Age | Commit message (Collapse) | Author |
|
This bug was caused by making it so that non-embossed modifier icon
buttons could become an operator button and retain their red highlight
for disabled modifiers. The icon button needs emboss turned off, but
in earlier versions of Blender, `UI_EMBOSS_NONE` would be overridden
by animation or red alert states.
Instead of abusing "NONE" to mean "none unless there is animation or
red alert", this commit adds a new emboss flag for that situation,
`UI_EMBOSS_NONE_OR_STATUS`, which uses no emboss unless there is an
animation state, or another status. There are only a few situations
where this is necessary, so the change isn't too big.
Differential Revision: https://developer.blender.org/D9902
|
|
Approximately 141 changes of capitalization to conform to MLA title style.
Differential Revision: https://developer.blender.org/D8392
Reviewed by Julian Eisel
|
|
Follow the MLA style, agreed upon in T79589. This means "from" within UI
labels should be lowercase.
Differential Revision: https://developer.blender.org/D8345
|
|
|
|
Since DATA_PT_sculpt_vertex_colors has its own poll() we need to call
the poll() of MeshButtonsPanel as well
Differential Revision: https://developer.blender.org/D8563
|
|
Mistake in rB0e9999a93edd.
Maniphest Tasks: T79708
Differential Revision: https://developer.blender.org/D8539
|
|
Pin can be used in edit-mode when shape key in edit-mode is enabled.
|
|
This disables all Sculpt Vertex Colors tools, operators, panels and rendering capabilities and puts them under the "Use Sculpt Vertex Colors" experimental option.
Reviewed By: brecht
Differential Revision: https://developer.blender.org/D8239
|
|
Sculpt Vertex Colors is a painting system that runs inside sculpt mode, reusing all its tools and optimizations. This provides much better performance, easier to maintain code and more advanced features (new brush engine, filters, symmetry options, masks and face sets compatibility...). This is also the initial step for future features like vertex painting in Multires and brushes that can sculpt and paint at the same time.
This commit includes:
- SCULPT_UNDO_COLOR for undo support in sculpt mode
- SCULPT_UPDATE_COLOR and PBVH flags and rendering
- Sculpt Color API functions
- Sculpt capability for sculpt tools (only enabled in the Paint Brush for now)
- Rendering support in workbench (default to Sculpt Vertex Colors except in Vertex Paint)
- Conversion operator between MPropCol (Sculpt Vertex Colors) and MLoopCol (Vertex Paint)
- Remesher reprojection in the Voxel Remehser
- Paint Brush and Smear Brush with color smoothing in alt-smooth mode
- Parameters for the new brush engine (density, opacity, flow, wet paint mixing, tip scale) implemented in Sculpt Vertex Colors
- Color Filter
- Color picker (uses S shortcut, replaces smooth)
- Color selector in the top bar
Reviewed By: brecht
Maniphest Tasks: T72866
Differential Revision: https://developer.blender.org/D5975
|
|
Follow-up to previous commit.
Some examples:
{F8473507} {F8473508} {F8473509} {F8473510}
For more screenshots, please see D7430.
We use column or row headings here to bring more structure, and to give
the eye visual anchors which aid eye-scanning. The left-aligned
checkboxes likewise help with this. And we keep the adherence to the
center line, so the alignment matches up between the various buttons and
controls.
* Changes the property split percentage from 50/50% to 40/60%. This is
needed to give enough space for the checkboxes. But in most cases this
looks better anyway - see Transform panel. In some cases it simply
fills out the available space more efficently.
* Fix various hacks where we previously used manually defined splits.
When we did this, the alignment was never quite right, and the layout
code was a mess.
* Adds column headings to many places where a list of checkboxes all
share a common purpose or leading text.
* Add checkbox + value configurations various places where a checkbox
only serves to enable the value slider
* Removes most uses of grid flow layout. The grid flow layouts combine
poorly with column headings, and also they would mess alignment up
badly. The grid flow layouts also often made buttons and controls jump
around on the screen if you would just resize editors slightly,
causing visual confusion, making users lose their place. The logic for
at what time the list of items would re-flow was often flawed, jumping
to multiple columns too fast or too late - and frankly, the grid flow
layouts would often just look bad.
Maniphest Task: https://developer.blender.org/T65965
Differential Revision: https://developer.blender.org/D7430
Reviewed by: Brecht Van Lommel, Pablo Vazquez.
Most work here by William Reynish, few changes by Julian Eisel.
|
|
Spotted by Roel Koster in the initial face set commit.
|
|
Face Sets are the new system to control the visibility state of the mesh in sculpt and paint modes. They are designed to work in modes where brushes are the primary way of interaction and they provide much more control when working with meshes with complex shapes and overlapping surfaces.
This initial commit includes:
- Sculpt Face Sets data structures and PBVH rendering.
- Face Set overlay and opacity controls.
- Sculpt Undo support.
- Remesher reprojection support. The visibility state of the mesh is also preserved when remeshing.
- Automasking and Mesh filter support.
- Mask expand operator mode to expand Face Sets (Shift + W) and flood fill areas by connectivity (press Ctrl while expanding).
- Sculpt Mode Face Sets and Visibility API.
- Sculpt Face Sets creation and visibility management operators.
- Operator to randomize the Face Sets colors.
- Draw Face Sets brush tool to create and edit the Face Sets. Drawing on the mesh creates a new Face Set. Pressing Ctrl before drawing modifies the Face Set under the brush at the beginning of the stroke.
- Updated keymap and menu to work with Face Sets from Sculpt Mode (H to toggle visibility, Alt + H to show all, Shit + H to hide).
- Pie menu on the W key with Face common Sets operations.
Know limitations:
- Multires support. The Face Sets and Visibility API needs to be implemented for Multires.
Reviewed By: jbakker, #user_interface, Severin
Differential Revision: https://developer.blender.org/D6070
|
|
Provide different options for locking and unlocking vertex groups
using bone selection, accessible via a pie menu triggered via the
'K' hotkey. To implement a variety of operations, extend the old
operator with a new option to mask it by bone selection. If the
X Mirror option is enabled, selection is automatically mirrored.
This follows D6533 as the next step in improving accessibility of
vertex group locking during weight painting.
Differential Revision: https://developer.blender.org/D6618
|
|
Differential Revision: https://developer.blender.org/D6390
Author: Mikhail Rachinskiy (alm)
Reviewed By: William Reynish, Campbell Barton
|
|
|
|
|
|
This commit enables OpenVDB adaptivity in the voxel remesher. It can be useful to reduce the polygon count if you want to switch to dyntopo after using the voxel remesher workflow.
Reviewed By: brecht
Differential Revision: https://developer.blender.org/D5918
|
|
This commit fixes most of the issues we currently have in the voxel remesher. Mesh volume is preserved when doing multiple iterations, so the sculpt won't shrink and smooth each time you run the remesher. Mesh topology is much better, fixing most issues related to mask extraction and other topology based operations.
Reviewed By: jbakker
Differential Revision: https://developer.blender.org/D5863
|
|
Differential Revision: https://developer.blender.org/D5716
|
|
|
|
|
|
|
|
The voxel remesher introduces a new workflow for sculpting without any of the limitations of Dyntopo (no geometry errors or performance penalty when blocking shapes). It is also useful for simulations and 3D printing.
This commit includes:
- Voxel remesh operator, voxel size mesh property and general remesh flags.
- Paint mask reprojection.
- Geometry undo/redo for sculpt mode. This should support remesh operations as well as future tools that modify the topology of the sculpt in a single step, like trimming tools or mesh insert brushes.
- UI changes in the sculpt topbar and the mesh properties pannel.
Reviewed By: brecht
Differential Revision: https://developer.blender.org/D5407
|
|
When a mesh datablock is pinned in the properties panel,
`context.object` is `None`. This in turn causes `obj.mode` to raise an
`AttributeError` exception as `None.mode` doesn't exist.
Since there is no (fast/simple) way to check whether the owning object
is in edit mode or not, the properties will be disabled. Not ideal, but
better than spewing an exception on every panel draw.
Reviewed By: campbellbarton, brecht
Differential Revision: https://developer.blender.org/D5237
|
|
This reverts commit 741967079c393a9eb6babd60c92a716fafa5d3e9.
We are in UI and API freeze, and this changes both.
|
|
The new name is consistent with the 'Transfer Shape' operator.
- Updated the UI descriptions for both transfer operators.
|
|
|
|
|
|
|
|
Quiet's pylint W0613 warning, also remove some unused args.
|
|
In keeping with convention to match code & UI naming.
- No user visible changes.
- Include 'menu' in the name since context is an overloaded term.
- While a few of these are panels, from a user perspective they are
still context menus.
|
|
|
|
Use correct hierarchical nesting in camera and mesh obdata properties
|
|
Neither is very descriptive for its task, but at least workbench is more
future proof and distinguishes it from Eevee.
|
|
Mainly added separators to the Vertex Group/Shape Keys specials menu,
separating items by type and removing redundant icons for better readability.
|
|
New icons for duplicate, driver types, window, hue/saturation.
|
|
* Text editor word wrap, line numbers & syntax toggles now use consistent icons
that don’t change when you enable or disable them.
* Replaced icon toggle buttons in the snapping popover with normal checkboxes
and descriptive text labels. This makes it clearer which item is the main
radio button, is more consistent with other popovers, and allows us to use
more descriptive text.
* Added correct icons for grease pencil add menu.
* Added bespoke icons for grease pencil modifiers.
* Added icon for particle instance modifier.
* Added icon for fake user on & off states.
* Added correct icons for enabling/disabling modifiers in the dopesheet &
f-curve editor.
* Made it so the restrict viewport & restrict render toggles for modifier
update correctly when enabled or disabled, by flipping the order in the
icon sheet. This also required changing the outliner to match.
* Removed the few old remaining icons in the old style and made sure to replace
the last places where they were used.
* Updated many icons to be clearer & more consistent.
|
|
|
|
This is a monochrome icon set, with a more modern look and icons for
various features that did not have a proper icon before.
|
|
Misleading name since it's between 0..1.
Use as a keyword argument to prepare for keyword only args.
Also document that leaving unset has special behavior.
|
|
Also collapse by default the less frequented Face Maps and Normals
|
|
This is intended for quick renders for previsualization, animation previews
or sequencer previews. It provides the same settings as found in the 3D view
Shading popover in solid display mode, but in the scene render properties.
The "Workbench" engine was removed, and this name no longer appears in the
user interface, it's purely an internal name. We might come up with a better
name for this OpenGL engine still, but it's good to be consistent with the
OpenGL Render operator name since this has a similar purpose.
|
|
|
|
The ClayEngine was introduced to test the blender2.8 architecture during
development. As currently we have the wanted features implemented with
matcaps we are going to remove the clay engine as it was never intended
to be an official releasable engine
Note: The test cases are never run. But when enabled will be skipped as
they were implemented over the Clay Engine
|
|
patch by @billreynish w/ minor edits
|
|
Brecht authored this commit, but he gave me the honours to actually
do it. Here it goes; Blender Internal. Bye bye, you did great!
* Point density, voxel data, ocean, environment map textures were removed,
as these only worked within BI rendering. Note that the ocean modifier
and the Cycles point density shader node continue to work.
* Dynamic paint using material shading was removed, as this only worked
with BI. If we ever wanted to support this again probably it should go
through the baking API.
* GPU shader export through the Python API was removed. This only worked
for the old BI GLSL shaders, which no longer exists. Doing something
similar for Eevee would be significantly more complicated because it
uses a lot of multiplass rendering and logic outside the shader, it's
probably impractical.
* Collada material import / export code is mostly gone, as it only worked
for BI materials. We need to add Cycles / Eevee material support at some
point.
* The mesh noise operator was removed since it only worked with BI
material texture slots. A displacement modifier can be used instead.
* The delete texture paint slot operator was removed since it only worked
for BI material texture slots. Could be added back with node support.
* Not all legacy viewport features are supported in the new viewport, but
their code was removed. If we need to bring anything back we can look at
older git revisions.
* There is some legacy viewport code that I could not remove yet, and some
that I probably missed.
* Shader node execution code was left mostly intact, even though it is not
used anywhere now. We may eventually use this to replace the texture
nodes with Cycles / Eevee shader nodes.
* The Cycles Bake panel now includes settings for baking multires normal
and displacement maps. The underlying code needs to be merged properly,
and we plan to add back support for multires AO baking and add support
to Cycles baking for features like vertex color, displacement, and other
missing baking features.
* This commit removes DNA and the Python API for BI material, lamp, world
and scene settings. This breaks a lot of addons.
* There is more DNA that can be removed or renamed, where Cycles or Eevee
are reusing some old BI properties but the names are not really correct
anymore.
* Texture slots for materials, lamps and world were removed. They remain
for brushes, particles and freestyle linestyles.
* 'BLENDER_RENDER' remains in the COMPAT_ENGINES of UI panels. Cycles and
other renderers use this to find all panels to show, minus a few panels
that they have their own replacement for.
|
|
Folders removed entirely:
* //extern/recastnavigation
* //intern/decklink
* //intern/moto
* //source/blender/editors/space_logic
* //source/blenderplayer
* //source/gameengine
This includes DNA data and any reference to the BGE code in Blender itself.
We are bumping the subversion.
Pending tasks:
* Tile/clamp code in image editor draw code.
* Viewport drawing code (so much of this will go away because of BI removal
that we can wait until then to remove this.
|
|
This caused too many problems syncing object modes
with multiple objects/windows/workspaces, see: D3130 for details.
|
|
- Read-only access can often use EvaluationContext.object_mode
- Write access to go to WorkSpace.object_mode.
- Some TODO's remain (marked as "TODO/OBMODE")
- Add-ons will need updating
(context.active_object.mode -> context.workspace.object_mode)
- There will be small/medium issues that still need resolving
this does work on a basic level though.
See D3037
|
|
|