for every loop edge
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* in practice this means 2x `sqrt` calls per face-corner connected to each vertex.
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@@ -106,7 +106,7 @@ static void bm_vert_calc_normals_impl(BMVert *v)
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*
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* In conclusion, the cost of caching & looking up edge-vectors both globally or per-vertex
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* doesn't save enough time to make it worthwhile.
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* - Campbell. */
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*/
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float *v_no = v->no;
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zero_v3(v_no);
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@@ -1383,8 +1383,8 @@ static bool ui_but_event_property_operator_string(const bContext *C,
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{
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/* Context toggle operator names to check. */
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/* This function could use a refactor to generalize button type to operator relationship
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* as well as which operators use properties. - Campbell */
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/* NOTE(@ideasman42): This function could use a refactor to generalize button type to operator
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* relationship as well as which operators use properties. */
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const char *ctx_toggle_opnames[] = {
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"WM_OT_context_toggle",
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"WM_OT_context_toggle_enum",
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@@ -969,15 +969,14 @@ uiButStore *UI_butstore_create(uiBlock *block)
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void UI_butstore_free(uiBlock *block, uiButStore *bs_handle)
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{
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/* Workaround for button store being moved into new block,
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/* NOTE(@ideasman42): Workaround for button store being moved into new block,
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* which then can't use the previous buttons state
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* ('ui_but_update_from_old_block' fails to find a match),
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* (#ui_but_update_from_old_block fails to find a match),
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* keeping the active button in the old block holding a reference
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* to the button-state in the new block: see #49034.
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*
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* Ideally we would manage moving the 'uiButStore', keeping a correct state.
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* All things considered this is the most straightforward fix - Campbell.
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*/
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* All things considered this is the most straightforward fix. */
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if (block != bs_handle->block && bs_handle->block != nullptr) {
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block = bs_handle->block;
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}
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@@ -805,7 +805,8 @@ static int edbm_rip_invoke__vert(bContext *C, const wmEvent *event, Object *obed
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} while ((l_iter = l_iter->radial_next) != l_first);
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}
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else {
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/* looks like there are no split edges, we could just return/report-error? - Campbell */
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/* NOTE(@ideasman42): It looks like there are no split edges,
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* we could just return/report-error? */
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}
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}
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@@ -110,14 +110,17 @@ struct UndoMesh {
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int selectmode;
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char uv_selectmode;
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/** \note
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* This isn't a perfect solution, if you edit keys and change shapes this works well
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* (fixing #32442), but editing shape keys, going into object mode, removing or changing their
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* order, then go back into editmode and undo will give issues - where the old index will be
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* out of sync with the new object index.
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/**
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* The active shape key associated with this mesh.
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*
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* NOTE(@ideasman42): This isn't a perfect solution, if you edit keys and change shapes this
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* works well (fixing #32442), but editing shape keys, going into object mode, removing or
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* changing their order, then go back into edit-mode and undo will give issues - where the old
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* index will be out of sync with the new object index.
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*
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* There are a few ways this could be made to work but for now its a known limitation with mixing
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* object and editmode operations - Campbell. */
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* object and edit-mode operations.
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*/
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int shapenr;
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#ifdef USE_ARRAY_STORE
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@@ -550,8 +550,8 @@ static void createTransObject(bContext *C, TransInfo *t)
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td->flag |= TD_SKIP;
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}
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else if (BKE_object_is_in_editmode(ob)) {
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/* The object could have edit-mode data from another view-layer,
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* it's such a corner-case it can be skipped for now - Campbell. */
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/* NOTE(@ideasman42): The object could have edit-mode data from another view-layer,
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* it's such a corner-case it can be skipped for now. */
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td->flag |= TD_SKIP;
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}
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}
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@@ -1363,10 +1363,10 @@ static void edge_slide_apply_elem(const TransDataEdgeSlideVert *sv,
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}
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else {
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/**
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* Implementation note, even mode ignores the starting positions and uses
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* NOTE(@ideasman42): Implementation note, even mode ignores the starting positions and uses
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* only the a/b verts, this could be changed/improved so the distance is
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* still met but the verts are moved along their original path (which may not be straight),
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* however how it works now is OK and matches 2.4x - Campbell
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* however how it works now is OK and matches 2.4x.
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*
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* \note `len_v3v3(curr_sv->dir_side[0], curr_sv->dir_side[1])`
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* is the same as the distance between the original vert locations,
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@@ -3112,10 +3112,10 @@ void UV_OT_select_linked_pick(wmOperatorType *ot)
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* \{ */
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/**
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* \note This is based on similar use case to #MESH_OT_split(), which has a similar effect
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* but in this case they are not joined to begin with (only having the behavior of being joined)
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* so its best to call this #uv_select_split() instead of just split(), but assigned to the same
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* key as #MESH_OT_split - Campbell.
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* NOTE(@ideasman42): This is based on similar use case to #MESH_OT_split(),
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* which has a similar effect but in this case they are not joined to begin with
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* (only having the behavior of being joined) so its best to call this #uv_select_split()
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* instead of just split(), but assigned to the same key as #MESH_OT_split.
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*/
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static int uv_select_split_exec(bContext *C, wmOperator *op)
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{
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@@ -31,7 +31,7 @@
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namespace blender::geometry {
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/* Store information about an island's placement such as translation, rotation and reflection. */
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/** Store information about an island's placement such as translation, rotation and reflection. */
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class UVPhi {
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public:
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UVPhi();
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@@ -506,11 +506,11 @@ static bool rna_Armature_collections_override_apply(Main *bmain,
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* handled below this switch. */
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break;
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case LIBOVERRIDE_OP_REPLACE:
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/* These are stored by Blender when overridable properties are changed on the root
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* collections, However, these are *also* created on the `armature.collections_all` property,
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* which is actually where these per-collection overrides are handled. This doesn't seem to
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* be proper behavior, but I (Sybren) also don't want to spam the console about this as this
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* is not something a user could fix. */
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/* NOTE(@sybren): These are stored by Blender when overridable properties are changed on the
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* root collections, However, these are *also* created on the `armature.collections_all`
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* property, which is actually where these per-collection overrides are handled.
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* This doesn't seem to be proper behavior, but I also don't want to spam the console about
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* this as this is not something a user could fix. */
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return false;
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default:
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/* Any other operation is simply not supported, and also not expected to exist. */
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@@ -1092,9 +1092,9 @@ void RNA_def_struct_sdna(StructRNA *srna, const char *structname)
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ds = rna_find_def_struct(srna);
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/* There are far too many structs which initialize without valid DNA struct names,
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* this can't be checked without adding an option to disable
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* (tested this and it means changes all over - Campbell) */
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/* NOTE(@ideasman42): There are far too many structs which initialize without valid DNA struct
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* names, this can't be checked without adding an option to disable
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* (tested this and it means changes all over). */
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#if 0
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if (DNA_struct_find_nr_wrapper(DefRNA.sdna, structname) == -1) {
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if (!DefRNA.silent) {
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@@ -8949,13 +8949,13 @@ void pyrna_free_types()
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/**
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* \warning memory leak!
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*
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* There is currently a bug where moving the registration of a Python class does
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* NOTE(@ideasman42): There is currently a bug where moving the registration of a Python class does
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* not properly manage reference-counts from the Python class. As the `srna` owns
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* the Python class this should not be so tricky, but changing the references as
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* you'd expect when changing ownership crashes blender on exit so I had to comment out
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* the #Py_DECREF. This is not so bad because the leak only happens when re-registering
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* (continuously running `SCRIPT_OT_reload`).
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* - Should still be fixed - Campbell
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* This should still be fixed.
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*/
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PyDoc_STRVAR(pyrna_register_class_doc,
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".. function:: register_class(cls)\n"
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@@ -93,9 +93,9 @@ typedef struct TexResult {
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/* This one uses nodes. */
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/**
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* \warning if the texres's values are not declared zero,
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* WARNING(@ideasman42): if the texres's values are not declared zero,
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* check the return value to be sure the color values are set before using the r/g/b values,
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* otherwise you may use uninitialized values - Campbell
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* otherwise you may use uninitialized values.
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*
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* Use it for stuff which is out of render pipeline.
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*/
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