Cleanup: Format
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158dbc1b10
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@ -1124,9 +1124,9 @@ void fcurve_to_keylist(AnimData *adt, FCurve *fcu, AnimKeylist *keylist, const i
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}
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void action_group_to_keylist(AnimData *adt,
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bActionGroup *agrp,
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AnimKeylist *keylist,
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const int saction_flag)
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bActionGroup *agrp,
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AnimKeylist *keylist,
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const int saction_flag)
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{
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if (agrp) {
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/* loop through F-Curves */
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@ -49,7 +49,7 @@ namespace blender::ed::greasepencil {
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void set_selected_frames_type(bke::greasepencil::Layer &layer,
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const eBezTriple_KeyframeType key_type);
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/* Creates duplicate frames for each selected frame in the layer. The duplicates are stored in the
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* LayerTransformData structure of the layer runtime data. This function also unselects the
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* selected frames, while keeping the duplicates selected. */
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@ -53,69 +53,66 @@ void draw_keyframe_shape(float x,
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/* Channel Drawing ------------------ */
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/* F-Curve */
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void ED_add_fcurve_channel(ChannelDrawList *draw_list,
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AnimData *adt,
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FCurve *fcu,
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float ypos,
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float yscale_fac,
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int saction_flag);
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AnimData *adt,
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FCurve *fcu,
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float ypos,
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float yscale_fac,
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int saction_flag);
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/* Action Group Summary */
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void ED_add_action_group_channel(ChannelDrawList *draw_list,
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AnimData *adt,
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bActionGroup *agrp,
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float ypos,
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float yscale_fac,
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int saction_flag);
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AnimData *adt,
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bActionGroup *agrp,
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float ypos,
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float yscale_fac,
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int saction_flag);
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/* Action Summary */
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void ED_add_action_channel(ChannelDrawList *draw_list,
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AnimData *adt,
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bAction *act,
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float ypos,
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float yscale_fac,
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int saction_flag);
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AnimData *adt,
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bAction *act,
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float ypos,
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float yscale_fac,
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int saction_flag);
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/* Object Summary */
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void ED_add_object_channel(ChannelDrawList *draw_list,
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bDopeSheet *ads,
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Object *ob,
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float ypos,
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float yscale_fac,
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int saction_flag);
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bDopeSheet *ads,
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Object *ob,
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float ypos,
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float yscale_fac,
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int saction_flag);
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/* Scene Summary */
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void ED_add_scene_channel(ChannelDrawList *draw_list,
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bDopeSheet *ads,
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Scene *sce,
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float ypos,
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float yscale_fac,
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int saction_flag);
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/* DopeSheet Summary */
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void ED_add_summary_channel(ChannelDrawList *draw_list,
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bAnimContext *ac,
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bDopeSheet *ads,
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Scene *sce,
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float ypos,
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float yscale_fac,
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int saction_flag);
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/* DopeSheet Summary */
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void ED_add_summary_channel(
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ChannelDrawList *draw_list, bAnimContext *ac, float ypos, float yscale_fac, int saction_flag);
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/* Grease Pencil cels channels */
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void ED_add_grease_pencil_cels_channel(ChannelDrawList *draw_list,
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bDopeSheet *ads,
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const GreasePencilLayer *layer,
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float ypos,
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float yscale_fac,
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int saction_flag);
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bDopeSheet *ads,
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const GreasePencilLayer *layer,
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float ypos,
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float yscale_fac,
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int saction_flag);
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/* Grease Pencil layer group channels */
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void ED_add_grease_pencil_layer_group_channel(ChannelDrawList *draw_list,
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bDopeSheet *ads,
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const GreasePencilLayerTreeGroup *layer,
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float ypos,
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float yscale_fac,
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int saction_flag);
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bDopeSheet *ads,
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const GreasePencilLayerTreeGroup *layer,
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float ypos,
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float yscale_fac,
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int saction_flag);
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/* Grease Pencil data channels */
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void ED_add_grease_pencil_datablock_channel(ChannelDrawList *draw_list,
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bDopeSheet *ads,
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const GreasePencil *grease_pencil,
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const float ypos,
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const float yscale_fac,
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int saction_flag);
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bDopeSheet *ads,
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const GreasePencil *grease_pencil,
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const float ypos,
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const float yscale_fac,
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int saction_flag);
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/* Grease Pencil Layer */
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void ED_add_grease_pencil_layer_legacy_channel(ChannelDrawList *draw_list,
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@ -148,7 +148,10 @@ int64_t ED_keylist_array_len(const AnimKeylist *keylist);
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/* F-Curve */
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void fcurve_to_keylist(AnimData *adt, FCurve *fcu, AnimKeylist *keylist, int saction_flag);
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/* Action Group */
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void action_group_to_keylist(AnimData *adt, bActionGroup *agrp, AnimKeylist *keylist, int saction_flag);
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void action_group_to_keylist(AnimData *adt,
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bActionGroup *agrp,
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AnimKeylist *keylist,
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int saction_flag);
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/* Action */
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void action_to_keylist(AnimData *adt, bAction *act, AnimKeylist *keylist, int saction_flag);
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/* Object */
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@ -485,7 +485,8 @@ void USDMaterialReader::set_principled_node_inputs(bNode *principled,
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set_node_input(coat_input, principled, "Coat", ntree, column, &context);
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}
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if (pxr::UsdShadeInput coat_roughness_input = usd_shader.GetInput(usdtokens::clearcoatRoughness)) {
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if (pxr::UsdShadeInput coat_roughness_input = usd_shader.GetInput(usdtokens::clearcoatRoughness))
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{
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set_node_input(coat_roughness_input, principled, "Coat Roughness", ntree, column, &context);
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}
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