Age | Commit message (Collapse) | Author |
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Replace grease pencil specific brush select operator.
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* Area and Workspace duplicate.
* Toggle Area Fullscreen
* Operator Search
* Workspace reorder to front/back (arrows help to know which direction means front/back)
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The Nearest Surface Point shrink method, while fast, is neither
smooth nor continuous: as the source point moves, the projected
point can both stop and jump. This causes distortions in the
deformation of the shrinkwrap modifier, and the motion of an
animated object with a shrinkwrap constraint.
This patch implements a new mode, which, instead of using the simple
nearest point search, iteratively solves an equation for each triangle
to find a point which has its interpolated normal point to or from the
original vertex. Non-manifold boundary edges are treated as infinitely
thin cylinders that cast normals in all perpendicular directions.
Since this is useful for the constraint, and having multiple
objects with constraints targeting the same guide mesh is a quite
reasonable use case, rather than calculating the mesh boundary edge
data over and over again, it is precomputed and cached in the mesh.
Reviewers: mont29
Differential Revision: https://developer.blender.org/D3836
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RNA's ViewLayer would present 'first level' of layer collection as a
list (collection property), when it is actually now only a single item,
same as the scene's master collection.
Note: did not try to update view_layer python tests, those are already
fully broken for quiet some time I guess (they still assume
view_layer.collections to be mutable e.g.)...
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The main use one can imagine for this is adding tweak controls to
parts of a model that are already deformed by multiple other major
bones. It is natural to expect such locations to deform as if the
tweaks aren't there by default; however currently there is no easy
way to make a bone follow multiple other bones.
This adds a new constraint that implements the math behind the Armature
modifier, with support for explicit weights, bone envelopes, and dual
quaternion blending. It can also access bones from multiple armatures
at the same time (mainly because it's easier to code it that way.)
This also fixes dquat_to_mat4, which wasn't used anywhere before.
Differential Revision: https://developer.blender.org/D3664
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- Vertex & weight paint now use the 'blend' setting.
- Weight paint now has it's own tool setting,
since weight paint doesn't deal with color - we'll likely
support different tools eventually.
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Previously the brush names were used which had the limit that:
- Brush names that were deleted wouldn't show up in the toolbar.
- Naming collisions between user defined brushes and existing tools
broke tool selection.
Now brushes are created as needed when tools are selected.
Note, vertex/weight paint combine tool and blend modes,
this should be split out into a separate enum.
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Follows change in the 3D Viewport.
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In Dopesheet and Sequencer. Suggested by tintwotin in DevTalk, thanks!
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Enforces explicit names,
allows for keywords to be forwarded to the dictionary.
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Needed since class aren't yet defined
so we can't access their namespace.
This avoids intermediate draw functions.
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Now the grid is always controlled by the topbar selector and not in the canvas panel. To have two places to define orientation was confuse.
The orientation by default (no lock) is always to view plane.
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These are different enough not to be grouped.
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The grease pencil UI was showing twice in tool properties space.
Move to top-bar because this UI is meant as quick convenience access
which is expanded on in the tool properties editor.
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These parameters allow to define a frame range for the animation loop and make possible to loop a section while the scene is playing.
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Grease pencil tool now uses an icon for each tool,
previously it mapped icons to tool icons which is now not needed
because for each tool a different brush can be selected which has it's
own icon.
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New parameters to switch visibility of stroke and fill
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It mainly contains properties that affect the final render/viewport and it's handy
to see if it's enabled or not while going through the render settings.
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* Viewport Display always last before Custom Properties.
* DoF panel second as it's changed more often than Camera sensor width.
* In scene, move Simplify higher up as it is changed more often than Gravity or Audio.
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Using new separator parameter, reduce space. The default value was too much.
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The toolbar now shows brush types, the brush selector now
only shows brushes matching the current tool type.
Details:
- Add's Paint.tool_slots (used by the toolbar).
- Removed custom grease pencil brush tool code.
- Bumped subversion.
See T57526 for details.
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* Move Save User Preferences to the right (matches file browser and quit prompt).
* Icons for Import/Export keyconfig
* Match order of install/reset of Themes section
* Rename "Install MatCap/HDRI" to "Add MatCap/HDRI"
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This is important information, and it was easily missed at the top/bottom of
the screen.
Ref T57197.
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- Draw on back buttons moves near mode
- zDepth offset moved from View Panel to Popover
- Target for Stroke mode moved to popover
- New First point snap mode
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Center is misleading since it could mean the center of the objects, selection, etc.
Python API is left as is to not break compatibility. Maybe it could be renamed as well?
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Try avoid having too many toplevel modules with generic names.
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This is the panels that you see when you invoke the painting tools from
the Image Editor.
If you do so from the viewport, the panels are different (and have it
properly swapped already, although the panels should be the same as
those ones I suppose - that said I like the one from the image editor
better, in regard to the overlay panel).
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