When using the sculpt filters, global automasking settings that affect
all brushes were ignored because the automasking system was not
implemented for filters, making filters and brushes react differently
to the global sculpt settings which creates confusion.
This makes all filter tools (mesh, cloth, color) use the same general
automasking settings and features as the brush tools. Filters will now
use the settings in the options panel to limit their effect.
This also removes the "use Face Sets" option from the Mesh filter code,
as it was duplicated from the automasking code just to have that
funcitonality. This is now handled by the regular automasking system.
The "Use Face Sets" option is still available in the cloth filter as that
option limits the action of the forces, not the displacement.
After this, it is possible to initialize the automasking system
independently from the StrokeCache and Brush settings, so it can also be
added to more tools and features in the future.
Fixes T81619
Reviewed By: dbystedt, sergey
Maniphest Tasks: T81619
Differential Revision: https://developer.blender.org/D9171
This adds an operator property to use the paint cursor radius and
position for the depth of the trimming shape created by the trimming
tools.
When enabled, the shape is located in the surface point when the gesture
started and it will have the depth of the cursor radius. When the cursor
is not over the mesh, the shape will be positioned at the center of the
depth of the whole object from the viewport camera.
Reviewed By: dbystedt, sergey
Differential Revision: https://developer.blender.org/D9129
This patch enables the paint brush cursor with all tools in sculpt mode,
even with the ones that are not brushes. The motivations for this change
are:
- The filters are using the position of the active vertex for certain
features without any visualization of what the active vertex is.
- You can call operators like mask expand (which depends on the brush
cursor position and active vertex) with a non brush tool enabled.
- Having the cursor in the rest of the tools allows to have a scene
scale representation of the radius and a direct control of radius and
strength (using the current brush shortcuts), which will allow to make
features more intuitive without relying on modifying values in the
topbar. For example, the brush radius can be used to control the depth
of the cut in the trimming tools or the size of the sphere in the
sphere mesh filter
Reviewed By: #user_interface, dbystedt, pablovazquez
Differential Revision: https://developer.blender.org/D9071
This forces the mask expand modal operator to use the maximum
iteration when the cursor is not over the mesh, masking the entire
connected component.
This fixes the issue for both expanding masks and face sets.
Reviewed By: sergey
Differential Revision: https://developer.blender.org/D9105
This adds support for pen tilt in sculpt mode. For now, pen tilt is used
by tweaking the tilt strength property, which controls how much the pen
angle affects the sculpt normal. This is available in Draw, Draw Sharp,
Flatten, Fill, Scrape and Clay Strips brushes, but it can be enabled in
more tools later.
The purpose of this patch is to have a usable implementation of pen tilt
in a painting mode, so users can test and see in which hardware and
platforms this feature is supported and how well it works. If it works
ok, more tools and features that rely on pen tilt can be implemented,
like brushes that blend between two deformations depending on the angle.
Reviewed By: sergey
Differential Revision: https://developer.blender.org/D8893
The code to handle object transforms was wrong. Now the trimming mesh
and depts is calculated in world space, using the real view origin and
normal and then stored in object space in the mesh and in the original
coordinates array. As now both meshes for the boolean operation are in
the same object space, the space conversion code can also be removed
from the boolean function.
Reviewed By: sergey
Maniphest Tasks: T80625
Differential Revision: https://developer.blender.org/D8852
The voxel remesher was using the voxel size to limit the shrink-wrap
projection distance. Now that distance is increased to help preserving
more detail on hard surface edges.
Reviewed By: pablodp606
Differential Revision: https://developer.blender.org/D6204
Previously I used `CTX_copy` to create a mutable copy of the context in
order to set its area and region fields to temporary variables. This was
a tradeoff to avoid casting away `const` for `bContext`.
However, `bpy.context` is set to this new temporary value, which is fine
for a single `wm_draw_update` pass, but in the next main loop,
`bpy.context` is still set to this value, which was freed at the
end of `property_search_all_tabs`. It would be possible to reset the
`bpy.context` variable ath the end of the function, but this patch
contains an alternate solution: just don't copy the context. It looks
like this was the only use of `CTX_copy` anyway, maybe for good reason.
Differential Revision: https://developer.blender.org/D9216
With all the work on DNA defaults for 2.91, it's nice to expose this
convenient operator. This was already hardcoded in the UI code to the
backspace key, adding it to the keymap instead will make the shortcut
automatically show in the button right click menu.
Differential Revision: https://developer.blender.org/D9219
Split up `ANIM_deselect_anim_channels()` into
`ANIM_anim_channels_select_set()` and
`ANIM_anim_channels_select_toggle()`.
`ANIM_anim_channels_select_set()` is equivalent to the old
`ANIM_deselect_anim_channels(..., false, ACHANNEL_SETFLAG_xxx)`.
`ANIM_anim_channels_select_toggle()` is equivalent to the old
`ANIM_deselect_anim_channels(..., true, ACHANNEL_SETFLAG_ADD)`.
`ANIM_deselect_anim_channels(..., true, ACHANNEL_SETFLAG_CLEAR)` was
also called once. The `true` parameter suggested the "toggle" behaviour
was intended, but the `ACHANNEL_SETFLAG_CLEAR` argument prevented any
toggling. This is now replaced with `ANIM_anim_channels_select_set(ac,
ACHANNEL_SETFLAG_CLEAR)` to make this explicit.
No functional changes, just a cleanup in order to better understand how
the selection works.
Rename `animchannels_deselectall_exec` → `animchannels_selectall_exec` so
that it matches the operator `ANIM_OT_channels_select_all`.
No functional changes.
Being in render 'context'was not taken into account in code evaluating
modifiers for meshes in Edit mode.
Reviewed By: #modeling, mont29
Differential Revision: https://developer.blender.org/D9217
When creating a particle system to display simulated particles, the phystype needs to be set to 'no physics' so that particle positions are just copied and not integrated.
This shows the file's full path, its modification date, and its size in
the tooltips for the open recent fiels menu. When no file path is set,
the original operator description is used.
Differential Revision: https://developer.blender.org/D9028
This was caused by a wrong flag equality check when in xray mode because
the xray mode was masking the effect option flags that are not supported
in this mode. This means the never passed and the TAA was reset before
every redraw, leading to infinite rendering.
This was caused by the sequencer using a sRGB buffer without using
the sRGB transform.
This patch make it so that the framebuffer is rebound using the
sRGB transform before the python draw callbacks.
When there is no active texture, a NULL pointer was dereferenced.
It didn't crash because the dereference was for the first item at the
pointer, the ID. To fix this, return with no data when `texture is NULL.
A lot of animator request an option to invert the filter of the dopesheet channels. This patch adds that invert filter option. This is not for Grease Pencil only, affect to all modes.
{F8983328}
Note: I have seen the new button has a rounded borders on the left. It would be better get rectangle shape, but not sure how to do it.
Reviewed By: campbellbarton, pepeland
Maniphest Tasks: T81676
Differential Revision: https://developer.blender.org/D9182
c68a2a
This makes the icon equals to the invert icon used in all modifiers.
{F8986444}
Reviewed By: #user_interface, Severin, Blendify
Differential Revision: https://developer.blender.org/D9194
3bb3b2
This will make the "Reset to Default Value" operator in button right
click menus work for the fluid modifier. Before they always reset
the values to 0.
Differential Revision: https://developer.blender.org/D9206
Calling PyEval_ReleaseLock() was crashing with Python 3.9
because it accessed the NULL pointer set by PyThreadState_Swap().
This happened when calling ViewLayer.update() for example.
While the existing logic could be fixed by swapping the thread-state
back before calling PyEval_ReleaseLock(), this depends on functions
which are tagged to be removed by v4.0.
Replace use of deprecated functions by calling PyEval_SaveThread(),
instead of inlining the logic, using _PyThreadState_UncheckedGet()
to prevent Python aborting.
The call to PyEval_ThreadsInitialized has been removed
as threads are now initialized with Python.
This could be replaced with Py_IsInitialized() however it doesn't look
like this is necessary.
This is compatible with Python 3.7 & 3.9.
With constructive + deform modifiers, loop-cut visualization
wasn't following the displayed mesh.
This now gets the coordinates from the cage when available.
This was just not implemented. Now make this consistent with
vertexpainting / texturepainting.
Maniphest Tasks: T81670
Differential Revision: https://developer.blender.org/D9195
Previously the softbody strength property was controlling the strength
of the constraints that pin all vertices to the original location. This
was causing problems when the forces were trying to deform the vertices
too much, like when using gravity or grab brushes.
Now softbody is implemented with plasticity, which creates constraints to
a separate coordinates array. These coordinates are deformed with the
simulation, and the plasticity parameter controls how much the
simulation moves the coordinates (plasticity 0), or the coordinates move
the simulation back to its previous position (plasticity 1).
This creates much better and predictable results and adding softbody
plasticity to the brushes can increase its control and the stability of
the simulation.
Reviewed By: sergey, zeddb
Differential Revision: https://developer.blender.org/D9187
This patch enables property search for all tabs in the property editor.
To make interaction faster, if the editor's current tab doesn't have a
result, the current tab changes to the next tab that has a match.
This patch implements basic code that only searches panels.
While we could run the existing "single tab" property search for every
tab, that would also do everything else related to the layout pass,
which would be less efficient, and maybe more complicated to maintain.
The search match status for every current tab of the property editor is
stored in a runtime bitfield and them displayed later by dimming icons
in the tab selector panel to the left. Using `BLI_bitmap` properly in
the runtime struct required moving it to `buttons_intern.h` and
adding a small API to access the search filter instead.
To make sure the editor isn't influenced by anything that happens while
building the layout for other tabs, most of the context is duplicated
and the new search is run in the duplicated editor.
Note that the tool settings tab works slightly different than the other
tabs, so I've disabled searching it for this commit. That would be a
relatively simple improvement, but would just require a bit of
refactoring of existing code.
Differential Revision: https://developer.blender.org/D8859
This adds arguments to `uiLayout.prop_tabs_enum` and the C equivalent
(`uiItemTabsEnumR_prop`) to gray out tabs based on a boolean array.
For property search in multiple tabs, we need a way to show which tabs
have a search result, but we still need to show which tab is active.
Differential Revision: https://developer.blender.org/D8858
Changing the color of monochrome alert icons would not change until the theme was reloaded.
Differential Revision: https://developer.blender.org/D9062
Reviewed by Harley Acheson