* Volume preservation had wrong bounds in
elastic deform brush leading to wrong
behavior.
* Fixed unprojected_radius channel not
being shown in header when scene radius
unit is on.
* Draw face sets now only fully rebuild draw buffers
in indexed draw modes that require it.
* This was actually kind of annoying; the
vertex->face-area-list code is in pbvh and
relies on edge ordering
around verts, but that order is non-trivial for
PBVH_FACES (relying as it does on a vertex->poly
map). This ordering was calculated entirely in
editors/sculpt_paint/sculpt.c, not callable from
pbvh.
* The solution was to add a helper function to pbvh
for building vertex->edge lists from vertex->poly
maps. This is then used by both sculpt.c and the
vertex->face-area-list code.
* Also improved boundary bevel smooth a bit. I'm
thinking of extracting it from SCULPT_neighbor_coords_average_interior
into its own function and possibly its own brush.
* Paint now has a brush_eval field which
is used in leu of ->brush if non-null.
* This lets us get rid of all the annoying:
`brush = ss->cache ? ss->cache->brush : BKE_paint_brush`
code. Now it's just BKE_paint_brush.
* Used by SCULPT_run_command.
* Also fixed nasty scene spacing bug.
* Fixed PBVH_FACES vcol draw bug.
* Fixed boundary smooth being turned on
if its temp customdata layer exists.
* Fixed unnesting of brush panels from
last commit improperly showing up
in the workspace tab for sculpt
instead of the brush tab.
related fixes
Various fixes so sculpt_init_tool_override_channels
for shift-smooth can replicate the prior behavior:
* Brush spacing will now look up brush channel
spacing directly for sculpt, instead of relying
on copying the channel data into Brush.
* Brush spacing code will now use brush channel
pressure for sculpt. Fixes broken shift-smooth
pen pressure.
* The falloff_curve channel is now automatically
added (before it was only used internally by
command lists, the code was defaulting to
the Brush field otherwise).
* BrushCurve now has an option for custom curve
presets to have negative slopes.
* The Falloff panel now puts the type dropbox
inside the panel header.
* Falloff panel also now uses brush channel data in
sculpt mode.
* falloff_shape is now a brush channel
In a somewhat unrelated change, I also unnested the
Brush Settings subpanels. It's been driving me
insane for a very, very long time. Much more
usable this way.
color filter options from
sculpt-mode-features
* Follows comment in mesh filter's randomize and
uses BLI_hash_int_3d.
* Added a seed parameter.
* Also renamed SCULPT_get_mdyntopo to SCULPT_get_sculptvert.
* Mask by color now works for dyntopo.
* Attribute and vertex color lists in the UI
now hide temporary CD layers.
* Added a specific op for removing vertex color
attributes.
* Fixed various bugs.
It simply wasn't maintainable to store active/render
vertex color layer as integer indices into the
global attribute list. Making that work would've
required a great deal of boilerplate that would
have to be inserted in lots of places. There
is simply no justification for doing that.
Instead, I've coded an AttributeRef struct that
simply stores a (type, name, domain) triplet to
uniquely reference an attribute layer.
This will be submitted as a patch for master
too.
* Brush input mappings now have three
inheritance mode: "always", "never" and
"channel" (use channel's inheritance mode).
* Note that the UI exposes a single inherit icon,
which just toggles between "always" and
"never," to lessen user confusion.
* Brush mappings default to "never" inheritance
mode.
* Fixed wrong node update flag in bke_pbvh_insert_face_finalize
leading to disappearing parts of the mesh.
Support the ability to close relevant characters like '(', '[' and '{'.
It will also delete the pair character if they're empty.
Ref D13119
Reviewed By: campbellbarton
#### Motivation
The View pie menu is a convenient way to access operators such as `Frame Selected` and `Frame All` which are usually mapped to `PERIOD` or `HOME` keys on the right side of most keyboard, making it hard hard to reach with the left hand.
The motivation for this patch comes from working with a 75% keyboard (no numpad). Most laptops face a similar problem.
#### Implementation
The View pie menu has been added to the following editors and sub-modes where applicable:
* Node Editor
* Video Sequencer
* Dopesheet
* Graph
* NLA
* Image
* Clip
* Outliner
More options could definitely be added to this menu for convenience, as long as it maintains the common options in the same place (Frame Selected on the left, Frame All on the right).
For positioning I went with the following layout:
{F11791186, size=full}
I've added `Zoom 1:1`to the Image Editor and the VSE Preview since there is no way to reset the zoom on keyboards without numpad (unless Emulate Numpad is turned on).
The Outliner uses `Show Active` and `Show Hierarchy` which are the closest ones to the equivalent in other editors. Should `Show Active` be renamed to `Frame Selected`?
The shortcut assigned is the same as the 3D Viewport (`ACCENT_GRAVE`).
#### Screenshots
Node Editor
{F11778387, size=full}
Dopesheet
{F11778400, size=full}
Graph
{F11778403, size=full}
Image Editor (Paint and View)
{F11791113, size=full}
Image Editor (Mask)
{F11791114, size=full}
UV Editor
{F11791119, size=full}
Clip Editor (Tracking)
{F11791137, size=full}
Clip Editor (Mask)
{F11791140, size=full}
Clip Editor (Graph)
{F11791151, size=full}
View operators are not yet implemented in Clip Editor Dopesheet mode (left a note about this in the menu poll).
Reviewed By: #user_interface, campbellbarton
Differential Revision: https://developer.blender.org/D13169
Because the menus list several gizmo visibility settings it makes grammatical sense that the panel name is plural.
This also matches the "Overlays" menu.
Since the recent change to context paths to use the arrow icon instead of the triangle (D13106),
the `SMALL_TRI_RIGHT_VEC`is no longer used. This patch removes the icon and all references.
- Replace `SMALL_TRI_RIGHT_VEC` with `RIGHTARROW` in Freestyle UI
- Remove references to `SMALL_TRI_RIGHT_VEC` and `ICON_SMALL_TRI_RIGHT_VEC`.
Fix for built-in add-ons has been done in rBAcc2f71bfe9b0/rBAa84028f8a89a.
This will be added to the list of breaking changes [[ https://wiki.blender.org/wiki/Reference/Release_Notes/3.0/Python_API#Breaking_Changes | in the Wiki ]].
Reviewed By: Severin
Differential Revision: https://developer.blender.org/D13130
* Mesh now has a render_color_index member.
+ We really need an attribute ref system
based on (domain, type, name) triplets.
* RNA uses render_color_index in all three
cases (loop colors, vert colors, and
the generic attribute types).
* PBVH draw uses render_color_index too.
UI list.
* Added an index to Mesh for active color attribute.
This seems janky to me, shouldn't this (along
with the active attribute index) be a
domain, name, cdtype triplet?
* Added a little api to preserve the active attribute
and color indices when changing mesh customdata
layouts. See above comment.
* The vertex color panel is now completely unified.
* TODO: allow setting render color layer (not sure how
to do this).
Expose transform tools when in weight paint mode with pose-mode enabled,
displaying transform tools in the toolbar, as is already done in
object & pose mode.
These are only shown when weight-paint + pose mode are active at once.
This allows single key-strokes to activate tools, needed when
tool-access is set as the default action for G/R/S key bindings.
Reviewed By: JulienKaspar
Ref D13028
This new option allows to combine all layers in the active one. Also the merge down option has been improved.
Reviewed By: mendio, pablo vazquez (UI)
Differential Revision: https://developer.blender.org/D13054
Even never-shown RNA properties should have at least a description, as
this is used by API doc generation scripts.
NOTE: this is more of an opportunistic set of changes than a proper
complete fix of that loack of documentation.
The name and tooltip were talking about file-lists, which exposes the
fact that the Asset Browser uses the File Browser code in the UI, which
we shouldn't do. This can confuse users.
Instead have a dedicated operator for the Asset Browser with a proper
name and tooltip.
* Sculpt viewport header is now auto-generated in
much the same way as the workspace buttons
and right click menu.
* Added an API in the python code to insert
bits of UI code after a brush channel, currently
used to add flip colors operator.
* Added icon to add brush channels to header in
brush edit mode.
* Updated input mappings UI.
The name and tooltip were talking about file-lists, which exposes the
fact that the Asset Browser uses the File Browser code in the UI, which
we shouldn't do. This can confuse users.
Instead have a dedicated operator for the Asset Browser with a proper
name and tooltip.