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temp-sculpt-dyntopo
refactor-mesh-face-generic
blender-v3.3-release
refactor-mesh-corners-generic
refactor-mesh-sharp-face-generic
gpencil-new-data-proposal
overlay-next
temp-sculpt-roll-mapping
sculpt-dev
tmp-volume-matrix-api-update
tmp-eevee-shadow-commit-mp
universal-scene-description
cycles_path_guiding
temp-vulkan-descriptor-sets
tmp-eevee-shadow-commit
temp-angavrilov
asset-shelf
brush-assets-project
tmp-workbench-rewrite2
temp-T101739-fix-seam-bleeding-non-manifold
tmp-mak-012623
temp-bundled-assets
asset-lite-greasepencil
temp-pbvh-split
temp-pbvh-texpaint-automasking
microfacet_hair
tmp-worbench-rewrite2-optimizations
temp-offset-array-ref
blender-v2.93-release
blender-projects-basics
temp-pbvh-seam-texturing-tweaks
temp-nodes-group-declarations
refactor-mesh-sharp-edge-generic
temp-asset-library-all
refactor-mesh-uv-map-generic
refactor-mesh-position-generic
temp-T102440
temp-rbf-pose-blender
geometry-nodes-tetrahedralization
nodes-matrix-types
temp-xr-painting
blender-v3.4-release
geometry-nodes-simulation
bli-matrix-template
temp-linux-35x-libs
refactor-mesh-corner-normals-lazy
temp-py-gpubatch-draw-advanced
xr-dev
temp-vulkan-shader
bevelv2
soc-2022-soft-bodies
arcpatch-D16436
tmp-dynamic-usd
temp-image-engine
tmp-vfx-platform-2023
soc-2022-many-lights-sampling
tracking_tools
nla-scale-fix
principled-v2
temp-ui-cpp
temp-ghost-vulkan
tmp-libs-2.93-lts
temp-T97352-3d-texturing-seam-bleeding-b2
temp-xr-virtual-camera-experiment
temp-vse-retiming-tool
gpencil-next
temp-sculpt-brush-channel
asset-browser-grid-view
temp-asset-representation
temp-gpencil-automask
tmp_libs_34
temp-T101905-gpu-backend-argument
node-add-asset-menu
temp-collection-objects-link-multiple
temp-texture-painting-gpu
tmp-workbench-perf-experiment
tmp_usd_import_unbound_mtls
tmp-drw-split-matrix
temp-sculpt-normals-masking
temp-sculpt-cavity-mask
temp-pbvh-vbos
tmp-usd-alab-v2-T100452
refactor-mesh-selection-generic
temp-T96708-brush-texture-refactoring
temp-chunk-list
feature-imformat
temp-geometry-nodes-evaluator-refactor
refactor-mesh-bevel-weight-generic
temp-chunked-list
temp-outliner-new-element-storage
refactor-mesh-remove-pointers
soc-2022-text-usability
refactor-mesh-material-index-generic
drw-manager-next
refactor-mesh-hide-generic
blender-v3.2-release
sculpt_curve_collisions
temp-anim-editors-redo-panel-D14960-D14977
retopo_transform
temp-libepoxy
temp-T99046-platform-reference-images
geometry-nodes-rigid-body-integration
file-browser-grid-view
temp-legacy-mesh-format-option
arcpatch-D14645
soc-2022-waveform-drawing
temp-T95933-object-mode-curve-selection
temp-deform-curves-on-surface
cycles_oneapi
temp-viewport-compositor-merge
temp-texpaint-automasking
temp-deform-curves-with-surface
asset-greasepencil
temp-T99046-render-test-increase-fail-threshold
temp-T98708-gpu-conservative-depth
lineart-shadow
temp-lineart-contained
cleanup-id-override-const
temp-T98375-share-gpu-textures
wintab
temp-T97352-3d-texturing-seam-bleeding
temp-T97905-compositor-meta-data
lineart-cas-2
temp-T97272
temp-T97907-compositor-meta-data
temp-T96952
tmp-usd-mak-c87f6242
temp-outliner-library-override-hierarchy
lineart-object-load
tmp-eevee-next-merge
draw-deferred-compilation-experiment
soc-2021-porting-modifiers-to-nodes-remesh-voxel
blender-v2.83-release
tmp_lib_update_32
temp-mesh-cpp
temp-viewport-compositor-compiler
temp-T96710-pbvh-pixels
tmp-new-gpu-codegen
devirtualizer
temp-T96709-painting-target
temp-collection-assets
temp-lineart-embree
temp-multi-function-eval-varray
temp-sculpt-colors
soc-2021-curves
blender-v3.1-release
temp-vertex-paint
temp-vse-channels-edge-panning
eevee-rewrite
temp-library-overrides-outliner
cycles_hydra
temp-3d-texturing-brush-b
temp-abc-features
tmp-transform-navigate
temp-image-buffer-rasterizer
soc-2021-porting-modifiers-to-nodes-remesh-blocks
temp-3d-texture-brush-prototype
temp-fix-normals-custom-data
viewport-compositor
bli-math-basic-types
soc-2021-simulation-display
greasepencil-object
temp-license-header-spdx
KTX_support
gsoc-2021-porting-modifiers-to-nodes-solidify
2d
gltf_vtree
soc-2021-porting-modifiers-to-nodes-decimate
temp-T95279-remap-referenced-data
temp-gpu-image-engine
tmp-eevee-rewrite-compilation-error
draw-viewport-data
temp-T94900-b
temp-T94900-gpu-viewport-default-layers
temp-T94185-id-remapper-ui
tmp-workbench-shader-create-infos
blender-v3.0-release
temp-geometry-nodes-extrude-mesh
tmp-T95052
tmp-gpu-polyline-shaders
tmp-gpu-shader-descriptor-2
temp-usd-prev-export2
tmp-core-id-remap-test-cases
temp-vert-normals-cleanup
temp-move-geometry-to-cpp
tmp-vector-template
drw-gpu-wrapper
temp-geometry-nodes-extrude-and-scale
temp-scale-elements-node-test
temp-usd-udim-import
temp-copy-on-write
temp-T94185-id_remapping-experiment-a
temp-llvm-testing
nurbs-opencascade
temp-usd-preview-surf-export
soc-2021-uv-edge-select-support
T93558
temp-gpu-texture-partial-updates
gpu-shader-descriptor
temp-geometry-nodes-text
tmp-vulkan
temp-T90535-usd-alab-material-import
node-tree-update-refactor
temp-sample-sound-node
temp-interface-region-search-cpp
temp-enum-socket
temp-link-portals
temp-unity-build-test
geometry-nodes-level-set-nodes
temp-virtual-array-value-type
soc-2020-io-performance
studio-sprite-fright
temp-cycles-source-reorganize
asset-browser-snap-dragging
temp-python-zstandard
soc-2021-porting-modifiers-to-nodes-merge-by-distance
temp-compositor-cleanups
temp-eevee-gpencil-rewrite
temp-vse-handles
temp-ui-tweaks
xr-controller-support
temp-node-common-cpp
temp-varray-get-set-multiple
soc-2021-uv-editor-improvements
temp-geometry-nodes-output-attributes
soc-2021-knife-tools
temp_test_sc_keymap
cycles-x
temp-field-visualization
soc-2021-curve-fillet
temp_bmesh_multires
temp-cocoa-scroll-acceleration-fix
temp-socket-decl-refactor
fluid-mantaflow-gpu
soc-2021-vse-strip-thumbnails
temp-noise-nodes-cpp
temp-compositor-canvas
T90952
temp-parallel-multi-function
temp-geometry-nodes-fields
grab_walk_fix
soc-2021-adaptive-cloth
temp-geometry-nodes-fields--fields-jacques
temp-cpp-ghc-filesystem
temp-geometry-nodes-fields--fields
temp-geometry-nodes-fields--anonymous-attributes
refactor-idprop-ui-data
compositor-full-frame
temp-runtime-node-def
temp-geometry-nodes-fields-prototype-visualization
temp-geometry-nodes-fields-prototype
temp-multi-function-procedure
soc-2021-porting-modifiers-to-nodes_all
cycles_texture_cache
experimental-build
cycles_procedural_api
soc-2021-porting-modifiers-to-nodes-extrude-and-move
soc-2021-porting-modifiers-to-nodes-extrude
temp-geometry-nodes-expandable-geometry-socket-prototype
fluid-mantaflow-2d
windows_make_docpy
usd-importer-T81257-merge
nodes-update-readonly-tag
geometry-nodes-closest-points
tmp-buildbot-gcc-10
soc-2021-geometry-nodes-regression-test
node-group-single-socket-nodes
curve-nodes-modifier
temp-geometry-nodes-curve-sample
geometry-nodes-unnamed-attributes
temp-nodes-intersect-alt-key
tmp_arcpath-D11868
refactor-vertex-group-names
temp-gpencil-bezier-stroke-type
temp-gpu-uniform-builtin-structs
wintab_fallback_walknav
temp-socket-inspection
temp-long-link-dimming
fixed_width_integers
lineart-bvh
temp-gpencil-camera-reproject
temp-gpu-push-constants
temp-attribute-processor
temp-cpp-type-cleanup
temp-geometry-nodes-curve-deform-node
wintab-logging
fix-tablet-walk
geometry-nodes-raycast
temp-spreadsheet-row-filter
lineart-fn-cached
temp-compact-node-prototype
asset-browser
geometry-nodes-curve-to-points-node
node-editor-edge-pan
eevee-gpencil
asset-system-filelist
temp-geometry-nodes-viewer-node
lineart-fn-thread-loading
tmp-buildbot-cleanup
temp-gpencil-masking
temp-ffmpeg-4.4
temp-attributes-panel
profiler-editor
FixT87160_DSE_Channel_Selection
temp-interface-cpp
geometry-nodes-curve-support
info-editor-cpp
temp-attribute-transfer-node
virtual-array-attributes
temp-pose-slide-D9054
spreadsheet-active-node
ui-asset-view-template
temp-node-tree-pages-prototype
override-outliner-view
temp-geometry-nodes-processor-prototype
temp-any-instead-of-variant
temp-unreachable-abort
temp-spreadsheet-instances
temp-geometry-nodes-instances-api-v2
temp-geometry-nodes-instances-attributes
geometry-nodes-mesh-primitives
temp-asset-tools-prototype
temp-geometry-nodes-mesh-primitive-line
lanpr-under-gp
temp_D10504-2_nla_keyframe_remap_upper_strips
blender-v2.92-release
usd-importer-T81257
temp-spreadsheet-editor-python-prototyping
temp-spreadsheet-editor
override-refactor-tmp-2
temp-derived-node-tree-refactor
T85799
tracking_scopes
temp-icons-fixes
temp_D10504_nla_keyframe_remap_upper_strips
temp-weight_mirror
temp_T76472_graph_editor_fcurve_extrapolation
eevee-closure-lib-cleanup
eevee-dof-refactor
eevee-probe-roughness-fix
eevee-ggx-lut-fix
df0bce3f7d0
temp-geometry-nodes-instances-api
tmp-ocio-v2
temp-nodes-redesign
tracking_proportional_editing_v2
blender-v2.91-release
temp-uv-face-select-no-thresh-when-inside
temp-D10103-nla_support_strip_overlap_during_transform
fracture_modifier
temp-point-distribution-refactor-experiment
temp-experimental-cpp-math-refactor
vfx-clip-ui-update
tmp-T82230-nla_remove_hold_reset_behavior
temp-D8687-directly_select_fcurves
geometry-nodes
soc-2020-testing-frameworks
geometry-nodes-point-separate-node
temp-nla-strip-alignment
temp-atomics-int16
geometry-nodes-deduplicate-float-math
asset-metadata
geometry-nodes-active-modifier-drawing
attribute-accessor
geometry-nodes-attribute-nodes
temp-T82588-box-select-invisible-keys
greasepencil-edit-curve
codesign_error_tracker
outliner-cpp-refactor
temp-fix-headerless-panels-switch-windows
temp-gpencil-fading-modifier
temp-D8915-copy-rotation-remove-sheer
geometry-nodes-boolean-node
temp-T81874-box-select-active-keyframe
geometry-nodes-transform-node
temp-trimesh-sculpt
geometry-tree-evaluation
fcurve-modifier-panels
temp-fcurve-key-insert-follow-curve
temp-fcurve-active-keyframe-D7737
mesh-to-volume-modifier
blender-v2.90-release
soc-2020-fluid-tools
property-search-ui-v2
tmp-T80603
soc-2020-greasepencil-curve
tmp-gldebuglayer
tmp-gltexture
soc-2020-custom-menus
active-fcurve-keyframe
soc-2020-soft-body
newboolean
fail-on-memleak
soc-2020-outliner
soc-2020-production-ready-light-tree-2
soc-2020-info-editor
property-search-ui
temp-ui-button-type-refactor
soc-2020-production-ready-light-tree
particle-solver-dev
tmp-gpu-context-isolation
soc-2020-xr-input
temp-remesh-octree
mac_arm64
tmp-eevee-glsl-cleanup
tmp-pointcloud-render
buildbot-lts
asset-engine--archived
asset-uuid--archived
eevee-motionblur-object
modifier-panels-ui
temp-cycles-tbb
wm-drag-drop-rewrite
temp-lanpr-review
gsoc-2018-many-light-sampling
tmp-eevee-material-refactor
tmp-widget-opti
tmp-texture-sampler
xr-world-navigation
blender-v2.82-release
node-tree-ref
simulation-access-modifier
blenloader-decentralization
temp-test-point-cloud-simulation-depsgraph-integration
functions
builtin-simulation-nodes
performance-test
obj-import-experiments
soc-2019-openxr
vr_scene_inspection
blenloader-api
tmp-workbench-rewrite
id-ensure-unique-memory-address
simulation-tree
greasepencil-refactor
draw-colormanagement
temp-gizmo-decoupled-redraws
fluid-mantaflow
blender-v2.81-release
tmp-overlay-engine
soc-2019-bevel-profiles
temp-npr-gpencil-modifiers
soc-2019-npr
temp-gpencil-drw-engine
soc-2019-embree-gpu
temp-npr-smooth-contour
temp-lanpr-staging
filebrowser_redesign
tmp-eevee-shadowmap-refactor
vamr-openxr-module
sculpt-mode-features
soc-2019-adaptive-cloth
tmp-drw-callbatching
soc-2019-outliner
soc-2019-cycles-procedural
temp-D5423-update
temp-vr-draw-thread
blender-v2.80-release
tmp-batch-cache-cleanup
soc-2019-fast-io
temp-toolsystem-multiwindow
blender2.7
collada
soc-2018-npr
temp-keymap-industry-compat
temp-fracture-modifier-2.8
temp-dna-rename
userpref_redesign
hair_object
motion_curve_fix
collada2.8
cycles_embree
interactive_physics
temp-ui-layout-2.8
cloth-improvements
soc-2018-cycles-volumes
hair_guides_grooming
hair_guides
benchmark
soc-2018-bevel
soc-2018-hair-shader-fixes
temp-udim-images
soc-2018-hair-shader
temp-volume-object
cycles_cryptomatte
temp-eeveelightcache
temp-tab_drag_drop
temp-keymap-save
temp-dynamic-overrides
fracture_modifier-master
ui_layout_gridflow
temp-keymap-changes
tmp-CollectionsAnim
tmp-b28-motionpath-drawing
uv_unwrapping_slim_algorithm
blender-v2.79b-release
tmp-COW_InsertKeyframe_Fix
temp-unified-collections
temp-modifier-rm-cddm
tmp-TimelineHeaderButtonsStretching
blender2.8-workbench
soc-2017-normal-tools
cycles_bvh8
blender-v2.79a-release
temp-scene-obedit-remove
temp-workspace-object-mode-removal
blender-v2.79-release
soc-2017-sculpting_brush
split-kernel-faster-building
id_override_static
openvdb
custom-manipulators
soc-2016-uv_tools
soc-2016-pbvh-painting
soc-2017-vertex_paint
soc-2017-sculpting_improvements
soc-2017-package_manager
strand_editmode
smooth-fcurves
id_copy_refactor
gsoc2016-improved_extrusion
temp-ssr
temp-cycles-opencl-staging
temp-cycles-denoising
ge_2df_textures
HMD_viewport
soc-2016-multiview
transform-manipulators
datablock_idprops
cycles_disney_brdf
temp_cycles_split_kernel
cycles_split_kernel
unlock_task_scheduler
uv_unwrapping_slim_and_ceres
surface-deform-modifier
cycles-tiles-rework
soc-2016-cycles_denoising
temp-layers-ui-table
uiTable
render-layers
clay-engine
multi_previews_id
cycles_disney_bsdf_transmittance
layers
pbr-viewport
temp_display_optimization
viewport_bvh_select
temp-cycles-microdisplacement
soc-2016-cycles_images
strand_nodes
object_nodes
asset-experiments
soc-2016-sculpt_tools
temp_viewport_fx_merge
custom-normals-bmesh
temp-decklink
compositor-2016
decklink
BendyBones
cycles_panorama_experiments
temp_remove_pointcache
temp_remove_particles
temp_depsgraph_split_ubereval
temp_textedit_comment_toggling
GPencil_Editing_Stage3
temp_bge_moto
UI-experiments
UI-graphical-redesign
missing-libs
free-refcount-ids
cycles_camera_nodes
epic-navigation
temp-ui-widget-refactor
gooseberry_farm
gooseberry
temp-ghash-experiments
temp-ghash-setops
temp_motionpaths
fcurves-simplify
soc-2014-fluid
GPU_data_request
depsgraph_refactor
multiview
vertex_paint_pbvh
alembic_pointcache
cycles-ptex-49
viewport_experiments
soc-2014-bge
texture_nodes_refactor
input_method_editor
GPencil_EditStrokes
soc-2014-shapekey
terrible_consequencer
GPencil_FillStrokes
libmv_prediction
blender2.4
dyntopo_holes
soc-2014-viewport_context
gtest-staging
blender-tiles
soc-2014-viewport_fx
soc-2014-remesh
soc-2014-nurbs
pie-menus
soc-2014-cycles
soc-2013-paint
particles_refactor
soc-2013-viewport_fx
tiles-scheduler
bake-cycles
soc-2013-cycles_volume
overscan
soc-2013-depsgraph_mt
soc-2013-dingto
soc-2013-sketch_mesh
soc-2013-rigid_body_sim
soc-2011-tomato
soc-2013-bge
soc-2013-motion_track
soc-2013-ui_replay
soc-2012-sushi
ge_dev
soc-2013-depsgraph_eval
soc-2008-mxcurioni
soc-2012-bratwurst
soc-2012-swiss_cheese
soc-2012-fried_chicken
meshdata_transfer
smoke2
tile
soc-2011-cucumber
bmesh
soc-2011-carrot
cycles
soc-2011-garlic
soc-2011-radish
soc-2010-nicks
vgroup_modifiers
soc-2011-pepper
soc-2010-jwilkins
merwin-spacenav
bge_components
soc-2010-merwin
render25
soc-2010-nicolasbishop
soc-2009-chingachgook
soc-2010-nexyon
soc-2010-aligorith
ge_eigen2
sculpt25
soc-2009-jaguarandi
soc-2009-imbusy
soc-2009-kazanbas
blender2.5
volume25
soundsystem
soc-2009-aligorith
sim_physics
ge_dome
etch-a-ton
soc-2008-nicholasbishop
animsys2
projection-paint
harmonic-skeleton
soc-2008-jaguarandi
fluidcontrol
apricot
soc-2008-quorn
cloth
ndof
orange
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Reference: blender/blender#50845
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Delete Branch '%!s(<nil>)'
Deleting a branch is permanent. It CANNOT be undone. Continue?
No
Yes
Initial Proposal: https://wiki.blender.org/index.php/Dev:Ref/Proposals/UI/Top_Bar_Reshuffle
2.8 Workshop Writeup: https://wiki.blender.org/index.php/Dev:2.8/UI/Workshop_Writeup#Global_Bars
Patches: D2758, #39835, D2451
Description:
The top bar would be a global area at the top of each window (except of temporary windows like User Preferences). The size is fixed, although it should be possible to hide it. Actually what’s being referred to as the top bar consists out of two (sub-)bars. The following lists what each of them could contain:
First bar:
Global menus: File, Window, Help
Menu to choose scene for the current window.
Tabs for workspaces
Add New Workspace button:
Opens a list of default workspaces (this way we can ship Blender with pre-configured workspaces for common workflows, without cluttering the UI with workspaces the user doesn’t need), and the general all-purpose workspace.
Second bar:
Settings of the last executed operator
These should be split into basic and advanced settings.
Buttons for operator options during modal operators (more info)
E.g while using the knife tool it would show checkboxes to enable/disable midpoint snap, angle constraints, cut through, etc.
Menu to choose the active render layer of the workspace (for this design).
Menu to choose the active mode of the workspace.
Menu to choose the active screen layout of the workspace.
Search button to search operators and properties (improved version of current spacebar search).
The search results depend a lot on the context (like the editor and the mode the user is in), but since the search bar should give access to all tools, we need to deal with these context issues somehow. There are some ideas for this but we need to shape them further.
In order to save vertical space, we’ll likely get rid of window decorations. Such as Chrome (screenshot below), Photoshop, or many others.
Current design:
(subject to change, check comments)
Changed status to: 'Open'
Added subscribers: @PawelLyczkowski-1, @JulianEisel, @dfelinto, @MikePan, @pablovazquez, @sebastian_k, @JonathanWilliamson
Current design:
Added subscriber: @Januz
Added subscriber: @DuarteRamos
Added subscriber: @BartekMoniewski
I don't think fusing OS title bar with our top-bar is good idea. Lack of blend filepath and save status would be a significant drawback. Where that will go?
Everything else looks very nice and promising.
Solid question. Photoshop (and others) keep opened files in tabs, so they put that information there.
About the scene input: it looks smaller than it is now. And the one we have now only shows only about ~18 chars. Maybe it can be expanded to take a bit more space?
Maybe it can be made to take a certain percentage of space, so if the window is maximized or there are less workspace tabs we can use that space for the scene selector.
The search input could also be a button, since the search op has an input built in the popup.
Another possible idea: move the +andx buttons into the selection popup.
Glad to see this coming together!
We planned to move this kind of info to the status-bar, which will also be a global area, this time at the bottom of the screen. See https://wiki.blender.org/index.php/Dev:2.8/UI/Workshop_Writeup#Status_Bar.
The mockup is really just a sketch, I wouldn't take the spacing of elements that serious. We can of course use more width for the button or even make the width calculation smarter.
I've talked with users about this before, but they were a bit wary because of the additional click it would need to add or remove a scene/layout/whatever. TBH I think it's worth it considering the saved space though.
I'm less concerned about additional click and more about discoverability.
From a user point of view I would not mind tucking them away into the popup at all, in fact I would encourage it.
I don't mind the additional clicks required, adding or removing Scenes/Layouts/Workspaces should not be that common task that it requires being always visible, I would value much more the saved space and cleaner UI. It would also add the benefit of allowing removing items other the just the current one.
Besides, I have found myself unintentionally removing layouts and scenes more often than I'd like to admit with the current setup. Having the remove button so prominent and without a prompt is especially concerning since removing a layout for example is not undooable currently.
Adding and removing scenes is not a frequent action, while changing them is. An extra click for these actions isn't going to slow down the workflow, while having less clutter and more space for names would benefit the UI.
As for discoverability, the first place a user would click to do anything related to a scene is the scenes popup. The buttons would be there to be found.
We've just discussed the idea of moving the '+' and 'x' icons into the menu here in the Bender Institute, and we agreed this is probably a good thing to do. The 'x' would always and only be visible for the active item of the menu, also adding feedback for what the active item is. Pablo is planning to do some mockups for 2.8 related things, he'll also incorporate this idea.
Ok, I'll update the mockup (ETA 7 days since I'm away).
Added subscriber: @RayMairlot
Update:
Added subscriber: @leandro_cavalheiro
Added subscriber: @JonathanLampel-4
Added subscriber: @michaelknubben
Added subscriber: @lamoot
Add and remove buttons in the menu look good, but I'd ask about those extra buttons for fake user and the number of users of the datablock. What will happen with F and 5 button on the attached screenshot? Are they even relevant with the upcoming changes to how datablocks are managed in Blender?

@PawelLyczkowski-1 "Window specific above the line, Workspace specific below this line", I though the "current operator" was global, not per-workspace. yet it's below the line
@lamoot Workspaces, Screen Layouts and Scenes do not have users. I guess Render Layer will have them (multiple Workspaces can use a single render Layer) yeah - I'll add that to the mockup.
@dfelinto If it's 5 minutes to make it per workspace, please do : ) But I'm guessing it's not, then just ignore the above/below line concept, it's nice for clarity but not that necessary.
How would vector properties (x,y,z) look in the bar?
Also, what do you think about letting operators register their own dropdowns (like the "more" button)? I think it could help organize settings better. The more button could still be auto-added when there isn't enough space for all settings.
Another question about the design: where would the info/error messages go?
Vector properties would look like currently in the redo panel, only one per line and limited width.
Can't custom dropdowns/popups be added already to redo panel? If not, then sure, that would be good to have.
That would be the planned Status Bar. You can read about it more here: https://wiki.blender.org/index.php/Dev:2.8/UI/Workshop_Writeup
Ah didn't catch the status bar. That's the perfect solution.
You can make enums into dropdowns and call menus, but not dropdowns with custom layouts like in the mockup.
Added subscriber: @voyager25
Added subscriber: @satishgoda1
There has been talk of removing the x and + next to scene/screen data blocks, and moving it to a context menu, or inside of the scene/screen browser. Has there been a definitive decision made on this?
I'm all in favour, for visual clarity and usability (not being able to delete something that can't be undone so easily!), and just curious to see where we stand on that.
I'd vote for tucking it away in the right-click menu too. Less visual clutter, no accidental deletions, and it could help make the pulldown menus more visually consistent.
I'll also mention here what I mentioned at D2758#64985.
As it currently stands, the menus are organized in a way that reflects what is a per-window setting and what is a per-workspace setting, which makes all sense from a more technical point of view and perfectly reflects the inner workings of Blender.
I was wondering if it wouldn't be better instead to represent it as a sort of a breadcrumb-like bar, that better reflects a more hierarchical file structure closer to how we tend to mentally organize a scene, with logical larger containers above smaller ones like say:
Scene Selector Pulldown Menu > Layers Pulldown Menu > Interaction Mode Pulldown Menu > Operator % Tool properties at the lower bar, and
And on the top header next to the tabs if possible keep only the ones that may not fit into the same hierarchy like Render Engine selection and Screen Layout which are transversal to all others.
Which would you find more "intuitive"?
Added subscriber: @xan2622
Hello.
I think that the Workspaces & Scene Layouts drop-downs should not necessary be that visible. They take a lot of unnecessary space on the bar, especially for users who still work on 1024x768 or 1366x768 resolutions. IMO, a simple button would be enough.
Here is a mockup:

I have also noticed color inconsistency between some search fields:

I suggest to use the same background-color for all search fields (the light color from the "Open File" window makes more sense, even if I agree, the dark color is nice here).

Also, the magnifier icon is misplaced.

I like that, maybe the tooltip while hovering the icon could show the name of the current layout (if those don't go away), so one doesn't necessarily have to open the menu.
Btw, now that there is a drop-down button to manage workspaces and another one for screen layouts, I think that the later is no longer needed.
After all, workspaces already feature an embeded screen layout. The user can simply create a clone of the current workspace if he/she wants an alternative layout.
I don't know, maybe I am just thinking out loud but after testing the latest blender-2.80-f2ea8e2-win64.zip daily build, I haven't really found the need to create other screen layouts (especially because workspaces also do the job).
I have also voiced this concern before, but I don't think the devs agree.
Blender is often criticized for being too complex, and I think this is a great opportunity to simplify, workspaces and layouts is confusing , it just feels redundant and overkill. I don't feel there is any need to keep both around seeing as workspaces can play all the roles of layouts and more.
They are datablocks and can easily be appended and/or cloned then modified with as many differing layouts as desired, so as far as I understood there is nothing that couldn't be achieved with workspaces alone.
That would mean working in two windows with the same workspace would not be possible.
Added subscriber: @zeauro
Maybe screen-layouts should be renamed window-layouts to avoïd confusion.
Reference to screen comes a time when multiple windows were not supported.
But now, a screen layout is limited to a window.
I definitely see the points regarding screen-layouts being redundant, I wouldn't say I disagree completely. I don't fully agree either though, I still think there are good reasons to keep them. In any case, they should be exposed differently than they are now, or not at all even.
First off, screen-layouts have a drastically different role in 2.8 than before. They used to be more like UI presets for various tasks, which is what workspaces do now. In 2.8, they should be nothing but mere layouts for areas (areas are the subwindows containing the editors).
We had the following ideals in mind for screen-layouts:
So again, screen-layouts are going to be something different in 2.8. Just mere layouts.
(BTW, all of that is mentioned in the 2.8 UI workshop writeup .)
That said, of course it's still possible that screen-layouts within workspaces are redundant.
Here are the main points that speak for having multiple screen-layouts within workspaces:
We could ignore #2 and #3, and just not expose the screen-layouts in the UI.
My suggestion would be to keep them exposed for now though, but only show the small button to spawn the menu. Most users probably won't really notice it using this visual trick, but it's still available for those who use it (see Lock to Scene button). The name button should disappear (no layout names!), the "+" and "x" button should be moved into the popup menu. Let's see how that works out first, and then decide if we want to hide screen-layout buttons.
Also note that we'd eventually like to support hiding buttons . Combined with the template system, templates for beginners could just hide the screen-layout buttons.
Window-layout sounds more like the alignment of multiple windows :) I don't think that's any less confusing. But really, I think screen-layout is pretty fine, it's a standard name. It's definitely one of the less confusing parts from all of this.
Hum I see now, I do have a multi-monitor setup and make heavy use of multiple layouts for each monitor window, hand't though of that.
If that is the only use then I agree with Julian, maybe they could just be mostly hidden from the user and handled automagically by Blender in the background.
I like were this is going, nice to see things slowly shaping up for 2.8. You devs are awesome, keep up the excellent work. :)
So the current top-bar implementation (see D2758) is far enough to care for some design details. I opened a separate task for currently open questions, #53139.
Please help us finding answers on these. Especially agreement from the UI Team is important.
Added subscriber: @PierreSchiller
Just out of the blue, innocent question here.... Why don´t we have floating constant windows showing all these at a time and then pop-out of the layout? Why don´t we have floating windows with parameters, again?
Thanks.
I have mentioned it before
Would love the old 2.49 behavior of having operators pop out a non blocking floating panel with all operator properties by default just like the current F6 panel.
I just find it so much more convenient to just have all properties directly right there over the 3D View, without having to change focus to other parts of the UI, or permanently stealing away screen real estate. But it seems devs have different plans.
Added subscriber: @brecht
@PierreSchiller, we insist on staying on topic in design tasks like this, you'll find plenty of discussion on the floating windows topic with a Google search.
There were no operators or operator properties in 2.49, I think you're confusing it with view or transform properties that were in floating panels in 2.49.
Hum my memory might have been a little fuzzy on that, but if I recall correctly some operators (like Add>Cylinder) had some form of primitive "on-canvas properties pop up" though not all of them, and and they had no interactive preview.
Added subscriber: @Blendify
Side note, but related, I think it would be valuable to have a userpref option to toggle between using the "Toolbar" setting or a popup based system by default. But when one is disabled the other can be accessed through F6. For example, I can choose by default to have the operator open a popup by default but after starting the operator I can press F6 which will close the pop-up and open the "Toolbar" settings.
This can give more flexibility to artist so they can choose how to use their screen space.
Added subscriber: @wevon-2
@wevon-2 asked this in the patch task, moving it here:
If a tool is active - tool settings. If an operator (action) was fired - operator settings.
That's the design of these operators. You will be able to tweak their settings after applying them. Some might get a tool mode, and as such will be more GUI-button-friendly. See https://developer.blender.org/T53047 for more info.
Can you describe those conflicts?
@JulianEisel Your opinion on that?
It will generally be the same as now, minus the Last Operator Settings panel, and stuff that would migrate to the topbar if we do something like in your mockup.
Mode will be global, yes. It was per-object before as far as I understand it, not per-area, so no active area is needed.
Thank you for clarifying some questions Paweł Łyczkowski.
For now there are no conflictors because the modal tools are adjusted during their execution by pressing keys, the brushes work using other modes, and the new active tool modes do not request previous adjustments to their use. So you can see the operator settings at any time and temporarily, when you activate a modal tool, you visualize the parameters of the modal tool, and when you accept or cancel the tool changes, you see the operator settings again.
The problems can arrive at the moment you want to configure a tool before its application, to be able to adjust the parameters comfortably, without using hotkeys (like the current Blender brushes or the tools of Maya). It will not be possible to see the pre-parameters and the post-parameters from the same bar, unless there is a double bar, or parameters are explicitly called.
Currently in Blender these pre-parameters are found in the Header (transformation coordinates, pivot, proportionality, snaps), in the menu bar (AutoMerge editing), and in the Tool Shelf options tab (symmetry, UV preservation) . In Maya most of these parameters are within the options of the transformation tool, and are adjusted before use.
If the tools are concrete (Ex: Extrude Individual, Circle Select, Merge at Center), and not general as (Ex: Extrude, Select, Merge), and the Header or some other site may contain the options that the tool needs before its execution, I see no problem. If not, I think you would need a button or a keyboard shortcut to swich between the Operator Settings if you want to make some adjustment on the action done, and come back to the tool options again.
I hope to explain myself well and be wrong, although everything has a solution.
You confuse a tool with an operator. When you activate a tool (via keystroke or GUI button), it's settings appear in the top bar, and you can change them at any point between tool operations (for instance between separate cuts with the Knife tool).
Keyboard fired operators will stay shortcut and mouse driven, for quick use, and the top bar will work like the current Last Operator panel in the Toolshelf, for final tweaks after using the operator.
The idea is also to convert some operator only functionality into tool functionality, as described here: https://developer.blender.org/T53047
There is no plan as far as I know concerning the pivot, proportional editing and snapping changes.
Sure. Please be aware that I can be biased with feedback, since I helped with the design.
Here is the build that I tested (It's Win 64): https://www.dropbox.com/s/srbye0n89zi8bpk/Blender%20Topbar%20Build.zip?dl=0
A screenshot of it for reference:
The feedback:
First and foremost - the topbar feels quite natural. I was worried that settings changing and flickering in and out in there will be distracting or annoying - this turns out not to be a problem. The whole GUI responds to actions anyway - buttons appear and disappear, windows content change in response to user actions all the time, so the topbar behaves just like the rest of the interface in this regard and does not stand out.
Next, the location of the settings promotes their usage much more than the Last Operator panel. I was surprised to find that the settings help even in pretty basic operations. For instance the user can eyeball a translate operation, and then refine the values quickly in the topbar.
I was worried that empty space appearing from time to time will look awkward, but it's not that big of a deal. The header for instance is often mostly empty as well, and Julian managed to keep the topbar pretty tight vertically, so there is not as much empty space as I feared:
The 'More' popup is what I called a 'Quick Settings Popup' in the past, meaning it allows to change a couple of settings, and goes away when the cursor leaves it (or I guess when the user clicks outside of it on a touch interface), and it works as well as I hoped.
There are some problems, for instance not all operators work well with the topbar out of the box, so additional work has to be done there (Loop Cut And Slide is an example). Many have many settings that are currently displayed needlessly as basic settings. An example would be Proportional Editing settings in transform operations. Some operators may have to be recoded - for instance Extrude is currently coded as two operation: something like Inset with 0 thickness and then Translate - this way we get the Translate settings in the topbar after an Extrude - it could work better as a single operation, where the Extrude Amount is the main setting (might be also friendlier to ctrl-z).
A benefit that I didn't predict is that the last operator displayed in the top bar gives a hint on what action the user did last - so it can be checked easily. This helps with stray key presses or clicks, or just when one forgets at what point he is with one's 3d work. The Toolshelf Last Operator panel did not do that as well due to it's obscure location.
The one big advantage that I see is that exposing operator settings is a big help with discoverability. Toolshelf Last Operator panel is in a pretty obscure place - the Toolshelf is not always visible, the settings are crammed there, the 3d View where it's located is not always big enough to display it properly or even added to the window at all, and settings from all editors are displayed in that panel, not only the 3d View ones. It's potential to boost discoverability is squandered a lot.
Take a look at this screenshot on the other hand. This is what appears when after using the Unwrap operator:
One can instantly learn that there are different algorithms that Unwrap can use, that one can change the Margin of islands, and that there are different toggles that do different things. And this works for all such operators.
The current implementation of tool settings (ex. Knife) are very awkward and have low discoverability. This is not in the build yet, but I'm pretty certain that having proper GUI buttons in a well exposed place, that remember their settings and clearly display if they are on or off has better ergonomics than a line of text where all these options are hidden with multiple additional keyboard shortcuts with which these settings are controlled:
And the main reasons for the topbar mentioned by Brecht still stand - operator settings for all editors go to the Last Operator panel, so it's not really logical for it to be in a Toolshelf in the 3d View. A global top bar cleans this up.
Added subscriber: @Leroy-Xie
I really don't like the top bar design, , the F6 panel is much more useful and practicability, maybe it's good for the beginner, more obvious.
For me, more operation base the shortcut keys, I really don't want to move the mouse cursor over all screen, for example in the new design, if I want do some tools setting, I must move the mouse to the topbar, if I can't find, I must to click the "more" button, than floating a panel, than I move the mouse cursor to the floating panel, the cursor move move move and move, and the setting bar is small, from left to the right, and long, move your focus left to right. So the parameter setting in one panel is much better, in comparison the F6 panel is more nice, even the the option panel in the tool shift(T panel);
BTW, in the new photoshop, they are much more focus on the properties panel, it's much fast and efficient than the setting bar, not need left to right, not need move your mouse from here to here, all in one space, direct and quick setup.
when I told my friend the new design about the topbar, almost all people feel disgusted with it, even joking that designers have Autodesk spies, hahah : )
Added subscriber: @JulienKaspar
So far working with the current UI for a few months now I have some more notes, mainly about the sculpting & paint modes. It's about some information that can be revealed and made accessible by default without taking up too much additional space.

Here's a mockup:
My main problems currently are:
At some point the Dyntopo tab got an update by adding a checkbox to it's side, always making it clear if it was turned on or off. This is essential for some settings.
There are also these buttons that are too hidden or completely missing.


The Automerge button should definitely make a return. When modeling I want to quickly be able to switch this on and off or at least be easily aware if it's active or not. This setting like dyntopo can seriously destroy you models in certain cases with the difference that you usually notice this one too late.
Putting toggles for Automerge Editing and also X-Mirror next to the Mesh Options tab in Edit Mode should be added in my opinion.
I hope that viewport render & animation will also be added again since these are not available at the moment anymore.
But there are also a couple settings that should not be hidden within a popup sometimes when working but I don't think these can be previewed properly in the top bar.

For example the color palettes and weight presets. These should be visible at all times when needed.
They could be viewed from the Tool Settings tab in the properties window instead but I'm not a huge fan of that. But that's a different topic.
I don't know how much of this was already planned in one form or another but this is at least my feedback on the top bar.
Added subscriber: @Lapineige
Changed status from 'Confirmed' to: 'Resolved'
I think we can close this task at this point. There's a general design in place. It does have some weaknesses, e.g. we need to improve tool settings placement (see https://devtalk.blender.org/t/tool-settings-are-on-too-many-places).
Improving this is to a degree general development. We can open new tasks as needed.