These settings are used though for these strokes (see
'paint_stroke_use_dash'), should be visible in the UI as well.
This was correctly added when dashing was introduced in rB15f82278d5d4
btw., but then messed up in rBfb74dcc5d69d.
Maniphest Tasks: T87816
Differential Revision: https://developer.blender.org/D11096
Since these were added, we decided that builtin and reserved name
attributes start with a lowercase letter. We also use "id" already in
a few nodes, so this change will be consistent with that.
This introduces a context path to the spreadsheet editor, which contains
information about what data is shown in the spreadsheet. The context
path (breadcrumbs) can reference a specific node in a node group
hierarchy. During object evaluation, the geometry nodes modifier checks
what data is currently requested by visible spreadsheets and stores
the corresponding geometry sets separately for later access.
The context path can be updated by the user explicitely, by clicking
on the new icon in the header of nodes. Under some circumstances,
the context path is updated automatically based on Blender's context.
This patch also consolidates the "Node" and "Final" object evaluation
mode to just "Evaluated". Based on the current context path, either
the final geometry set of an object will be displayed, or the data at
a specific node.
The new preview icon in geometry nodes now behaves more like
a toggle. It can be clicked again to clear the context path in an
open spreadsheet editor.
Previously, only an object could be pinned in the spreadsheet editor.
Now it is possible to pin the entire context path. That allows two
different spreadsheets to display geometry data from two different
nodes.
The breadcrumbs in the spreadsheet header can be collapsed by
clicking on the arrow icons. It's not ideal but works well for now.
This might be changed again, if we get a data set region on the left.
Differential Revision: https://developer.blender.org/D10931
Within the 2D Animation workspace, the 'Cursor' dropdown currently displays the 'Display Cursor' incorrectly aligned.
This change fixes the alignment issue.
Reviewed By: #user_interface, #grease_pencil, antoniov
Differential Revision: https://developer.blender.org/D10614
This implements the changes discussed in T87134 for including switch
object funcionality in 2.93. This includes:
- Remove the switch object operator experimental option
- Remove the option for switching objects in Edit Mode.
- Rename switch_object to transfer_mode.
- Enable the operator only in sculpt mode.
- Expose the operator in the Sculpt menu with an eyedropper modal
option.
On later releases, we could revisit enabling the operator in other mode
and object types as well as its place in the UI.
Reviewed By: JulienKaspar, JacquesLucke
Differential Revision: https://developer.blender.org/D10953
Sculpt menus were using the legacy expand operator. This updates all
entries to use the new one.
It does not make sense to use Expand from the menus as it relies on the
brush cursor position, but now all Expand shortcuts are listed in the
UI.
Reviewed By: JacquesLucke
Differential Revision: https://developer.blender.org/D10952
This commit cleans up the RNA names of select mirror operators so that
they are all "Select mirror".
This makes the select menu in edit/pose mode consistent regardless of
object type.
Differential Revision: https://developer.blender.org/D7356
This is a minimal, information-only view currently, listing by default
all the override data-blocks, with their user-edited override
properties.
System-generated overrides (like the overrides of pointers to other
override data-blocks) can be shown through a filter option.
Finally, potential info or warning messages from (auto-)resync propcess
are also shown, as an icon + tooltip next to the affected items.
Part of D10855.
This is caused by rB9f323e9bf79f. When hover shortcuts are used,
we cannot use the modifier from the context (which will be the
active modifier), or they won't be hover shortcuts anymore!
There didn't use to be an editor-level "modifier" context variable,
which is why this worked before.
The fix is simple, just specify the modifier name for this particular
remove button.
Differential Revision: https://developer.blender.org/D10870
Before this change, you could have the new sculpt symmetry code and the
older weight paint symmetry code active at the same time. This would
lead to users easily trashing their weigh paint data if they were not
careful when switching between modes.
Now the specific weight paint symmetry code is an exclusive toggle so
the user can't accidentally mirror strokes and vertex groups at the same
time. This also paves the way of supporting Y and Z symmetry in the
future for weight groups mirroring if we decide to add it in the future.
Reviewed By: Sybren
Differential Revision: http://developer.blender.org/D10426
Display the bone axes at the head (root) of the bone by default, instead
of the tail (tip), and add a slider so that it's possible to adjust this
position.
Versioning code is in place to ensure existing files behave the same
(axes shown at tail), whereas new Armatures will be using the new
default (axes shown at head).
Reviewed By: #animation_rigging, #user_interface, Severin, Sybren
Differential Revision: https://developer.blender.org/D7685
This is functionality that isn't accessible via the user interface. The
API allows the creation and modification of an override template that
holds rules that needs to be checked when overriding the asset.
The API is setup that it cannot be changed after creation. Later on when
the system is more mature we will allow changing overrides operations.
NOTE: This is an experimental feature and should not be used in productions.
Reviewed By: mont29, sebbas
Differential Revision: https://developer.blender.org/D10792
For projection painting tools besides the `DRAW` tool:
- Don't show the texture from viewport stencil drawing.
- Don't show the texture panel.
Based on D10564 by @lichtwerk with own changes.
The "Enable physics for:" text makes no semantic sense- i.e.
"Enable physics for Fluid". Additionally, the leading text is just not
necessary, this section is just as clear without it.
Differential Revision: https://developer.blender.org/D10537
Revert "Point users to new location of "Show Group Colors" option",
commit rB6ed6741ee35930bf81fad9a5eb6bb17eea168725.
These deprecation hints were intended for one release only, and thus can
be removed now.
This patch adds support to export and import grease pencil in several formats.
Inlude:
* Export SVG
* Export PDF (always from camera view)
* Import SVG
The import and export only support solid colors and not gradients or textures.
Requires libharu and pugixml.
For importing SVG, the NanoSVG lib is used, but this does not require installation (just a .h file embedded in the project folder)
Example of PDF export: https://youtu.be/BMm0KeMJsI4
Reviewed By: #grease_pencil, HooglyBoogly
Maniphest Tasks: T83190, T79875, T83191, T83192
Differential Revision: https://developer.blender.org/D10482
Currently, when a taper object is specified, the radius of the spline is
ignored. This patch adds a new option to control how the taper object
affect the effective radius of the spline. The option allow three modes
of operation:
- Override: The old method. The radius of the spline is ignored and
overridden.
- Multiply: The radius of the spline is multiplied by the taper radius.
- Add: The radius of the spline is added to the taper radius.
Ref D10779
No need for a module to define a single panel, since this is an
object panel it can be included with other object panels.
If centralizing line-art properties is needed in the future,
this can be done in a `*_common` module.
- Make properties alligned
- Add decorate to volume
- Add heading to Grease Pencil and Transparent
Reviewed By: ISS
Differential Revision: https://developer.blender.org/D10663
Add option to override current frame whem transforming strip handles.
Option can be found in View menu of VSE preview, or in timeline when
using backdrop.
Reviewed By: ISS
Differential Revision: https://developer.blender.org/D10424
Bold and italic fonts can be switched quickly by presing corresponding
button.
Reviewed By: ISS
Differential Revision: https://developer.blender.org/D10542
This adds 2 new sliders for light objects that modulates the diffuse
light and the volume light intensities.
This also changes the way volume light is computed using point lamp
representation. We use "Point Light Attenuation Without Singularity"
from Cem Yuksel instead of the usual inverse square law.
This patch adds data about instances generated by geometry nodes
to the spreadsheet. The transform data is decomposed into position,
rotation, and scale, and there is a name column to display the name
of the instanced object or collection.
This data is implemented specifically for the spreadsheet, because
we're not sure that we want to expose this data as attributes for the
use elsewhere.
Differential Revision: https://developer.blender.org/D10770
Changes include:
- Use `IFACE_` for UI labels set in the modifier panels
- Use a sub-sub-panel for transparency
- Fix grammar and spelling mistakes
- Use more natural user-friendly wording
- Make descriptions more specific and more useful
- Don't capitalize "line art" in descriptions (tooltips)
These changes are aimed at making the UI strings more consistent with
the rest of the UI and being more helpful to someone trying to understand
how to use the modifier.
Differential Revision: https://developer.blender.org/D10750
This patch adds the ability to mute individual wires in the node editor.
This is invoked like the cut links operator but with a new shortcut.
Mute = Ctrl + Alt
Cut = Ctrl
Dragging over wires will toggle the mute state for that wire.
The muted wires are drawn in red with a bar across the center.
Red is used in the nodes context to indicate invalid links, muted links and internal links.
When a wire is muted it exposes the original node buttons which are normally hidden when a wire is connected.
Downstream and upstream links connected using reroute nodes are also muted.
Outside scope of patch:
- Add support for pynodes e.g. Animation Nodes
- Requires minor change to check for muted links using the `is_muted` link property or the `is_linked` socket property.
Maniphest Tasks: T52659
Differential Revision: https://developer.blender.org/D2807
This adds the LineArt grease pencil modifier.
It takes objects or collections as input and generates various grease
pencil lines from these objects with the help of the active scene
camera. For example it can generate contour lines, intersection lines
and crease lines to name a few.
This is really useful as artists can then use 3D meshes to automatically
generate grease pencil lines for characters, enviroments or other
visualization purposes.
These lines can then be baked and edited as regular grease pencil lines.
Reviewed By: Sebastian Parborg, Antonio Vazquez, Matias Mendiola
Differential Revision: http://developer.blender.org/D8758
Build proxies automatically when added to sequencer timeline and when
switching preview size.
This behavior can be disabled in user preferences.
Reviewed By: sergey, fsiddi
Differential Revision: https://developer.blender.org/D10363
- Remove Full Render size from VSE preview size. Use just 100% instead.
- Add Use Proxies checkbox to control whether proxies are used globally
- Move preview size to top so it is most prominent
- Set default to 100% preview size and use proxies
Reviewed By: sergey, fsiddi
Differential Revision: https://developer.blender.org/D10362
There are two caveats of the current implementation which still need
to be resolved in a separate step:
* In theory the data on the original object can be editable in the spreadsheet.
* If a complex object is in edit mode, and its original data is displayed,
the drawing code can be slow, because the bmesh is converted to a mesh
every time. The proper solution is to draw the data from the bmesh directly.
This should become easier after an upcoming refactor.
Ref T86141.
Differential Revision: https://developer.blender.org/D10701
This operator initializes mask values for the entire mesh. It supports
different modes for initializing those values, and more will be added in
the future.
The initial version supports generating a random mask per vertex, Face
Sets or loose parts. These masks are useful for introducing variations
in the model using the filters (both shapes and colors).
Reviewed By: JacquesLucke
Differential Revision: https://developer.blender.org/D10679
There is no reason to hide the 'Scale' and 'Scale Randomness' options
for fluid particles that are rendered as 'Object'.
It is possible that hiding these options was just an oversight and
not intentional.