Age | Commit message (Collapse) | Author |
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Typo in 4f9a56cbc4e8.
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Sequencer related properties were not grouped together, and it wasn't
clear that the disk cache settings were about the sequencer. Now moved
sequencer settings into own panel.
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Note that given how experimental is working currently, I had to rename
and inverse the effect of the experimental undo flag, which will now
instead activate legacy code when set.
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The layout of the new sequencer disk cache were not handled well with
large preference windows.
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Differential Revision: https://developer.blender.org/D7418
Reviewers: campbellbarton, brecht
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Use a regular context menu as a fallback for the outliner.
If there are no specific actions for the item under the cursor,
fall through to opening a regular menu.
This lets menu search find the context menu items which were previously
unavailable as menu search wont run operators.
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The Layer brush was in Blender before 2.81, when the sculpt API was
introduced. It had a huge amount of bugs and glitches which made it
almost unusable for anything but the most trivial cases. Also, it needed
some hacks in the code just to support the persistent base.
The brush was completely rewritten using the Sculpt API. It fulfills the
same use case as the old one, but it has:
- All previous artifacts fixed
- Simpler code
- Persistent base now works with multires thanks to the sculpt API
- Small cursor widget to preview the layer height
- More controllable and smoother strength and deformation
- More correct masking support
- More predictable invert support. When using persistent base, the brush invert mode resets to layer height 0, instead of jumping from +1 to -1. The brush can still be inverted in the brush direction property.
Reviewed By: jbakker
Differential Revision: https://developer.blender.org/D7147
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This mesh filter sharpens and smooths the mesh based on its curvature,
resulting in pinching hard edges and polishing flat surfaces. It fixes
most of the artifacts of the voxel remesher and those produced when
sculpting hard surfaces and stylized models with creasing and flattening
brushes.
It needs and accumulate_displacement step before each filter iteration which
can't be multithreaded in an easy way (it would need something to sync the
threads when modifying the data of neighbors in a different node), but this
does not affect performance in a significant way.
Reviewed By: brecht
Differential Revision: https://developer.blender.org/D7335
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This solution involves adding a uniform to each fragment shader that is
used by gizmo drawing and use the framebuffer state to set this uniform
accordingly.
This solution can also be carried to external shaders (addons).
A single line of code would then be enough to fix the issue.
The only trickery here is the dummy define:
`#define srgb_to_framebuffer_space(a)`
This is in order to avoid breaking other DRW shaders that use the same
fragment shader code but do not need the tranformation.
Related to T74139
Reviewed By: brecht, campbellbarton
Differential Revision: https://developer.blender.org/D7261
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This reverts commit 9af0cdcd9349b6c0fd1cc0e57a58254e21e1bd3b.
Removed this feature because of confusion
caused by incorrect description.
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Add an option to solidify complex which will make faces which have thickness
controlled by vertex weights flat/even, and parallel to their original face.
For each face it uses the minimal weight assigned to its vertices to control
the thickness.
This will help users for example in architecture or basic CAD design by finally
making solidify work there at all if altering thickness is needed.
Differential Revision: https://developer.blender.org/D7340
Reviewed and minor cleanups by Batien Montagne (@mont29).
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Adds a slider to solidify which allows the user to add bevel weight on the outside
or remove bevel weight from the inside.
Also includes a very small improvment for working with subsurface modifier where
the rim edge in complex solidify will now also have a chance to get a crease if
there is only two adjacent edges.
Differential Revision: https://developer.blender.org/D7334
Reviewing and minor cleanups: Bastien Montagne (@mont29).
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This tool wasn't accessible anywhere in the interface
(besides the interactive tool).
Add to extrude since it's a kind of extrusion.
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of small geometry details.
* Implemented the algortihm that would merge vertices to the weighted
center between them.
* Exposed the merge threshold to the user.
The new default tolerance is 0.0001 (versionning code ensures that
previous default value remains in use to avoid any change in existing
files).
Review and minor changes/cleanups from Bastien Montagne (@mont29).
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This tool is set as default tool, so default action on click doesn't have pernament effect.
Reviewed By: campbellbarton
Differential Revision: D7064
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This patch adds the option to use an armature bone in place of an object for texture mask coordinates.
This affects the 3 vertex weight modifiers, the displace modifier, the warp modifier, and the wave modifier.
With minor changes from Bastien Montagne (@mont29).
Differential Revision: https://developer.blender.org/D7348
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In this case it was called mask which wasn't correct since it's
used for image & UV's, so rename the menu instead.
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It was sometimes set before reading preferences, now it's passed to GHOST every
time preferences are read.
Differential Revision: https://developer.blender.org/D5641
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Quick Setup splash now includes language selection.
Differential Revision: https://developer.blender.org/D7370
Reviewed by Brecht Van Lommel
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Removal of 'Translation' checkbox. Enable translation options when selecting non-English languages.
Differential Revision: https://developer.blender.org/D7210
Reviewed by Brecht Van Lommel
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Other smooth operators use term 'smooth'.
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This makes the resulting key-maps easier to compare.
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Before this commit, baking an action would only insert keys that are
necessary (i.e. using `INSERTKEY_NEEDED`). When baking to the current
Action, if there are no constraints that influence the final animation,
there are no additional keys necessary. This makes it appear as if
nothing happened. However, when baking to a new Action every additional
frame is necessary and thus a key is added for every frame.
@mont29 and I agreed that this behaviour is confusing, so this commit
changes the behaviour such that baking to the current action and to a
new action result in the same baked animation (that is, keyed on every
frame).
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We already have generic `es` one, having more only makes sense if poeple
actually maintain them and they have different contents...
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Feature can be enabled or disabled in timeline view menu item "Show F-Curves".
Author a.monti
Reviewed By: ISS
Differential Revision: https://developer.blender.org/D7205
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- Adds select menu
- Removes undo/redo controls
- Adds delete menu
- Refactor
- Combines font and text menu
The goal is to match other edit menus better and match the text editor.
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In Blender 2.81 we update and draw all nodes inside the view planes.
When navigating with a pen tablet after an operation that tags the whole
mesh to update (like undo or inverting the mask), this introduces some
lag as nodes are updating when they enter the view. The viewport is not
fully responsive again until all nodes have entered the view after the
operation.
This commit delays nodes updates until the view navigation stops, so the
viewport navigation is always fully responsive. This introduces some
artifacts while navigating, so it can be disabled if you don't want to
see them.
I'm storing the update planes in the PBVH. This way I can add support
for some tools to update in real-time only the nodes inside this plane
while running the operator, like the mesh filter.
Reviewed By: jbakker
Differential Revision: https://developer.blender.org/D6269
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This adds the automasking options to the Sculpt Tool options in a way
that they affect all brushes. This is more convenient when working with
some of these options while switching brushes as they don't need to be
enabled/disabled per brush.
An automasking option is enabled if it is enabled in the brush or in the
sculpt options.
Reviewed By: jbakker
Differential Revision: https://developer.blender.org/D7304
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The variable cannot be names because it was already renamed.
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With this brush option it is possible to mask the boundary vertices of
all face sets. This is especially useful in the cloth brush, where face
sets can be used to simulate seams between different patches of cloth
and produce different patterns and effects.
Reviewed By: jbakker
Differential Revision: https://developer.blender.org/D7230
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This was an old design problem.
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This adds the Voxel Mode to the current remesh modifier. It works
exactly the same way as the voxel remesh operator and uses the same
properties to control the remeshing. We can exand this with more options
in the future (fix poles, reprojection...)
Reviewed By: brecht
Differential Revision: https://developer.blender.org/D7292
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This operator lets the user control the voxel/detail size of the voxel remesher directly from the 3D view in a similar way the Brush radius and strength are controlled. The shorcut from sculpt mode is Shift + R (similar to Shift + F for brush strength).
It shows a grid that represents the real voxel size of the object. The grid and the text are automatically aligned to the view to avoid rendering all voxels with thousands of lines.
It also has a slow mode when pressing shift that works like the slow mode of the brush radius control.
This operator controls the value changes sensitivity automatically to avoid jumping to extremelly high resolutions and run out of memory.
This way, adjusments done in lower voxel sizes are more precise. Pressing Ctrl disables this functionality and allows changing the voxel size directly in a linear way.
Reviewed By: jbakker, #user_interface, billreynish
Differential Revision: https://developer.blender.org/D6449
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This was already the case for curve & armature.
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As the 'M' key is free, it's convenient to use for the merge menu,
especially since this contains "Merge by Distance",
a frequently used action.
Use 'Alt-M' for a new split menu, following our convention of Alt being
used for opposite functionality.
Also move merge/split menu's into the "Mesh" menu as neither operate
solely on a single mesh element type.
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This matches select linked for other modes (curve, mesh)
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The option only makes sense for gas domains where there is some density.
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This was crashing, when looking into a fix I noticed that it gave
hap-hazard results dissolving past forks in the parent/child hierarchy
arbitrarily following one chain.
This functionality is almost identical to "dissolve" which delimits
forks in the chain predictably.
So remove this in favor of dissolve (available from the delete menu).
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Match names between the redo popup and the menu item.
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This works for all selection modes,
include last below a separator since it's a specialized function.
Note that the previous commit was raising an exception as operator
properties don't support 'or'.
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