If all vertices in the sculpt are visible create the new face set and
update the default face set. This is the same as disabling the overlay,
so it will not have the extra performance cost of rendering a colored
face set twice that gives no information.
Reviewed By: jbakker
Differential Revision: https://developer.blender.org/D7530
Generic snap gizmo to be used for different tools.
The Gizmo can be configured initially by the following properties:
- `"snap_elements_force"`, `"prev_point"`
The following properties can be read as return:
- `"location"`, `"normal"`, `"snap_elem_index"`
This property can be linked to another (tool_setting.snap_elements):
- `"snap_elements"`
And this 3 extra utilities have been added:
- `ED_gizmotypes_snap_3d_draw_util`,
- `ED_gizmotypes_snap_3d_context_get`,
- `ED_gizmotypes_snap_3d_update`.
Differential Revision: https://developer.blender.org/D7071
Add selection syncing for object add named (e.g. drag and drop from
outliner to 3D view), outliner right click (a sync when the context menu
is cancelled), and for object selection from Python.
This implements a general system to implement drag and drop, subpanels,
and UI animation for the stack UIs in Blender. There are NO functional
changes in this patch, but it makes it relatively trivial to implement
these features for stacks.
The biggest complication to using panels to implement the UI for lists
is that there can be multiple modifiers of the same type. Currently there
is an assumed 1 to 1 relationship between every panel and its type, but
there can be multiple list items of the same type, so we have to break
this relationship. The mapping between panels and their data is stored
with an index in the panel's runtime struct.
To make use the system for a list like modifiers, four components
must be added:
1. A panel type defined and registered for each list data type, with a
known mapping between list data types and panel idnames.
1. A function called by interface code to build the add the panel
layouts with the provided helper functions.
- UI_panel_list_matches_data will check if the panel list needs to
be rebuilt.
- UI_panels_free_instanced will remove the existing list panels
- UI_panel_add_instanced adds a list panel of a given type.
3. An expand flag for the list data and implementations of
get_list_data_expand_flag and set_list_data_expand_flag.
4. For reordering, the panel type's reorder callback. This is called
when the instanced panels are drag-dropped. This requires
implementing a "move to index" operator for the list data.
Reviewed By: Severin, brecht
Differential Revision: https://developer.blender.org/D7490
The grab mode was not correctly implemented, so the way it was working
was confusing for users.
- Grab delta was calculated in increments from the last stroke position, so it did not match the behavior of a grab brush. I refactored the grab delta calculation to make this change more explicit.
- Grab displacement was not calculated from the original coordinates
- Grab was using an incorrect strength
Grab is now setting the position of the affected vertices directly and
the constraints solve the rest of the cloth. I also tried to implement
an alternative version based on applying forces to move the vertices to
the grab position, but I think this is more controllable and the grab
falloff can be adjusted by tweaking the simulation falloff.
Reviewed By: sergey
Differential Revision: https://developer.blender.org/D7756
When the brush size is bigger than the entire mesh, fdata.tot_co can be
0, so the pose origin will default to (0,0,0), which does not make much
sense. After this patch, the pose origin will be set to the farthest
vertex from the pose origin, which at least should be in the surface of
the mesh and in most cases in the direction the pose brush was already
detecting the origin.
Reviewed By: sergey
Differential Revision: https://developer.blender.org/D7773
The implementation of this function should match the one in
SCULPT_vertex_co_get. This does not solve the issue when sculpting with
modifiers active but I think this code is wrong
Reviewed By: sergey, brecht
Differential Revision: https://developer.blender.org/D7805
* Simplify workspace API a bit
* Comment on behavior of workspace-layout relations where exposed in API
* Remove annoying getters/setters
* Avoid lookups if we can early exit
* A NULL check is removed in `direct_link_workspace()` that I don't see
a need for. Am not 100% sure though, fingers crossed.
In general these changes should improve readability and make things
easier to reason about.
Adds support for Windows Shell Links (shortcuts) to the File Browser. Extended Mac Alias usage. Better visualization of linked items.
Differential Revision: https://developer.blender.org/D7380
Reviewed by Campbell Barton
The exec method was totally wrong and also the UI panel was not logic.
Also changes to make the transformation smoother and the code more simple.
Reviewed By: lichtwerk, mendio
Maniphest Tasks: T76522
Differential Revision: https://developer.blender.org/D7741
When editing a complex curve is very annoying to have all handles at a time. Also, this is a requirement for the current GSoC Edit Grease Pencil using curves.
I have seen that this improvement can be used in any other area of blender, so I have decided to publish the option in the overlay panel..
Reviewed By: fclem, #user_interface, billreynish, Severin
Differential Revision: https://developer.blender.org/D7754
Due to recent changes clicks in the node editor would trigger a
depsgraph update resulting in too many redraws. This patch limits
the updates to when workbench shown in texture mode in any visible
screen.
There are still cases where too many updates are created. For example when
there are a Cycles render viewport and a Workbench texture viewport on the
same screen.
This fix is meant as a workaround. The actual fix should add a mechanism
to the depsgraph and the viewports should check if they need to be redrawn.
Reviewed By: Brecht van Lommel
Differential Revision: https://developer.blender.org/D7830
Allow use of the full width of visible borders when dragging to resize areas.
Differential Revision: https://developer.blender.org/D7823
Reviewed by Brecht Van Lommel
The solution is to distribute the drawing for part to be done in 3d
(dashed lines, arc) and another part in 2d (text and caps).
Ref T72121
Reviewed By: fclem
Maniphest Tasks: T72121
Differential Revision: https://developer.blender.org/D6361
This is an alternative deformation brush for the Pose Brush intended
quickly change the proportions of the mesh. The regular mode scales
using the segment's origin as a pivot. The inverted mode drags the
entire segment using the grab delta.
The only difference with the regular pose brush is that it is not
compatible with IK, so the option is disabled and set to 1 segment. The
rest of the options should work as expected.
Reviewed By: sergey
Differential Revision: https://developer.blender.org/D7374
clicking Image Aspect
Calculate with positive areas here and ensure stencil_dimension stays
positive.
Maniphest Tasks: T76267
Differential Revision: https://developer.blender.org/D7821
This change is yet to be followed by a more comprehensive design
proposal including:
* How to differentiate the modes apart.
* More clear definition of tools and the rules for their components (gizmo, cursor).
* Selection as a non-tool vs drag option.
This can be revisited for 2.90 with more time. For now the UI team
agrees to revert this.
--
This reverts commit 4aa703aa14.
This resolves a performance regression in 2.8x where every edit-mode
update performed an edit-mesh to mesh conversion.
Now the conversion will be lazily initialized if/when it's required.
New BKE_mesh_wrapper_* functions abstract over mesh data access.
Currently only edit-mesh and regular meshes are supported.
In the future sub-surface meshes may be supported too.
The operators to open the Preferences, Driver Editor, or Info Log window did
not work when executed from another operator or the Python console. Should work
for all of these now.
I considered using operator properties instead, so the position could be set by
a script, with some fallback (e.g. current window center). But decided that's
not really worth the boilerplate and decreased code readability. Can still be
done if there's a need for it.
Allow setting drivers and keyframes for the bone visibility restriction
icon in the outliner. Before the button was a simple icon button, but it
is now connected to the RNA property to show the driven or keyframed
state.
Also when hiding a bone from the outliner it would be deselected, but
from the properties editor it would remain selected. This moves the
deselection to the RNA update function to ensure the bone is always
deselected.
Differential Revision: https://developer.blender.org/D7825
If the redo panel was made visible with the same size it had before
(e.g. stored in the file), the runtime region coordinates wouldn't get
set and ended up being all 0. E.g. the simplest way to cause this was
having a collapsed HUD, saving the file, re-opening it with the same
effective DPI and doing an operation so the closed HUD would appear
again.
Now the size is always recalculated if the visibility state of the HUD
changes.