... instead of modifying the argument.
This will make the method usable in python API and will not incur
permormance penalty because named return value optimization (NRVO)
is a thing since C++11.
But even if copy is not elided vector is moved instead of copied.
https://en.cppreference.com/w/cpp/language/copy_elision
The use of printf, wxLogDebug, and std::err/std::out causes excessive
debugging output which makes finding specific debugging messages more
difficult than it needs to be.
There is still some debugging output in test code that really needs to
be moved into a unit test.
Add debugging output section to the coding policy regarding debugging
output.
Remove some hacks related to postprocessing (not need now because the
previous postprocessing improvements, light parametrization could be
used for tune or future parameters could be implemented)
This introduces layer handling to a lot of the geometry routines.
Many of them don't do much with it now, but it does help multi-layer
zones and will help when padstacks are implemented.
Swap syncs can limit the redraw rate as the screen waits for previously
issued syncs. Setting this to -1 allows for adaptive swapping
(resorting to unsynced if it falls behind) if it is supported by the
card but will fall back to unsynced (0) if the adaptive is not
supported.
Fixes https://gitlab.com/kicad/code/kicad/issues/4226
Various architecture upgrades to support this.
Creating a BOARD now requires a valid PROJECT, which caused
some (mostly transparent) changes to the Python API internals.
ADDED: Project local settings file
CHANGED: Board design settings are no longer stored in PCB file
CHANGED: Net classes are no longer stored in PCB file
CHANGED: Importing board settings now reads boards, not just projects
Fixes https://gitlab.com/kicad/code/kicad/-/issues/2578
Fixes https://gitlab.com/kicad/code/kicad/-/issues/4070
There were a lot of plotters, exporters, etc. that were rolling their
own implementations.
This also introduces a lazily-built set of SHAPE objects for doing
collision detection and some forms of rendering (and later DRC).
Dragging filled zones in OpenGL was extremely slow due to the
invalidated triangulation cache. Moving the zone should also move the
triangles and keep the cache valid.
It's currently only supported in the Footprint Editor. It could be
easily added to the board editor (all the code is there), but the board
editor is a little short on room in the drawing tools toolbar.
Move the camera out to its own so that everything else is board-
related, and then rename BOARD_ADAPTER.
At some point the flags should probably be moved out too, and they
can have the EDA_3D_SETTINGS name.