There should be no visible change. The difference is mostly on how we
changed the rounding to handle the conversion from color space to the
new linear space of the attribute colors.
To convert the materials in icon_geom.blend I used:
```
import bpy
from mathutils import Color
def convert_material(material):
if not material.use_nodes:
return
if not material.node_tree:
return
node_tree = material.node_tree
for node in node_tree.nodes:
if node.type != 'RGB':
continue
color_original = node.outputs[0].default_value
color_new = Color(color_original[:3]).from_srgb_to_scene_linear()
color = (*color_new, color_original[3])
node.outputs[0].default_value = color
def main():
for material in bpy.data.materials:
convert_material(material)
main()
```
There are no real difference from the previous icons, but since some
manual changes were introduced in the icons file, we still needed
a final sync between them.
This brush fixes the random spikes that
occasionally happen in multires models.
These spikes can be nearly impossible to
fix manually and can make working with
multires a nightmare.
None of these changes should be visible, but the files were somehow
out of sync with the blend file, so they need to be updated to reflect
those changes.
Many of the icons had lots of interior geometry left over from
subdivision. In these cases we should remove the interior geometry
and leave the object with the modifier for the future.
- Add icons for Sculpt Cloth, Clay Thumb and Draw Face Sets, as well as GP Tint, Replace and Transform Fill tools
- Tweak icons for Sculpt Rotate, Pinch, Multiplane Scrape, Inflate, Blob, Draw Sharp, based on feedback on Devtalk
Draw Sharp: More pronounced difference between it and Draw
Mask: Fits in with other similar tools
Border Hide: Fits in with other similar tools
Pinch: Much better communicates what it does
Simplify: Fix a small issue with caused by inverted normals