* Add Shortcut -> Assign Shortcut
* Add to Favorites Menu -> Add to Quick Favorites
To match the menu name and be more general for when the Quick Favorites
are accessible in places other than just menus (like panels).
Add blank icon to Remove Shortcut so it aligns with Change Shortcut
which is usually the item on top of it in the menu.
Limited to mesh type of source, not sure it ever worked for non-meshes.
While it's possible to support reshape from any object, the actual brain
of operation would need to be recoded to go away from requirement of
vertex indices matching in source and destination.
This fully works as "expected", however it seems strange when
there is no selected vertex in the non-active object.
In 2.7x if you join two monkeys, select a vertex in one of them and
try to use this operator in the other it will select the lonely newly
selected vertex.
If you split both monkeys and do this in 2.8 while multi-editing them
you won't get nothing when trying to ctrl+RMB any vertex in the monkey
object that has nothing selected yet.
I propose to have this addressed in an upcoming patch where we always
select a vertex if no vertex was previously selected.
This make the workbench draw everything in the background routine just like
eevee. This is because the workbench uses floating point buffers too and
rendering background to this buffer makes it incorrect without proper
color management.
This could be improved because in xray the background is not blended but
dithered as it's drawn after the main pass.
This supports meshes and hairs too. Matches cycles output.
This adds barycentric coords to the GPUBuiltin enum which will also be used
for the wireframe node.
This makes it more generic process to perform actions which
depend on ptex face + (u, v) and on subdivided vertex index.
Currently it is still just a subdivision calculation process,
but same foreach callbacks can easily be used to propagate
displacement from known vertex locations back to displacement
grids.
Add a general parameter to force the recalc of the triangulation data because some modifiers could change the geometry and the filling triangles would not be right.
Now, the parameter is visible in UI panel because this option reduces FPS, but maybe in the future we can keep always ON and remove the parameter.
This changes the text hinting setting to be an enum with options
Auto / None / Slight / Full. The default is Auto which currently disables
hinting.
The hinting was tested with a new FreeType version, but this is not what
is used on the buildbots an official release environment, and the fonts
look quite bad because of that. Once FreeType has been upgraded we can
change the default.
Even then the results are not ideal, perhaps due to missing subpixel
positioning and linear color blending support in BLF.
In some extreme modifications the fill triangulation cannot be right, so need a refresh.
This is done only for sculpt brushes that can change the geometry.
Supporting the ctrl+click operator for multiple objects.
When no vertex is selected we only add a new vertex for the active object.
I'm using all the selected vertices to calculate the center of transformation
regardless of the object they come from. This way we have the same effect if the
meshes are joined together or kept as individual objects.
Thanks Campbell Barton for reviewing the patch.
OpenGL rendering only implemented the deferred renderer. This commit
will add the forward renderer. The forward renderer is used when XRay
mode is enabled
The loop cut tool now works as expected for the tool-system,
where hovering previews the loop and clicking activates.
This uses a new gizmo type to pre-select the edge.