Commit Graph

13017 Commits

Author SHA1 Message Date
Sybren A. Stüvel
ded7af53b4 Fix T74889 Baking to current action doesn't work properly
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).
2020-04-06 13:39:46 +02:00
Bastien Montagne
2a2d0d463a i18n: Disable es_ES locale.
We already have generic `es` one, having more only makes sense if poeple
actually maintain them and they have different contents...
2020-04-06 11:23:29 +02:00
Richard Antalik
d0d20de183 VSE: Draw f-curves for opacity and volume values on the strips
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
2020-04-06 00:52:29 +02:00
Aaron Carlisle
e455536943 UI: 3D Viewport text edit menus
- 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.
2020-04-04 12:41:58 -04:00
Pablo Dobarro
b8d9b5e331 Sculpt: Delay Viewport Updates
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
2020-04-02 18:00:51 +02:00
Pablo Dobarro
1f745e2c72 Sculpt: Add global automasking options for all brushes
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
2020-04-02 16:56:44 +02:00
Antonio Vazquez
e6c732e0cb GPencil: Cleanup typo error for hardness
The variable cannot be names because it was already renamed.
2020-04-02 16:48:00 +02:00
Pablo Dobarro
7c88968c89 Scultp: Face Set boundary automasking
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
2020-04-02 16:42:20 +02:00
Campbell Barton
ca0dcd830c Fix T75222: Crash activating menu search 2020-04-01 20:59:50 +11:00
Campbell Barton
29eb891658 Fix curve shortest path picking with right-click select 2020-04-01 17:33:24 +11:00
Antonio Vazquez
5b88ab25bd Fix T75219: Move to New Layer not working
This was an old design problem.
2020-03-31 18:54:50 +02:00
Pablo Dobarro
6c036a65c9 Add Voxel Mode to the Remesh modifier
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
2020-03-31 18:27:37 +02:00
Pablo Dobarro
1c1a14dcdf Voxel Remesh: Edit Voxel Size operator
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
2020-03-31 17:31:13 +02:00
Campbell Barton
24f8c8491d UI: group edit-mesh Separate with Split & Merge
This was already the case for curve & armature.
2020-03-31 18:21:21 +11:00
Campbell Barton
c1722a3a8c Keymap: 'M' for edit-mesh merge menu, 'Alt-M' for split menu
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.
2020-03-31 18:21:21 +11:00
Campbell Barton
0f5c94bbd1 Armature: add Select Linked (Ctrl-L)
This matches select linked for other modes (curve, mesh)
2020-03-31 15:11:11 +11:00
Sebastián Barschkis
6f15bc3b52 Fluid: Removed Empty Space option for liquid domains
The option only makes sense for gas domains where there is some density.
2020-03-30 17:34:16 +02:00
Campbell Barton
15cb567c8e Armature: remove merge function, use dissolve instead
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).
2020-03-30 19:18:09 +11:00
Campbell Barton
7b347b225a Cleanup: remove print left in recent fix for T66655 2020-03-30 14:34:32 +11:00
Campbell Barton
ec3da20896 UI: use operator name for extrude repeat
Match names between the redo popup and the menu item.
2020-03-30 11:41:44 +11:00
Campbell Barton
6b24f7d87c UI: move extrude repeat out of the vertex 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'.
2020-03-30 10:29:32 +11:00
Campbell Barton
086bfffe74 Theme: adjust lamp alpha to visually match 2.82 2020-03-30 10:12:08 +11:00
Aaron Carlisle
a103d09df4 UI: Move Array Extrude Below Verticies 2020-03-29 17:36:34 -04:00
Aaron Carlisle
a022cb8f62 UI: Add missing operators to menus in the 3D Viewport Mesh Edit mode
Differential Revision: https://developer.blender.org/D7263
2020-03-29 14:09:39 -04:00
Jacques Lucke
bd74f5f7ab Fix T73945: Don't grey out "Calculate to Frames" in some cases
The button seems to behave more as I'd expect without these
additional checks. Previously, the button was often grayed out when
it was actually working.

Reviewers: ISS

Differential Revision: https://developer.blender.org/D7252
2020-03-29 15:09:42 +02:00
Aaron Carlisle
a24f52c51c Fix T75088: Add tooltips for custom properties 2020-03-28 16:40:49 -04:00
Jörg Müller
bdec24b40d Cleanup: Removing unused parameter. 2020-03-28 09:14:07 +01:00
Pablo Dobarro
9120191fe2 Sculpt: Pose Brush Face Sets origin mode
This commit introduces a new mode for calculating the positions and
weights of the IK segments in the Pose Brush based on the Face Sets.

The first segment of the chain will always include all face sets inside
the brush radius and it will propagate until the boundary of the last
face sets added in the flood fill. Then consecutive connected face sets
are added to the chain until the chain length limit is reached or all
face sets of the mesh are already part of the chain.

This feature enables complete control over the pose brush origins in
case that is needed. Also, with this mode, the user can have a library
of base meshes with face sets already configured to get to the initial
pose as fast as possible.

Reviewed By: jbakker

Differential Revision: https://developer.blender.org/D7235
2020-03-27 18:15:42 +01:00
Antonio Vazquez
0db055338a GPencil: Small tweaks to Fill material panel 2020-03-27 16:38:22 +01:00
Antonio Vazquez
70f56167d0 UI: Add missing Annotation tool to Paint modes 2020-03-27 12:36:24 +01:00
Cody Winchester
6e505a45a1 Surface Deform modifier: add vertex group and strength control.
This commit aims to add functionality to the surface deform modifier that
gives more control and allows it to work better with the modifier stack.
* Maintains compatibility with older files. The default settings keep it
  so that the whole object is bound and vertex coordinates get overwritten
  as the modifier currently does.
* Turns the deformations from an absolute vertex coordinate overwrite into
  an additive offset from the vertex location before the modifier to the
  resulting bound deformation. This gives the ability to control the
  strength of the deformation and mix the deformation of the modifier
  with the modifier stack that comes before it.
* Also adds in a vertex group with the invert option. This is applied after
  the bind deformation is added. So the whole object is still bound to target,
  and the vertex group filters afterwards what parts get affected.
  I experimented with a version to only binds the geometry weighted to the
  vertex group, but that would break compatibility with old files.
  I may bring it in later as a separate option/mode for the surface deform.

With several fixes from @mont29.

Reviewed By: mont29

Differencial Revision: https://developer.blender.org/D6894
2020-03-27 12:25:37 +01:00
Antonio Vazquez
b498edb189 Fix T75118: Remove Texture Opacity parameter for Fill materials
This parameter was used in previous version and must be removed from UI panel.
2020-03-27 11:33:09 +01:00
Cody Winchester
bd86edf116 Solidify modifier: add option to assign shell & rim geometry to selected vertex groups.
This commit gives the solidify modifier the ability to assign the newly created shell
and rim geometries to selected vertex groups. This expands the procedural control over
the modifier stack by letting users apply modifiers to the shell geometry without affecting
the original geometry.

This will be especially helpful for NPR users that use solidify to create backface
culling lines on their characters giving them the ability to add displace noise
and other effects.

Differential Revision: https://developer.blender.org/D6903
2020-03-27 11:12:57 +01:00
Cody Winchester
ba1f7acc3f Warp modifier: add bone from and bone to options when using armature objects
This commit adds the option to use armature bones for the From and To targets
when using armature objects.

The changes are based on the UV Warp modifier.

Reviewed By: mont29

Differential Revision: https://developer.blender.org/D6820
2020-03-27 10:42:40 +01:00
Philipp Oeser
96b3463e25 Cleanup: Remove debug print
Leftover from rB3b59c111821b.
2020-03-27 10:23:34 +01:00
Campbell Barton
3b59c11182 Fix T66655: Add-on tool keymap not working after restart
- Use addon keyconfig for registered tools so reloading the keymap
  doesn't clear them.

- Ensure there is a default keymap, needed for addon keymaps
  to be available in the user keyconfig.
2020-03-27 17:38:13 +11:00
Robert Guetzkow
fcd6fac0a7 Fix T74996: material custom properties not displayed for Cycles
Differential Revision: https://developer.blender.org/D7223
2020-03-27 00:44:18 +01:00
Aaron Carlisle
b7666f27d3 UI: Address Issues with recent fluid ui changes
See rB337e86148688aa608d007381ee9ca78879050754
2020-03-26 18:49:54 -04:00
Aaron Carlisle
a921a4daad Mantaflow: remove reminents of high res smoke
It appears this slipped through the code review

Reviewed By: sebbas

Differential Revision: https://developer.blender.org/D6760
2020-03-26 16:29:08 -04:00
Pablo Dobarro
48ea173a7d Sculpt: Create Face Set by Edit Mode Selection
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
2020-03-26 16:24:21 +01:00
Pablo Dobarro
99530ef4ed Sculpt: Face Sets Init operator
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
2020-03-26 16:20:24 +01:00
Pablo Dobarro
a218be3080 Sculpt: Surface Smooth Brush and Mesh Filter
This implements the Surface Smooth Brush as a mode inside the Smooth tool,
which uses the HC algorithm from "Improved Laplacian Smoothing of Noisy Surface Meshes".
Comparted to the regular smooth brush with laplacian smooth, this brush removes
the surface while preserving the volume of the object.
The smooth result can be controlled by tweaing the original shape preservation,
displacement and iteration count.
The same surface smooth operation is also available as a mesh filter.

Reviewed By: jbakker

Differential Revision: https://developer.blender.org/D7057
2020-03-26 16:13:47 +01:00
Antonio Vazquez
6681a33a6f GPencil: Fix unreported Threshold parameter visible in wrong context
The threshold only must be vsisible in Segment mode.
2020-03-25 18:46:45 +01:00
Antonio Vazquez
acd84ab105 GPencil: Fix unreported missing parameter for Cutter tool 2020-03-25 18:46:45 +01:00
Brecht Van Lommel
68e341e9d5 UI: remove non-unicode font and simplify default font loading code
There is no need to have another font embedded in the Blender executable, we
can assume the bundled font exists. In the future we may provide a fallback
if the font specified by the user in the preferences is missing a character,
but that can use our bundled international font.

Differential Revision: https://developer.blender.org/D6854
2020-03-25 16:39:58 +01:00
Brecht Van Lommel
9070999c21 UI: always use international font
This means Blender can display more text correctly without having to enable
user interface translation. Previously the quality of the font was lower,
but that has been fixed now.

The font files have now been ungzipped, which results in faster file loading
as Freetype can read only the parts of the file that it needs. Blender download
size should not increase since the release package is compressed.

This includes improvements for Cyrillic characters from the latest DejaVu
Sans fonts from D6960, contributed by Harley Acheson. Fixes T74097.

Differential Revision: https://developer.blender.org/D6854
2020-03-25 16:39:37 +01:00
Bastien Montagne
bb26c1359e Add invert mapping option to proximity weight edit modifier, and some cleanup. 2020-03-24 18:28:55 +01:00
Cody Winchester
26ef4fa85e Modifiers: Vertex Weight Edit add invert curve falloff option
This commit adds the option to invert the resulting weights of the
falloff curve.

There is a workflow used by some to convert a texture mask into
vertex weights by using a custom curve and inverting the points.
This allows the same effect with a single click, and gives the modifier
more procedural functionality.

With minor UI tweaks by @mont29.

Differential Revision: https://developer.blender.org/D6899
2020-03-24 18:28:55 +01:00
Campbell Barton
15b0c76480 UI: add Blender -> System menu
Include technical operators here so they're available
when using menu-search.
2020-03-24 14:11:31 +11:00
Campbell Barton
c46dcdf887 UI: add menu search functionality to operator search menu
This has some advantages over operator search:

- Some operators need options set to be usefully accessed.
- Shows key bindings to access menus
  (for actions that don't have key bindings themselves).
- Non operator actions such as check-boxes are also shown.
- Menu items can control execution context, using invoke or execute
  where appropriate so we can control how the operator runs.

Part of the design task T74157.

This can be tested using the 'Experimental' preferences section
or selected in the key-map editor.
2020-03-24 13:41:18 +11:00