This PR implements an initial drawing tool that can already be used for testing.
While this is not fully feature complete (compared to the current grease pencil draw tool) the following is already implemented:
* Pressure support for radius and opacity.
* Material color and vertex color support.
* New active smoothing algorithm based on curve fitting.
* Simplify algorithm as a post-process step.
Some deliberate limitations include:
* The drawing plane is always the front plane. Drawing on surfaces is also not supported.
*
The current approach has not been optimized for performance yet. The goal was to have a straightforward implementation
first and then focus on performance later.
There are numerous parameters in the code that are hard-coded for now. These should be exposed at some point, potentially as user settings.
Pull Request: https://projects.blender.org/blender/blender/pulls/110093
So far, when the toolbar was visible, the tool settings header would show empty
space instead of the tool icon. This was probably to avoid jumping of the
layout. However this empty space looks quite jarring, and alignments in that
corner are all over the place with it (causing visual noise). On the other hand
the jumping seems like a minor problem, it's quite subtle, esp since the
viewport overlay text does a similar jump. Having the icon appear and disappear
based on the toolbar visibility also causes visual distraction, so the problem
was mitigated at best.
Pull Request: https://projects.blender.org/blender/blender/pulls/112972
Reports from the internal operator weren't forwarded to the Python
operator, they were printed in the console instead.
Resolve by moving the operator to C++, use a utility function
to launch the external editor instead of an operator.
Nodes recently gained the ability to group inputs into collapsible
panels. These were untranslated, so this commit:
- Adds the appropriate regex to extract node panels defined with
the `add_panel()` callback.
- Adds the `IFACE()` translation macro to the drawing code for the
nodes, as well as the properties.
Pull Request: https://projects.blender.org/blender/blender/pulls/112968
These four languages now have some translated strings, so time to show
them in Blender.
NOTE: effect will take place after next week's update in official
Blender builds.
This is because the menu entry was using different operator
properties from what the shortcut is defined for. It was needed
to make it so an operator which is called from the menu does not
have dependency on the mouse location.
Now it is achieved by resolving MOUSE side to RIGHT from the
operator's exec().
Ref #112598
Pull Request: https://projects.blender.org/blender/blender/pulls/113143
The `armature.bones["name"].color` property is *the* bone color, which is
intended to be used as the primary way of coloring bones. THis is now
reflected better in the UI.
The per-armature-object bone color (i.e. `ob.pose.bones["name"].color`) is
seen as a secondary.
Add the 'move bone to collection' operator to the pose mode menu. It was
already in the armature edit mode menu.
The operator was already available in the pose mode keymap, it just wasn't
discoverable via the menu.
Separate user configuration of subpixel antialiasing from the hinting
options. For example, this allows turning this on while hinting is
"None", or off when hinting is "Full".
Pull Request: https://projects.blender.org/blender/blender/pulls/113027
Currently, we're limited to the type of Bake Data, without any control over the channels that get baked.
With this change, the user now has a fine degree of control as to which types of f-curve data will be written to the baked action (i.e., location, rotation, scale & b-bone channels).
Co-author @cmbasnett
Pull Request: https://projects.blender.org/blender/blender/pulls/111997
Make the Ctrl+ACCENT_GRAVE hotkey call the 'show all bone collections'
operator (`armature.collection_show_all`), instead of 'show all armature
layers' (`armature.layers_show_all`).
This was the last reference to `armature.layers_show_all`, and the operator
has been removed.
In the Armature properties, rename the 'Skeleton' panel to 'Pose'. This
panel used to house the armature layers, but they have been transformed
into bone collections, which have their own panel. Also the term 'skeleton'
is not used in Blender, so having that as title here felt out of place.
There are some ideas to introduce different 'poses', to disconnect the
mesh binding pose from the animation reference pose. This rename sets
things up for exposing such functionality.
Add an overview of those bone collections the active/pinned bone is
assigned to.
This overview was originally there, showing the armature layers and the
bone group. This is now replaced by a list of the bone's collections. The
only possible interaction is unassigning the bone & toggling visibility
of the bone collections.