- Read-only access can often use EvaluationContext.object_mode
- Write access to go to WorkSpace.object_mode.
- Some TODO's remain (marked as "TODO/OBMODE")
- Add-ons will need updating
(context.active_object.mode -> context.workspace.object_mode)
- There will be small/medium issues that still need resolving
this does work on a basic level though.
See D3037
Brushes themselves are still affected by the mask, but the viewport is not
showing the mask. This way it's easier to see details while sculpting.
Studio request by Julien Kaspar
This commit introduces the following changes:
* Modified the poll callback on the "Update Paths" operator for bones
so that it only checks if there are bones that have motion paths
(instead of checking whether the active bone has paths).
This makes it easier to update paths without having to first select one
that has them - useful when the paths are all on hidden/hard-to-select bones.
* Add a readonly property, "has_motion_paths" to the animviz.motion_path
RNA struct, providing easier access to the internal flag used above.
This makes it possible for the UI to display the "Update" button without
having to check various bones for motion paths.
Notes:
* The flag being used in these changes already existed, and was only really
intended for internal use. However, since it was already used in many places
for determining if auto-update of all bone paths was needed (e.g. after certain
editing ops), it should be safe to use here too.
* The update_paths operator currently bakes all paths when activated, so there's
currently no loss of functionality with changing to not checking if the active
bone has any paths (e.g. we couldn't only update the active bone only either).
That is still listed as a todo in the code.
Engine is not stored in WorkSpaces. That defines the "context" engine, which
is used for the entire UI.
The engine used for the poll of nodes (add node menu, new nodes when "Use Nodes")
is obtained from context.
Introduce a ViewRender struct for viewport settings that are defined for
workspaces and scene. This struct will be populated with the hand-picked
settings that can be defined per workspace as per the 2.8 design.
* use_scene_settings
* properties editor: workshop + organize context path
Use Scene Settings
==================
For viewport drawing, Workspaces have an option to use the Scene render
settings (F12) instead of the viewport settings.
This way users can quickly preview the final render settings, engine and
View Layer. This will affect all the editors in that workspace, and it will be
clearly indicated in the top-bar.
Properties Editor: Add Workspace and organize context path
==========================================================
We now have the properties of:
Scene, Scene > Layer, Scene > World, Workspace
[Scene | Workspace] > Render Layer > Object
[Scene | Workspace] > Render Layer > Object > Data
(...)
Reviewers: Campbell Barton, Julian Eisel
Differential Revision: https://developer.blender.org/D2842
This makes brush influence into a tube instead of a sphere.
It can be used along the outline of a mesh to adjust it's silhouette.
Note that all this takes advantage of changes from vertex paint,
from testing this seems useful so exposing from the brush options.
This secondary accumulation option accumulated brush falloff.
The same option in image painting accumulates color
as vertex paiht 'Spray' does.
Giving this option different behavior for vertex paint seems strange.
Also this is basically increasing falloff over time.
Remove the new code, expose existing 'Spray' as 'Accumulate'
to match other paint modes.
Notes:
- Changes in paint_vertex.c were simple to merge, mainly related on passing
evaluation context.
- Conflicts in EditDM and drawmesh.c are solved using code from blender2.8
branch. Those areas are deprecated and not to be used in final release.
However, it's possible that some reference code from master is lost, so
keep attention when adding alpha support for vertex painting.
This makes vertex paint match image painting more closely.
- Add falloff shape option sphere/circle
where sphere uses a 3D radius around the cursor and
circle uses a 2D radius (projected), like previous releases.
- Add normal angle option so you can control the falloff.
- Add Cull option, to paint onto faces pointing away.
Disabling normals, culling and using circle falloff
allows you to paint through the mesh.
GSOC 2017 by Darshan Kadu, see: D2859.
This is a partial merge of some of the features from
the soc-2017-vertex_paint branch.
- Alpha painting & drawing.
- 10 new color blending modes.
- Support for vertex select in vertex paint mode.
2016 GSOC project by @nathanvollmer, see D2150
- Mirrored painting and radial symmetry, like in sculpt mode.
- Volume based splash prevention,
which avoids painting vertices far away from the 3D brush location.
- Normal based splash prevention,
which avoids painting vertices with normals opposite the normal
at the 3D brush location.
- Blur mode now uses a nearest neighbor average.
- Average mode, which averages the color/weight
of the vertices within the brush
- Smudge mode, which pulls the colors/weights
along the direction of the brush
- RGB^2 color blending, which gives a more accurate
blend between two colors
- multithreading support. (PBVH leaves are painted in parallel.)
- Foreground/background color picker in vertex paint
In the future we should make these two buttons on one line
However because we need `gen_context = 'PAINT_STENCIL'`
this is a little hard and we need to find a proper solution.
One might be using `context_pointer_set`
Patch by @craig_jones with edits by @blendify
Differential Revision: https://developer.blender.org/D2710
In the future we should make these two buttons on one line
However because we need `gen_context = 'PAINT_STENCIL'`
this is a little hard and we need to find a proper solution.
One might be using `context_pointer_set`
Patch by @craig_jones with edits by @blendify
Differential Revision: https://developer.blender.org/D2710
Although this wasn't so obvious since it
only showed up for factory settings and in the preferences window.
Panel display order depends on registration order,
Sorry for the noise. On the bright side we no longer need to move
classes around to re-arrange panels.
This commit introduces the ability to use the Robert Penner easing equations
or a Custom Curve to control the way that the "Interpolate Sequence" operator
interpolates between keyframes. Previously, it was only possible to get linear
interpolation between the gp frames.
Workflow:
1) Place current frame between a pair of GP keyframes
2) Open the "Interpolate" panel in the Toolshelf
3) Choose the interpolation type (under "Sequence Options")
4) Adjust settings (e.g. if you're using "Custom Curve", use the curvemap widget
to define the way that the interpolation proceeds)
5) Click "Sequence" to interpolate
6) Play back/scrub the animation to see if you've got the result you want
7) If you need to make some tweaks, undo, or delete the generated keyframes,
then repeat the process again from step 4 until you've got the desired result.
This should make it easier to sculpt in high resolutions, downside is that the new way to calculate maximum edge length is a bit less intuitive. Maximum edge length used to be calculated as blender_unit * percentage_value, now it's blender_unit / value.
Reused old DNA struct member, but had to bump subversion to ensure correct compatibility conversion. Also changed default value slightly (would have had to set to 3.333... otherwise).
Was Requested by @monio (see https://rightclickselect.com/p/sculpting/zpbbbc/dyntopo-better-scale-input-in-constant-detail-mode) and I think it's worth testing.
Feature request during bconf, makes sense to have it even as an hack for
now, since this is probably one of the most common use cases. This should
be redone in bmesh once we have proper custom noramls handling in edit mode...
- Access with Shift-LMB or from the 'Create' toolbar tab.
- Uses curve fitting for bezier curves, with error and corner angle options.
- Optional tablet pressure to curve radius mapping.
- Depth can use the cursor or optionally draw onto the surface,
for the entire stroke or using the stroke start.
- Stroke plane can optionally be perpendicular to, or aligned to the surface normal.
- Optional radius tapering and for start/end points.
- Supports operator redo and calling from Python.
Now using same UI as in object/armature properties, also save one line in 3DView panesl. ;)
Nothing crucial there, but nice & safe to backport to 2.77 imho.