For Blender 4.0 we decided to support individual icons for different
snap elements.
This was originally contributed by Erik Abrahamsson as !107054 with
some contributions by myself (Germano).
This set of icons being simple geometric symbols, that should be
familiar to CAD artists.
Note that Face and Volume share the same icon (circle). This is
deliberate since they communicate a similar functionality - are not
aimed at precision snapping the same way the vertex or perpendicular
are.
Also note that later we should also try to change the icons shown in
the snap menu to match the symbols that the artists see in the preview
window.
———
On the decision process:
The version currently in main (and rolled back here) was an initial
attempt of aggregating more information to the icons (e.g., by aligning
the icons to the target edges) while making them more suitable to
Blender. After presenting both options to (parts of the) community,
there was nothing fundamentally broken found with either option, though
options diverged over personal preference.
With that in mind, in the latest UI module meeting it was agreed to use
the original proposal then.
This final call was proposed by Dalai Felinto on his role of
commissioner (stakeholder) for the snap polishing tasks (#73993) and
designer for the related Snap Base design #66484.
———
This commit reverts commit 9c2e768f5b.
The reverted icons (referred originally as minimalistic icons) may be
proposed later as a separate theme option.
- "Tapping Alt...": remove newline in tooltip.
- Add descriptions for the From Left and From Right of the Shear
Keyframes operator's direction items, instead of just "foo":
- "Shear the keys using the left key as reference", and
- "Shear the keys using the right key as reference".
- "Affects the value" -> "Affect", use the imperative.
- "Increase or decrease the value of selected keys \n
in relationship to their average"
-> "Scale selected key values by their combined average":
remove the newline and rephrase the unclear description. New
description by Harley Acheson.
- "Redefine equalizer graphs": this is an operator name, it should be
title case.
- "USD Skeleton Import" warning: inconsistent whitespace.
- "%s: Joint weights and joint indices size mismatch size mismatch for
prim %s": remove duplicated "size mismatch".
- "USD export: couldn't copy texture tile from %s to %s": remove
duplicate whitespace, change "couldn't" to "could not" to respect
the style guide.
- "Temp. Diff." -> expand the abbreviation to "Temperature Difference"
- "Registering node tree class:" do not use formatting just to reduce
redundancy in a few messages, but write it explicitly each time.
This is more legible, and much better for translations.
- "Absolute time alignment while translating" -> "Absolute time
alignment when transforming keyframes" because this applies to all
transforms, not translation only.
- "# characters defines the [...] length of frame numbers" ->
"define" (typo), "padding" is more specific than length.
Pull Request: https://projects.blender.org/blender/blender/pulls/112975
The region background draws rounded corner so it looks more or less like
a tab coming out of the region above/below. So this needs to change
together with the region alignment.
Caused by a subtle logic change in 17d161f565 and follow ups.
Because they used to be stored in a singly-linked list, the old storage
for `corners_by_space` was backwards compared to the order each corner
was discovered in `split_loop_nor_fan_do`. I don't fully understand how
yet, but the logic when setting edges sharp based on divergence between
neighboring corner normals in a space relied on the iteration direction,
so as a fix, just iterate backwards over the corners in each space.
Reroute node consists only of a socket, it has no body.
Don't allow hiding sockets of reroutes anymore, since it could make the
node invisible or prevent links from being connected to it.
The versioning ensures that the sockets on reroute nodes are not hidden.
Pull Request: https://projects.blender.org/blender/blender/pulls/112965
This patch changes the image type used in the Jump Flooding Algorithm to
be Int2 instead of Float4. That's because we used to store the distance
along with the texel location, which we no longer do, so we are left
with the 2D texel location only which can be stored in an Int2 image.
We no longer store the distance because it is not necessarily needed, it
introduces a sqrt in each of the JFA passes, and it is less precise due
to storage in 16F images. Developers should compute the distance in the
user shader instead.
This is a non-functional change, but results in less memory usage,
higher performance, and higher precision.
Pull Request: https://projects.blender.org/blender/blender/pulls/112941
The weld modifier was experiencing crashes due to the `switch_to`
variable occasionally pointing to a collapsed corner.
The encumbrance of the code implementation utilizing `switch_to` was
proving to be problematic as it was escalating the complexity of
maintenance.
To resolve the issue, a code rewrite was conducted.
The new implementation uses a `loop_next` in place of `switch_to` for
skipping corners.
This modification streamlined the code and improved its stability.
However, this solution does come with minor drawbacks. There is a small
increase in memory consumption and the corner group detection process
is now slightly more computational intensive.
Also the test files need to be updated.
The `blender-v4.0-release` branch would not build because some parts of grease pencil v3 were still exposed when experimental features are disabled.
This is hiding the relevant parts behind `#ifdef WITH_GREASE_PENCIL_V3` to make sure they are only built when the experimental features is enabled.
Pull Request: https://projects.blender.org/blender/blender/pulls/112953
After changing tools (and possibly other context), the buttons section
background drawing would be broken for one redraw, so the full region
would be drawn with a background, rather than just behind the button
boundaries.
Code has special handling so that only the first of two split regions
needs to be flagged as hidden. If the second one is also flagged that
can have some unwanted side-effects. Code to add the region resizing
edges relied on the region visibility flags though, rather than the
visibility check that respects this handling of split region hiding. So
code would run that is only intended for un-hidden regions.
Search menu (F3) displays character which was pressed to open a context
specific search. This also breaks the old behavior of showing last searched
operator in text field, instead shows the pressed character.
To fix this, first store the `g_search_text/but->poin` string in
temp_buffer (before pressed key char is copied to `g_search_text`).
Later, restore the g_search_text after invoking the search menu.
Pull Request: https://projects.blender.org/blender/blender/pulls/112938
Makes use of the new buttons sections feature used by the asset shelf to
draw a background behind buttons, but the reset of the region fully
transparent. The UI team agreed on this as a way to minimize dead space,
but also as a better way to communicate our click through feature (where
dead space in overlapping regions forwards events to the underlying
region). The region background theme setting only affects the
non-transparent part of the region, the rest is always fully
transparent. With region overlap disabled, the bar is fully opaque still.
Also see #112241.
Only the pose library enables the asset shelf by default, but Blender
doesn't come with pose assets, they have to be created by the user. So
when entering pose mode with factory settings, the asset shelf will
currently be just a big empty bar. Plus, pose mode is used for posing
without pose assets quite a lot. So hide the asset shelf by default. The
pose library already shows a toggle to hide/unhide it where the previous
pose library UI was for discoverability.
The node drawing function currently uses a stack-based traversal of
interface items. This is hard to read and for this purpose a recursive
function is easier to understand.
Pull Request: https://projects.blender.org/blender/blender/pulls/112860
Adds a menu to choose the asset library to use to the asset shelf
catalogs selector popover. This is consistent with the asset browser.
After talking to animators and some artists, this is likely something
they would want to have, since they don't always want all their assets
and catalogs to populate the asset shelf. It's also necessary for the
pose library UI to provide the same features roughly than the old one
(in the sidebar, before the asset shelf was introduced).
This is necessary to let popovers redraw when asynchronously loading
data. For example to display assets or asset catalogs as they get
loaded. Needed for the asset shelf catalog selector popover. Menus
already do the same to allow populating the menu with assets as they get
loaded.
Previously, it was only possible to inspect the data from the first iteration. That
applied to both, the viewer node as well as socket inspection. Now, there is a
new `Inspection Index` setting in the zone properties. It specifies which iteration
should be used by the inspection features.
In theory we could support features like counting the index from the end, but
that can be done separately as well, as it likely requires more UI.
Pull Request: https://projects.blender.org/blender/blender/pulls/112818
This PR adds vertex groups to `CurvesGeometry` as well as an attribute read/write accessor.
This is also in preparation for GPv3. Since the goal is to have full compatibility with the current grease pencil features, vertex groups need to be supported.
Grease Pencil allows filtering by vertex group for modifiers.To support this, it also makes sense to have read/write access for vertex groups in the attributes API.
In the future, vertex groups should be just another custom attribute on meshes/curves/grease pencil. There are some more issues to be solved before that can happen. This step gets us a bit closer since the vertex weight data is stored in `CustomData`.
Pull Request: https://projects.blender.org/blender/blender/pulls/106944
Currently if there is no selection mode enabled the operator is disabled and greyed
out in the menu. The shortcut doesn't do anything, which can be unexpected and jarring.
With this PR the operator will work when no selection mode is enabled and in that case
fill the entire mesh using the Weight from the active tool.
This is then consistent with vertex paint mode and the "Set Vertex Color" operator.
So now remove the overly-strict `mask_paint_poll` poll (and replace with
more appropriate `weight_paint_mode_poll`).
NOTE: `mask_paint_poll` is now unused, could be removed
Pull Request: https://projects.blender.org/blender/blender/pulls/112413