Generated with include-what-you-use and applied conservatively. Only OrcaSlicer's own headers, the ones under src/ and tests/, are removed or forward-declared; standard-library and third-party includes are left alone. An include is removed only when both the Release and the Debug configuration leave it unused, never from inside a conditional block, and never from a file with platform-specific blocks, which only gain includes. Files whose only use of a header sits behind a feature or debug macro (libvgcode's OpenGL ES and marker code, the ARACHNE/TESTS_EXPORT_SVGS debug output) keep their includes.
clonable_ptr.hpp gains #pragma once; it had no include guard and was only safe while Config.hpp was its sole includer.
* Add Missing Includes Across src/slic3r/GUI
Every GUI source and header now directly includes the headers declaring what it uses, rather than relying on the precompiled header or transitive includes. Generated with clang-tidy misc-include-cleaner, plus one hand edit making CalibrationPanel.hpp self-contained.
* Drop the OS-Specific Includes Added Outside Their Platform Guards
GLib, GTK, D-Bus and POSIX headers are only used inside platform #if blocks, which already include them. Added unconditionally at the top of the file they broke the Windows build.
* Add the clang-tidy Configuration That Generated These Includes
Only misc-include-cleaner's missing-include check, with the headers it must never suggest: per-platform, internal and OS-specific ones that would break other platforms or are not meant to be included directly.
* Match Windows Paths in the clang-tidy Ignore List
Header paths use backslashes on Windows, so every / in a pattern is now [/\\]. The Windows SDK headers are ignored alongside the other OS-specific ones, and the list is one pattern per line. Suggested by @raistlin7447 from a Windows clang-cl run.
Meeting the triangle budget by merging flat faces alone no longer raises the warning, and the
warning now quotes the budget instead of the triangle count left after the flat faces were merged.
Unwrapped, it ran past the edge of the panel and pulled the layout with
it. Counts under a million now read in thousands, so a 119 k budget is
no longer shown as 0.1 M.
Relief preserved from an earlier bake is counted on top of the budget
instead of eating into it: baking a second area went from ~214 k
triangles to the ~1000 k it was given.
When the resolution needs more triangles than the budget allows, it is
said before the bake under Resolution and again afterwards.
A layer split into ~1000 colour fragments (a colour texture baked over a
large top face) made several per-fragment loops redo whole-layer ClipperLib
work, so slicing took ~33 min; it now takes ~3 min with the same output.
- make_fills: clip the layer's no-overlap area to each expolygon's box
before intersecting
- discover_vertical_shells: small-piece filter compares only against the
nearby part of the layer
- bridge_over_infill: whole-layer union/diff/intersections restricted to the
candidate's neighbourhood; fill boundary expanded once per spacing; anchor
tree built only from lines crossing the scan range; bbox pre-check in the
collision test; limiting outline taken directly instead of through
expand(..., 0.3 * flow.spacing()), which offsets by 0.135 scaled units
(flow.spacing() is in mm) and only cost a whole-layer pass per candidate
- Bake job: include GUI.hpp for show_error()
- Texture panel: select/erase whole model next to the paint tools, brush
size slider back on the same row
- Bake: each layer is sampled only on its own painted area; analytic
projections used to stack every layer over every painted region, so the
top layer's texture showed on all of them (colour sampler too)
- Auto resolution follows the texture's texel size and sharpness again
- Unwrap: charts cut by each face's own normal (a cube gives 6 islands, not
12 triangles); non-disk charts (tubes, closed shells) are split until they
flatten; connected nets test real triangle overlap, grow from the largest
chart and are packed side by side
- UV edits are stored per unwrapped copy, so dragging a seam vertex no
longer moves its copies in neighbouring islands
- UV pane: tool strip with unwrap settings moved in from the panel, sharp
HiDPI icons, clearer island/edge/selection drawing with hover, texture
picker from the thumbnail, texture no longer lost on reopen (GL state
from the 3D view, background upload retries)
- Panel: whole-model select/erase as icons in the tools row; inactive
layers' paint shown muted; colour textures shown in colour in the picker
- Built-in displacement texture library
- Tests for unwrap segmentation, connected nets, UV edits and per-layer
sampling