Previously sync-select in edge-select mode behaved in much the same
way as vertex selection, since a selected edge could cause a vertex
on an a disconnected UV island to be selected.
Now single vertices are no longer considered selected when the
Sticky-Mode is set to "Location" (the default).
Notes on changes when sync-select is enabled:
- The main change from a user perspective is edge & face select modes
show the selected edges.
- This resolves a problem in edge & face selection modes where it wasn't
possible to differentiate between a selected edge and two selected
vertices on either side of an unselected edge.
Previously UV sync-select in face mode would isolate UV selection
so dragging a face would disconnect it from adjacent faces.
Now the sticky mode is respected for face selection.
This is needed for #136817 so storing per-selection doesn't result
in a user visible change in behavior.
Calling UV stitch from menu executes `exec` function instead of modal() due
to wrong opcontext. Set `operator_context=INVOKE_REGION_WIN` so that
clicking operator from menu invokes `stitch_invoke()` which later calls
modal operation.
Pull Request: https://projects.blender.org/blender/blender/pulls/138075
**Problem**
When using Texture Paint mode, the Image Editor will show a UV Wireframe
to display the active object's UVs. In every other mode, this wireframe
is absent. This is currently a big problem for Sculpt Mode since the
Experimental Texture Paint system is a part of that mode, meaning that
the user can't see their UVs while they paint in Sculpt Mode. This is
also troublesome for users that would like to quickly view an object's
UVs without using Texture Paint Mode.
**Solution**
Since it's useful to be able to view an object's UVs at all times, the
Image Editor should display UV Wireframes in all Object Modes regardless
of the Image Editor's mode. This is the best solution since it means
that future Blender features, that would benefit from having a preview
of an object's UV Wireframes, will automatically have that option since
UV Wireframes are supported in all modes. Also, if a user doesn't want
to see UV Wireframes for any reason, it can be disabled with an Overlay
option.
Additionally, when multiple objects are selected, each object should
have its UV Wireframe drawn in the Image Editor. The selected objects
that aren't active should have less opaque wireframes to indicate which
wireframe belongs to the active object. This is the best approach for
having multiple objects selected since it allows the user to quickly
view the UV layout for all selected objects to troubleshoot UV problems,
like texture mapping. This is especially helpful when using a material
for multiple different objects.
An alternative solution would be to only show the UV Wireframe for the
active object, but this would be undesirable because it would make
troubleshooting UV positions tedious when working with multiple objects
since the user would need to select objects individually.
Co-authored-by: T0MIS0N <50230774+T0MIS0N@users.noreply.github.com>
Co-authored-by: Sean Kim <SeanCTKim@protonmail.com>
Pull Request: https://projects.blender.org/blender/blender/pulls/135102
This adds icons for ICON_RGB_RED, ICON_RGB_GREEN, and ICON_RGB_BLUE
that display with those colors. This does not remove the existing
monochrome ICON_COLOR_* icons. This also allows the translation of
the "R", "G", "B" characters shown, for languages that prefer color
words that do not start with these.
Pull Request: https://projects.blender.org/blender/blender/pulls/136154
With the brush assets project, brushes were moved from being local to
the working blendfile to being linked from asset libraries. This breaks
the Image Paint 'Clone' brush, as it has a brush property that links to
other Image datablocks.
To support this functionality, this commit adds the corresponding
properties into the `ImagePaintSettings` struct so that it is stored
locally with the images that will be used by the tool, inside the main
blendfile.
The source image property is shared with the 3D version of the 'Clone'
brush instead of adding a separate field to preserve old behavior.
Notably, this has the following limitations:
* If clone brush assets have been made and shared with external packs,
they would not work out of the box with linked image assets.
* Despite these settings being stored on the scene, they are populated
inside the tool window under "Brush Settings" which is potentially
misleading. However, this is already the case for the 3D version of
the brush, so further UI refinement will happen outside of this PR.
* Users will be unable to use separate images simultaneously for the
Image editor and the 3D viewport, unlike in pre-4.3 versions. This
can be adjusted in the future if it is a critical workflow.
Because the intended design and functionality of this tool is currently
questionable, this commit opts to make these changes instead of doing
further design to support both accessing data on the brush and on the
scene.
Pull Request: https://projects.blender.org/blender/blender/pulls/134474
This adds an Animation panel to the Mask tab of the n-panel of the
Movie Clip and Image editors. Masks can be animated (for example, the
opacity of a Mask Layer), but there was no way to manage the Action
and Slot that held those F-Curves.
To keep things DRY, this PR also moves the code for drawing Action+Slot
selectors from the `PropertiesAnimationMixin` class to a utility
function, which is now called from both that class and the Mask UI code.
Pull Request: https://projects.blender.org/blender/blender/pulls/133153
`wm_keymap_item_find_props()` finds the keyitem for respective operator.
This function expects opcontext to be `WM_OP_EXEC/INVOKE_REGION_WIN`.
Set operator_context to `INVOKE_REGION_WIN` in UI drawing code for pack
island button, this will allow drawing shortcut key infront of the label.
Pull Request: https://projects.blender.org/blender/blender/pulls/133298
- Wrap the closing parenthesis onto it's own line
which makes assignments to the return value
read better.
- Reduce right-shift with multi-line function calls.
Error in [0] intended to remove the panels but kept the space type &
region type, causing a warning on startup and the panels to be added
to a "Misc" tab.
[0]: 46773766a3
Removes many of the operators, panels, and menus used exclusively by Grease Pencil v2 that are no longer needed in v3.
No functional changes are expected.
Some operators are still used by the annotations system and have to be kept around. These may be renamed in future.
Pull Request: https://projects.blender.org/blender/blender/pulls/128521
Integrate an existing implementation of the SLIM unwrapping algorithm
into Blender. More info about SLIM here:
https://igl.ethz.ch/projects/slim/
This commit is based on the integration code written by Aurel Gruber
for Blender 2.7x (unfinished and never merged with the main branch).
This commit is based on Aurel's code, rebased and further improved.
Details:
- Unwrap has been moved into a sub-menu,
slim unwrapping is exposed as: "Minimum Stretch".
- Live unwrap with SLIM refines the solutions using a timer.
- When using SLIM there are options to:
- Set the number of iterations.
- Weight the influence using vertex weights.
- SLIM can be disabled using the `WITH_UV_SLIM` build option.
Co-authored-by: Aurel Gruber <aurel.gruber@infix.ch>
Ref !114545
Design: https://projects.blender.org/blender/blender/issues/126032
The brush assets project merged all brush based tools into a single, "Brush"
tool. After feedback, we want to bring back some of the previous brush based
tools. For example in grease pencil draw mode, not having an eraser or fill tool
available, and having to go through all the brush assets instead made the
workflow more cumbersome, and features less discoverable (an eraser tool in the
toolbar is quite easy to find, a brush deep down in the asset library may not
be).
With this commit we can add back some tools for specific brush types in sculpt &
paint modes. The follow up commit will start with the eraser and fill tools for
grease pencil draw mode, but more tools in other modes are expected to follow.
For every brush type that has a tool in the toolbar, the last used brush is
remembered. This is the biggest part of the changes here.
Brush asset popups will only show the brushes supported by the active tool for
now. The permanent asset shelf region displays all brushes. Activating a brush
that isn't compatible with the current tool will also activate the general
"Brush" tool, but while the brush tool is active we never switch to another one
(e.g. activating an eraser brush will keep the "Brush" tool active). All this
might change after further feedback.
Pull Request: https://projects.blender.org/blender/blender/pulls/125449
The previous way of considering tools with the `data_block` member set
as using brushes was rather unclear/confusing, but also a bit outdated
with the brush assets changes. Since then most sculpt/paint modes use a
unified brush tool, there was no tool for every brush type (aka brush
tool) anymore. So now the `data_block` member was just set dynamically to
match the active brush type which is otherwise irrelevant to the tool
system now.
Further, this will become important to bring back some of the tools that
use brushes in grease pencil draw mode, see #116337. For that we want to
keep the unified brush tool, but still allow other tools that only use a
specific brush type. So marking a tool as using brushes should be done
separately from indicating a specific brush type.
Removing/replacing the `data_block` member should happen separately
still, pending further developments (e.g. see #125449).
Pull Request: https://projects.blender.org/blender/blender/pulls/125911
Proportional edit works with shortcut in mask mode of image editor but
it was never exposed in UI (header). Also move pivot point along with
proportional edit property to the right of mask template.
Pull Request: https://projects.blender.org/blender/blender/pulls/126482
Missed after 'Set Snap Base' commit.
Just like in 3D View, UV editing can also benefit from selecting
multiple snap target elements.
The C++ code was already done, it was only necessary to edit the
interface.
Pull Request: https://projects.blender.org/blender/blender/pulls/124986
This is the main merge commit of the brush assets project. The previous
commits did some preparing changes, more tweaks are in the following commits.
Also, a lot of the more general work was already merged into the main branch
over the last two years.
With the new design, quite some things can be removed/replaced:
- There's a unified "Brush" tool now, brush based tools and all special
handling is removed.
- Old tool and brush icons are unsed now, and their initialization code
removed here. That means they draw as blank now, and the icon files can be
removed in a follow up.
- Creation of default brushes is unnecessary since brushes are now bundled in
the Essentials asset library. Icons/previews are handled as standard asset
previews.
- Grease pencil eraser options are replaced by a general default eraser brush
that can be set by the user.
More changes are planned still, see task list issue below.
Main Authors: Bastien Montagne, Brecht Van Lommel, Hans Goudey, Julian Eisel
Additionally involved on the design: Dalai Felinto, Julien Kaspar
Blog Post: https://code.blender.org/2024/07/brush-assets-is-out/
Tasks:
https://projects.blender.org/blender/blender/issues/116337
Reviewed incrementally as part of the brush assets project, see:
https://projects.blender.org/blender/blender/pulls/106303
Extract
- Add to Quick Favorites tooltip.
- "Mask", the name of a newly created mask (DATA_).
- "New" in the context of the new mask ID button.
- A few strings using BLI_STR_UTF8_ defines were not extracted.
Take the special characters out of the translation macros.
- "External" menu items from the filebrowser's Files context
menu (right-click on a file). These items were already extracted,
but not translated.
Improve
- Separate formatted error message "%s is not compatible with
["the specified", "any"] 'refresh' options" into two messages.
Disambiguate
- Use Action context for new F-modifiers' names. This is already used
for the "type" operator prop.
- Translate ImportHelper's default confirmation text using the
Operator context, as it uses the operator name which is extracted
with this context.
- "Scale" can be a noun, the scale of something, or a verb, to scale
something. The latter mostly uses the Operator context, so apply
this context to verbs, and the default contexts to nouns.
- "Scale Influence" can mean "Influence on Scale" (tracking
stabilization) and "to Scale the Influence" (dynamic paint canvas).
- "Object Line Art" as type of Line Art to add, as opposed to the
active object's Line Art settings.
- Float to Integer node: use NodeTree context for the node label, as
this is already extracted and used for the enum.
Do not translate
- Sequencer labels containing only a string formatting field.
Some issues reported by Gabriel Gazzán and Ye Gui.
Pull Request: https://projects.blender.org/blender/blender/pulls/122283
Reorganizes (and in some cases add missing operators to) all 'Select'
menus in all editors except 3D Viewport (done in a separate patch).
The goal of this change is to make menus as consistent as possible, and
to group & sort items according to a certain logic, which should be easy to
remember and users can always expect certain items to be always at same
place in every editor.
More details and images in the pull request.
Pull Request: https://projects.blender.org/blender/blender/pulls/121337
Part of modernizing scripts in Blender, where the previous convention
was to use percentage formatting which has become the "old" way to
format strings in Python.
See proposal for details #120453.
Ref !120552
Updates to refactor from [0].
- Rename "_context" as it's no longer unused.
- Remove call to `iface_` as the string no longer contains text.
- Remove redundant `enumerate(..)`.
- Use ternary operator instead of a tuple lookup.
- Assign a ratio variable for reuse.
[0]: 7e2075b809
For the brush assets project (#116337) all editors with brushes are
getting an asset shelf, and the brush tools are combined, with
individual brushes accessed in the shelf. That design seems way
overkill for UV sculpting which is just three very simple tools.
In order to avoid one editor with inconsistent use of brushes, which
would significantly increase the complexity of the system after the
brush assets merge, port the three UV sculpt tools to be regular
modal operators that don't use the brush or paint system at all.
To be clear, this is a compromise that doesn't feel ideal, but no
one could think of a better solution. Theoretically this removes
some flexibility from UV edit "sculpting", in practice it probably
won't be a noticeable change.
Pull Request: https://projects.blender.org/blender/blender/pulls/120797
As part of the brush assets project, the image editor needs an asset
shelf to display brush assets for texture paint mode. This commit adds
the unused asset shelf region, similar to the 3D viewport's region that
is currently just used for the pose library. For now, users will just
see an "Asset Shelf" toggle in the view menu.
Pull Request: https://projects.blender.org/blender/blender/pulls/121034
Changes:
- Add Vert Slide and Edge Slide to 'UV -> Transform' menu.
- Add a separator for Vert Slide and Edge Slide in the context menu.
- Don't display the "Correct UVs" option in the Redo menu of UV Editor.
Adds copy and paste images functionality to and from the image editor
in Linux/Wayland clipboard.
Currently the only format supported is PNG.
Ref: !119117
Add two snapping increment options: a regular value
(activated with Ctrl) and a precise value (activated with Ctrl+Shift).
These values are separate for 2D and 3D views.
Ref !118760
This patch adds a new `Stretching Opacity` slider to the overlays panel in the UV Editor.
This allows users to tweak the opacity of the UV stretching overlay, so the image texture
can still be visible through it.
Pull Request: https://projects.blender.org/blender/blender/pulls/117381
Update the look of image editor Vectorscope widget (design #116973):
- Colored and Luma options for the point cloud,
- The circles are no longer very low poly,
- Overall grid/background colors are tuned.
- Primary color locations have text labels.
Images in the PR.
Pull Request: https://projects.blender.org/blender/blender/pulls/116974
Due to lack of forward compatibility, tool_settings.snap_uv_element
could return empty if a 4.0 file is opened in 3.6.
This causes a Python error when trying to identify the element's icon.
Avoid this python error.