The option is separated from the solid mode color option.
Random color uses the same method as solid mode.
Selection state is indicated by a brighter color that is outside the
brightness range of the unselected state colors. The active state is
indicated by the outlines that is, now, still drawn in wireframe mode.
Coloring of the selection / active outline is not optimal because it
can look ugly in some cases of color combination. But the outline color
is using index range coloring so it's not trivial to change the color of
the outline per object. For now we use the same outline color used in solid
mode for consistency and also still add an emphasis on the selected objects.
The Single color option uses the theme color. Maybe it would be nice to
change the name of it in a latter commit to avoid confusion.
These are place-holders with only a few items in each, as with the rest
of the context menus they need to be populated & organized.
Weight Paint 'weight' shortcut has been changed from W to Ctrl-F,
to co-exist w/ the context menu shortcut.
That one is utterly ugly fix really, but unfortunately a proper one
would require some changes to our RNA (or more precisely, pyrna) code,
so that when we subscript a dynamically generated RNA collection, the
item is somehow duplicated (and probably 'assigned' to its py object?),
before the temp RNA array memory is freed...
[re-committing]
We still control this in the viewport collections visibility menu. But
now we are actually changing the visibility of the collections, not of
the objects.
If a collection is indirectly invisible (because one of its parents are
invisible) we gray it out.
Also if you click directly in the collection names, it "isolates" the
collection by hiding all collections, and showing the direct parents and
all the children of the selected collection.
Development Note:
Right now I'm excluding the hidden collections from the depsgraph.
Thus the need for tagging relations to update.
If this proves to be too slow, we can change.
this can now be found in the sidebar View panel
- uses existing 'lock_camera_and_layers' but renames the property to
'use_local_camera'
- uses RNA_def_property_boolean_negative_sdna to flip the value
- remove the local view code in
rna_SpaceView3D_lock_camera_and_layers_set
- update Python code
- update Addons code will be separate commit
Fixes T60756
Reviewers: billreynish, brecht
Maniphest Tasks: T60756
Differential Revision: https://developer.blender.org/D4247
This commit groups a set of new tools that were tested in grease pencil object branch before moving to master. We decide to do all the development in a separated branch because it could break master during days or weeks before the new tools were ready to deploy.
The commit includes:
- New Cutter tool to trim strokes and help cleaning up drawings.
- New set of constraints and guides to draw different types of shapes. All the credits for this development goes to Charlie Jolly (@charlie), thanks for your help!
- Segment selection mode to select strokes between intersections.
- New operator to change strokes cap mode.
- New option to display only keyframed frames. This option is very important when fill strokes with color.
- Multiple small fixes and tweaks.
Thanks to @pepeland and @mendio for their ideas, tests, reviews and support.
Note: Still pending the final icons for Cutter in Toolbar and Segment Selection in Topbar. @billreynish could help us here?
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