This operator allows to create a new stroke joining several selected points of different strokes.
The new stroke will use the current material.
To use, first select the points to be merged. Optionally can remove the old points and strokes.
The operator is available in Edit mode in the Specials menu and Stroke menu.
Has some advantages over existing options.
- Using material links color to rendering with no way to vary colors
if objects share a material.
- Random gives no control, objects may randomly have the same color,
duplicating an object often changes it's color.
Also remove special case when no items are selected,
since this only has one or two menu items, one being the add menu
which can be better accessed from the header or add shortcut.
If the no-selection case is to have it's own alternate menu - it should
be more complete before enabling.
Instead of link toggle with enum, use a single popover that contains
both settings. The code for this isn't nice - needing 3x panels for now.
See D4075
NLA requires a usable default value for all properties that
are to be animated via it, without any exceptions. This is
the real cause of T36496: using the default of 0 for a scale
related custom property obviously doesn't work.
Thus, to really fix this it is necessary to support configurable
default values for custom properties, which are very frequently
used in rigs for auxiliary settings. For common use it is enough
to support this for scalar float and integer properties.
The default can be set via the custom property configuration
popup, or a right click menu option. In addition, to help in
updating old rigs, an operator that saves current values as
defaults for all object and bone properties is added.
Reviewers: campbellbarton, brecht
Differential Revision: https://developer.blender.org/D4084
This aims to resolve a conflict where some users want to keep keyboard
axis setting global, even when the orientation is set to something else.
Move/rotate/scale can optionally each have a separate orientation.
Some UI changes will be made next.
Show backface culling option even with rendered shading since it doesn't
yet support meshes two-sided option (noted as TODO).
Also correct bad string comparison.
This resolves this issue where users would enable a snapping mode
besides incremental (vertex for eg), then notice strange behavior w/
rotate and scale.
While this ability can be useful, it's quite an obscure use case.
Now changing snap-modes keeps rotate and scale using incremental snap,
with the option for these modes to be affected by other snapping modes.
D4022 by @kioku w/ own minor edits.
- This extends context menus, checking the selection in some cases
to conditionally show operators.
- When nothing is selected, add, paste .. etc are added to the menu.
- Use columns when mixed mesh modes are used (vert/edge/face).
- Move armature naming operators into sub-menu.
See D4043
Shadow focus let the user choose how hard are is the shadows transition.
Harder shadow transition can be used for stylistic effects or more uniform
shading.
Make shadow orientation respect the same orientation as the studio light
(view from +Y direction aka. front view). Make the default shadow direction
more similar to the default light position (the default light object, not
the default studio lighting).
This option is per viewport.
Having view space shading make sense when working on isolated objects like
if you were holding them in your hands. But for entire scene work, it is
better to have the lighting fixed to have a better spatial representation.
This changes a bit how the userprefs solid lights works. They are not
visible until enabling the "Edit Solid Light" checkbox. Once enabled the
current studiolight used for solid mode will be overwritten.
Once the lighting settings are tweaked, the user can click the
"Save as Studio light" button to save the current settings.
This makes it easy to create new lighting without messing the other
presets.
The studio lights are stored as ASCII files on the disk using a dead
simple custom format.
The UI/UX is not perfect and will be improved in other commits.
Also includes:
* Separate LookDev HDRI selection from Solid Lights
* Hide LookDev HDRIs from the Solid Lights selection list
The old onion skinning used in 2.7x has been ported and converted to 2.8. Only basic features have been included. For more advanced onion skin features, use grease pencil objects.
Onion Skin is supported in View 3D and Sequencer.
This is in order to have more flexible ligthing presets in the future.
The diffuse lighting from hdris was nice but lacked the corresponding
specular information. This is an attempt to make it possible to customize
the lighting and have a cheap/easy/nice-looking pseudo-PBR workflow.
* Add cheap PBR to Workbench with fresnel and better roughness support.
This improves the look of the metallic surfaces and is easier to control.
* Add ambient light to studio lights settings: just a constant color added
to the shading.
* Add Smooth option to studio lights settings: This option fakes the
effect of making the light bigger making the lighting smoother for this
light. Smoother lights gets reflected like a background hdri.
* Change default light settings to include the smooth params.
* Remove specular highlights from flat shading. (could be added back but
how do we make it good looking?)
* If specular lighting is disabled, use base color without using metallic.
* Include a lot of code simplification/cleanup/confusion fix.