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
Without this value defined it was reusing the same 1.0 value after using
fill mask, so it was not working.
Reviewed By: jbakker
Maniphest Tasks: T76397
Differential Revision: https://developer.blender.org/D7699
In some situations is good to have a grid visible anot beeing occulde by meshes.
By default is OFF.
Differential Revision: https://developer.blender.org/D7721
In some situations is good to have a grid visible anot beeing occulde by meshes.
By default is OFF.
Differential Revision: https://developer.blender.org/D7721
Now the brushes have several new random settings and use curves to define the effect. The curves have been moved below the parameter to keep UI standards and extra curve panels have been removed.
{F8505387}
The new curves are:
* Hue.
* Saturation.
* Value.
New option to random at stroke level instead to random at point level for the following values:
* Thickness.
* Strength.
* UV.
* Hue.
* Saturation.
* Value.
Curves have been moved below the corresponding parameter and only are displayed in properties panel. Display the curves in the popover made it unusable.
{F8505392}
Also, the Pressure random has been renamed to Radius because the old name was not clear enough.
Reviewed By: mendio, pablovazquez
Differential Revision: https://developer.blender.org/D7577
Now it's possible to select the material in context menu and new menu to select material.
The patch and workflow has been tested in greasepencil-object branch.
* New Material selector in Draw mode Context menu:
{F8499259}
* Pressing `U`key in Draw mode display material menu.
{F8503224}
Reviewed By: mendio, pepeland
Differential Revision: https://developer.blender.org/D7554
The current "Select Linked" operator works based on mouse position and
makes no sense to call from the menus and was removed in rB536055e1ee0b.
This patch adds an operator independent from mouse position that just
selects all bones in relation to selected bones (and adds back menu
entries, adds keymap entry CTRL+L).
The original operator is renamed to 'select_linked_pick' internally
(this is now more in line to how "Select Linked" works for meshes,
curves etc)
ref T76071
Maniphest Tasks: T76071
Differential Revision: https://developer.blender.org/D7542
The operator in its current state is based on mouse position and doesnt
make sense to be called from a menu.
(In fact it should be called 'select_linked_pick' internally and a
separate 'select_linked' should be implemented similar to how "Select
Linked" works for meshes, curves etc -- see D7542 for this)
Note: We had the same thing for particles recently:
rBdd9dfadaac9b: remove "Select Linked" from the particle select and
context menu
rB5ca7c85e105d: Particle editmode: add mouse independent "Select Linked"
operator
Fixes T76071
Maniphest Tasks: T76071
Differential Revision: https://developer.blender.org/D7543
Removes statistics from footer and to an (optional) overlay in 3DView.
Differential Revision: https://developer.blender.org/D7410
Reviewed by Campbell Barton
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.
Also some minor improvements:
- Only run once per object data instance.
- Correction for mesh smooth flag being used on curves.
- Move curve operation into utility function.
- 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.
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.
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).
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'.
This implements a new mode in the Face Sets Create operator to create a
new face sets from the faces selection in edit mode. This can be used
when the user considers that the edit mode tools are more convenient for
a more precise control or a certain type of selection, like creating a
face set from a face loop.
Reviewed By: jbakker
Differential Revision: https://developer.blender.org/D7211
This operator initializes all face sets in the sculpt at once using
different mesh properties. It can create face sets by mesh connectivity,
material slots, face normals, UV seams, creases, sharp edges, bevel
weights and face maps.
For properties that are already in the faces, this is implemented as a
loop. Properties that depend on edge attributes use a similar operation
to sculpt flood fill, but using face adjacency instead of edge vertex
connectivity.
As Multires also stores the face sets in the base mesh, this should work
in the face sets Multires implementation without any changes.
This is implemented as a separate operator as this resets the visibility
and creates all face sets at once, while the create face set operator
creates a single face sets, leaving the rest of the face sets in the
mesh as they are.
Reviewed By: jbakker
Differential Revision: https://developer.blender.org/D7209