This commit adds the `sculpt.mask_by_color` operator to the 'Mask' menu item in Sculpt Mode. This
allows users to access it via operator / property search. Additionally, the Redo panel is exposed
for general usage.
Pull Request: https://projects.blender.org/blender/blender/pulls/135210
Added entries for operators missing in the Curves edit mode context and
topbar menus as mentioned in #105253.
Ordered menu entries based on legacy and mesh menus but it's not
identical as the operator set is reduced. Prioritized keeping group
classification consistent between the menus when deriving the layout.
Pull Request: https://projects.blender.org/blender/blender/pulls/134935
`IDProperty` of keyitem and operator in UI were not matching in
`wm_keymap_item_find_in_keymap()`. Now fixed by removing explicit
property value from UI menu
Pull Request: https://projects.blender.org/blender/blender/pulls/134724
This adds a new `Visual Geometry to Objects` operator which is added to the
`Apply` menu.
It creates new objects from the evaluated geometry of the active object. Other
than e.g. applying modifiers, this operator does keep all generated data and
creates new objects and collections for instances. It does have some
similarities to `Make Instances Real` with the main difference that it doesn't
actually realize instances, i.e. instanced geometry is still shared between all
objects using it.
It does intentionally not replace the original object, because the semantics of
that aren't all that obvious. It's especially tricky when the object was
referenced by other objects. Instance attributes are not preserved currently.
Pull Request: https://projects.blender.org/blender/blender/pulls/134119
The issue was introduced on 1584cd9aa5 (see !134911 for details).
This fixes this and rename the remaining point_cloud from the API.
The DNA is left untouched, so users don't need to re-enable the
experimental point cloud feature.
Pull Request: https://projects.blender.org/blender/blender/pulls/134927
Move the mask_random function to BLI_index_mask.hh, so it can be shared between curves, grease pencil and point cloud.
Copied/inspired by the curves select code.
Pull Request: https://projects.blender.org/blender/blender/pulls/134624
Though "Point Cloud" written as two words is technically correct and should be used in the UI, as one word it's typically easier to write and parse when reading. We had a mix of both before this patch, so better to unify this as well.
This commit also renames the editor/intern/ files to remove pointcloud_ prefix.
point_cloud was only preserved on the user facing strings:
* is_type_point_cloud
* use_new_point_cloud_type
Pull Request: https://projects.blender.org/blender/blender/pulls/134803
This adds:
- support for snapping for the pointcloud object (selection to cursor/
grid, cursor to selection)
- as usual, "Warp" an "Randomize" operators come along "for free" with
this
Pull Request: https://projects.blender.org/blender/blender/pulls/134799
Conversion was only possible if the active object was editable &
selected, this complicated overriding the operator from Python
since it wasn't enough to override the selection & active-object.
Now it's possible to use bpy.ops.object.convert() from Python
overriding the selected_editable_objects only.
For users the difference isn't so significant:
- Having an active object is no longer required.
- It's possible there are no objects to operate on,
as previously the active object was used to check at least one
object could be converted, although this check wasn't fool-proof
as it didn't check the objects data-type.
Resolves#100664.
Ref !134728.
Note: The point cloud bounding box is not being updated once the points are deleted.
This is a known issue with BKE_pointcloud_nomain_to_pointcloud and Hans is looking into it.
Code inspired/built based on the Delete Geometry node.
Pull Request: https://projects.blender.org/blender/blender/pulls/134622
This ends up being very simple because point cloud has
no connectivity information and each element is just one
position.
Also implement the 3D transform gizmo.
The geometry deformation system isn't implemented in this
commit. That can be tacked later.
Select All operator and boiler plate for future point cloud operators.
The selection code is basically copied/inspired by the curves selection
code. A lot of it could probably be moved to shared attribute selection
functions.
Note, while this patch is working well, there are some caveats
to test it:
* Shortcuts are being defined (you can see them in the Preferences). Yet
they are not working for whatever reason.
* There is no way to visualize the selection. I've been testing it by
using a Nodes tool that changes the material based on selection.
Pull Request: https://projects.blender.org/blender/blender/pulls/134450
The Grease Pencil `Clipboard` only stored a single `CurvesGeometry`. This meant
that the `Paste by Layer` operation (from 4.2 LTS) couldn't be implemented.
This PR adds an `Array` of `ClipboardLayer`s to the `Clipboard`. Each layer stores
the name of the Grease Pencil layer that it was copied from and the `CurvesGeometry`.
The `grease_pencil.paste` operator has a new property `type` (`ACTIVE` or `LAYER`)
that decides how to paste the strokes.
Using the `ACTIVE` type, the strokes of all the `ClipboardLayer`s get merged and then
pasted to the active layer.
Using the `LAYER` type, we first try to find layers to paste the `ClipboardLayer`s into.
We just look for matching layer names. If no matching layer is found, the strokes are
pasted into the active layer instead.
This should be consistent with how Grease Pencil used to behave in 4.2. LTS.
Pull Request: https://projects.blender.org/blender/blender/pulls/134168
Move cavity properties to a separate subpanel, instead of being
in-between unrelated settings.
Avoids issues with add-ons appending to the "Options" subpanel, which
would push cavity properties back to the middle.
Properties are now greyed out (instead of hidden) when unavailable
due to X-Ray being enabled.
More details and screenshots in pull request.
Pull Request: https://projects.blender.org/blender/blender/pulls/133944
Similar to how brush assets are created and managed this
PR allows to export pose assets into a different library.
Because of this there is a limitation to this where each
asset is stored in a separate blend file.
This may be lifted in the future as there are planned changes in
the design phase: #122061
### Create Asset
Now available in the 3D viewport in the "Pose" menu: "Create Pose Asset".
The button in the Dope Sheet will now call this new operator as well.
Clicking either of those will open a popup in which you can:
* Choose the name of the asset, which library and catalog it goes into.
* Clicking "Create" will create a pose asset on disk in the given library.
It is possible to create files into an outside library or add it in the current file.
The latter option does a lot less since it basically just creates the
action and tags it as an asset.
If no Asset Shelf **AND** no Asset Browser is visible anywhere in Blender,
the Asset Shelf will be shown on the 3D viewport from which
the operator was called.
### Adjust Pose Asset
Right clicking a pose asset that has been created in the way described
before will have options to overwrite it.
Only the active object will be considered for updating a pose asset
Available Options (the latter 3 under the "Modify Pose Asset" submenu):
* Adjust Pose Asset: From the selected bones, update ONLY channels that
are also present in the asset. This is the default.
* Replace: Will completely replace the data in the Pose Asset from
the current selection
* Add: Adds the current selection to the Pose Asset. Any already existing
channels have their values updated
* Remove: Remove selected bones from the pose asset
Currently this refreshes the thumbnail. In the case of custom
thumbnails it might not be something want
### Deleting an existing Pose Asset
Right click on a Pose Asset and hit "Delete Pose Asset". Works in the shelf
and in the asset library. Doing so will pop up a confirmation dialog,
if confirming, the asset is gone forever. Deleting a local asset is basically the
same as clearing the asset. This is a bit confusing because you get
two options that basically do the same thing sometimes,
but "Delete" works in other cases as well.
I currently don't see a way around that.
Part of design #131840
Pull Request: https://projects.blender.org/blender/blender/pulls/132747
This fixes an issue where the Canvas button is always disabled when
trying to use the experimental feature, Sculpt Texture Paint.
This bug was caused by the new Asset System since it changed how paint
tools work. Before, the UI would check the current tool being used and
determine if the Canvas button should be activated. With the new Asset
System, painting is done with modular brushes instead of tools, so
previous methods of checking tool properties have stopped working.
This is fixed by activating the Canvas button based on the properties
of the current brush. If the brush's type is either Paint or Smear,
then the Canvas button is activated.
Co-authored-by: T0MIS0N <50230774+T0MIS0N@users.noreply.github.com>
Pull Request: https://projects.blender.org/blender/blender/pulls/133566
This implements all the auto masking options in sculpt mode.
* Stroke: Only affects strokes that are initially under the cursor.
* Layer: Only affect strokes in the same layer as the initial strokes under the cursor.
* Material: Only affect strokes with the same material as the initial strokes under the cursor.
* Active Layer: Only affect strokes in the active layer.
* Active Material: Only affect strokes that use the active material.
The `Active Layer` toggle in the toolbar has been moved to this panel.
Resolves#130022.
Pull Request: https://projects.blender.org/blender/blender/pulls/132986
The interpolate tool was using a linear re-sampling of the curves, which changes
non-uniform point distributions can causes unexpected shifts in points along the
curve, even very close to an input stroke (mix factor ~0 or ~1).
This patch adds an alternative interpolation function with explicit segment
indices and fractions, which can then be computed by the interpolation tool.
The point segment factors are chosen such that each point of the input strokes
has an exact matching point in the interpolation. When the factor is close to
0 or 1 the shape of the curve thus matches the respective input exactly.
This approach is more similar to what GPv2 did, except instead of sub-dividing
each segment it simply generates a _local_ uniform sample to fit more points
into the same segment. These extra points are colinear at the extremes of the
mix factor range, so the curve matches the input curves visually.
Pull Request: https://projects.blender.org/blender/blender/pulls/130594
Use operator context of 'INVOKE_DEFAULT' for object.data_transfer and
object.datalayout_transfer in menu VIEW3D_MT_make_links so that they
work correctly when called from popup menus.
Pull Request: https://projects.blender.org/blender/blender/pulls/133228
Show the Indices overlay setting regardless of Developer Extras being
turned on or not.
With the introduction of Geometry Nodes, having access to the indices
is handy outside of development environments (as well as in game
development or to debug i/o issues).
Pull Request: https://projects.blender.org/blender/blender/pulls/133095
The hardcoded value doesn't work well with real scale human heads for
example (was already adjusted once in a76b5d3a07).
The result for too high values is a complete "freeze" of the whole curve
(since the solution from e7606139ba has the problem that it keeps
running into max iterations of the collision solver).
As long as no better solver is implemented, it is better to have an
adjustable value (to work on differently sizes objects) to not run into
the above issue (same as the old particle hair system had) and show it
in sculptmode next to the button which enables collision.
This is done per `Curves` (same as the flag
`CV_SCULPT_COLLISION_ENABLED`), similar to symmetry settings
[alternatively, it could be part of `BrushCurvesSculptSettings` but I
think it makes more sense in Curves] and then passed on to the
`CurvesConstraintSolver`.
Includes versioning code (to set the default for old files).
Pull Request: https://projects.blender.org/blender/blender/pulls/132997
- 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.
"Smooth" can be many things, but mostly a verb or adjective depending
on context.
Already handled in the past, but some things were missed or introduced
since then.
"End" in "Clip End" can be better translated to something like "Far"
in some languages. Using the "Camera" context even when it's not
specifically a camera clipping (also affects light probes).
Issue reported by Gorazd-Gorup.
The removal of the UNDO flag to prevent adding undo steps when using the
`paint.sample_color` operator results in the "Sample Merged" option
being inaccessible to users without them adding a keymap of their own.
This commit makes the following changes:
* For Texture Paint using the default blender keymap, the Shift-Ctrl-X
keybind is assigned to this operator with the merged option set to True
* For Texture Paint, using the industry compatible keymap, the Shift-I
keybind is assigned to this operator with the merged option set to
True
This parameter is only relevant for 3D Texture Painting so it is not
added to the other modes.
For all other `paint.sample_color` entries in both the keymap and in
some menus, the `merge` option is explicitly set to False.
Ref: #101144
Pull Request: https://projects.blender.org/blender/blender/pulls/132047
When releasing the pen the pressure would always go back to zero,
undoing the effect of the brush. To fix this, don't take pressure into
account for the strength, and don't display it in the UI. The grab brush
in mesh sculpt mode works the same way.
Pull Request: https://projects.blender.org/blender/blender/pulls/131744