* 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.
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.
* 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.
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
For some reason the Annotate tool has an extra padding when compared to
other tools. This makes the UI to flicker a bit (specially with D12939
applied).
Differential Revision: https://developer.blender.org/D12943
Make the "xform" tool/gizmo available for strip transformations in the
sequencer preview window.
Because of the amount of hacks needed to make the gizmo work nicely with
multiple strips at the same time, it was decided to only show the
translate gizmo when multiple strips are selected.
This is because the transforms with multiple strips would appear buggy
because of our lack of shearing support in the transform system.
There is also currently no way to properly sync the gizmo drawing with
the transform when using multiple strips.
Reviewed By: Richard Antalik, Campbell Barton
Differential Revision: http://developer.blender.org/D12729
- Use 2D cursor in the preview space using shortcuts
matching the UV editor and 3D view.
- Add Cursor tool, cursor transform.
- Support for cursor and bound-box pivot.
- Add pivot pie menu.
interface to mask expand in "selection"
mode.
Leftclick runs normal expand.
Shfit-leftclick subtracts from mask.
Pressing CTRL inverts adding/subtracting
Face set extrude now mostly works, thought it's
still buggy and unstable in DynTopo mode.
Interfacing PBVH_BMESH with the BMOp API
turned out to have a few nasty gotchas; the last commit
fixed a lot of things but some rethinking of the basic
design still needs to happen.
Labels in headers reserved space for an icon even when no icon was used.
This is caused by the shared function ui_text_icon_width adding 1.5x
a buttons X-units width the the width of the string.
Menu buttons detected this and subtracted the extra padding.
Instead of adding the same workaround for labels,
add ui_text_icon_width_ex that takes a padding argument.
Add presets for 'default', 'compact' and 'none' to avoid duplicating
padding values.
This allows removal of hard-coded label scaling for the add-object tool.
By default, we'll always get a falloff like this from the tool:
{F10559413}
But in the context of using vertexgroups in modifiers/modeling, a choice
on how the gradient falloff of the Weightpaint Gradient tool is shaped
would be desirable:
"real" linear:
{F10559416}
Custom:
{F10559421}
{F10559428}
The way the Weightpaint gradient tool works is a bit outside the usual
tools that use brushes [even though it creates a brush on the fly in
`WPGradient_userData`].
However, it does not have an entry in `eBrushWeightPaintTool` and adding
one there does not play nice for the same reasons (not "really" being
integrated in the brush-based tools).
So in order to expose the brush curve in the UI, we would have to do one
of the following:
- [1] try to use `VIEW3D_PT_tools_brush_falloff`, for this to work:
-- make all kinds of exception in python super classes [`FalloffPanel`,
`BrushPanel`, `UnifiedPaintPanel`, ... -- including making real entries
in `eBrushWeightPaintTool`] to get a proper tool mode and...
-- .. to also make sure Falloff Shape and Front-Face Falloff are not
available [which the tool seems to just not support in its current form]
- [2] just have a simple, contained panel for this tool alone
This patch implements [2] and adds it as part of the ToolDef (could also
be done in `VIEW3D_HT_tool_header`, but again, I think this is nice to
keep separate from the usual tools)
{F10559482}
{F10559485}
Testfile:
{F10559442}
Fixes T91636
Maniphest Tasks: T91636
Differential Revision: https://developer.blender.org/D12614
This adds constrained angle mode improvements,
snapping to global and local orientation,
visible distance and angle measurements,
undo capability,
x-ray mode,
multi-object edit mode.
See https://developer.blender.org/D12600 for more details.
Note: this project moved some of the default keymappings
around a bit, as discussed with users in the thread
https://devtalk.blender.org/t/gsoc-2021-knife-tool-improvements-feedback/19047
We'll change the manual documentation in the next couple of days.
Add tools for image manipulation in sequencer preview region.
This includes:
- Translate, rotate and resize operators, tools and gizmos
- Origin for image transformation
- Median point and individual origins pivot modes
- Select and Box select operator works in preview
- Image overlay drawing
ref T90156
Reviewed By: campbellbarton
Differential Revision: https://developer.blender.org/D12105
Expose a key-map preference "Fallback Tool (RMB)",
disabled by default.
The right mouse button uses the fallback tool
(currently visible selection tool in the toolbar),
instead of always tweaking.
When any selection tool is active, right mouse always tweaks.
To enable fallback selection on RMB, set the "Right Mouse Select Action"
to "Selection Tool".
Internal changes:
- Add fall-back key-maps, separate key-maps needed for when the tool is
run as a fall-back. This is needed so RMB-select can support fall-back
tools, so left-mouse can be used when it's the active tool and RMB
can be used as a fall-back action when another tool is active.
- Add options field to tools so tools without gizmos can enable the
full-back tool keymap.
- Support multiple key-maps for keymap handlers.
- Fall-back keymaps now co-exist with the tool-keymaps.
So both keymaps may be active at once - using different mouse buttons.
When gizmos are in use, a highlighted gizmo prioritizes the
tool-keymap over the fall-back keymap.
Resolves T83690.
Reviewed By: JulienKaspar
Ref D12493
The inset tool requires moving the cursor towards the center of the
selection, making it nearly impossible to use the inset tool
when the view was aligned with the vertical handle.
Use custom settings for VIEW3D_GGT_tool_generic_handle_free
to make it draw hollow, as large as the scale tool.
Resolves T87991.
Also:
* added BMLog function to save mesh IDs.
- Used by SCULPT_UNDO_DYNTOPO_BEGIN/END instead of
saving the whole mesh, which was the previous behavior.
* SCULPT_UNDO_DYNTOPO_BEGIN no longer pushes a non-dyntopo
geomtry undo node, as this is no longer necassary.
This greatly speeds up going into/out of sculpt mode
with dyntopo enabled, as before it was copying
the mesh twice.
Previously, this option was not exposed in the UI, only for the clip editor.
There were also multiple rna properties that did the same thing for each of the 2D editors.
There was also an issue where the property enum items were the same as the 3d view which didnt make much sense.
Reviewed By: antoniov
Differential Revision: https://developer.blender.org/D12027
It uses a simple LSCM-like solver; hold ctrl to do simple
laplacian relaxation.
There are some interesting artistic possibilities to using
DynTopo with UV maps, the point of this tool is to help
explore them.
Note that I'm not planning to merge this into master with
the rest of this branch. When the time comes I plan to
move it into a new branch for sculpt research stuff.
Added missing topbar in VSE.
Also added the Stabilizer options to Topbar for all modes.
Reviewed By: mendio, pepeland
Maniphest Tasks: T86465
Differential Revision: https://developer.blender.org/D11347