Grease Pencil
New here, but since I've been using Grease Pencil 8+ hours a day, almost every single day for the past two years to work on my animated miniseries, I figured I'd give a couple of ideas I have for things that would make typical GP workflow a lot faster:
***AutoMerge Stroke enhancement - A "MaxDistance" slider to adjust how close the points have to be to be automerged. Sometimes, I don't want one end of the stroke to merge to something, but it still does, even if the other vertex is really far away. Being able to disable/enable AutoMerge in the middle of drawing a stroke would also be very useful. Like before, sometimes you only want one end of the stroke to merge to something when you're done drawing it.
***Cutter Tool enhancement - About 20% of the time, the Cutter Tool trims too much of the stroke and leaves a gap that prevents the Fill Tool from working. Current workaround is subdividing strokes until they have a -lot- of vertices for the Cutter Tool to work with, but sometimes it still trims too much of the stroke. (Setting fill boundaries to "Stroke" instead of "Edit Lines" isn't always an option for me.)
***Fill Tool cancellation - The ability to hit ESC during a fill if it's taking too long. (Sometimes when I forget to close a stroke gap, I have to sit and wait for 20-30 seconds while Blender is locked up for the tool to finally say it couldn't fill anything.)
***Sculpt Tool "Affect Only Selected" tickbox - Sculpt Tool only affects strokes and vertices currently highlighted orange in Edit Mode
***Vertex Paint Erase - A (sculpt?) tool that resets Vertex Color changes back to 0. Currently the only way to clear the Vertex Color on strokes is with a script
***Erase Tool enhancement - Being able to bind a key to switch between "Dissolve" "Point" and "Stroke" buttons. Sometimes I have to switch between them very quickly, but currently you have to bring up the N menu and manually click one of the buttons to change it
***The ability to have GP objects "ignore" specific light objects, without having to use the Compositor (Currently, the opposite can be done by setting a light object's Max Distance to 0 , making it only affect GP objects and not meshes)
***Gradient Fill enhancement - Have a little dot or gizmo representing the center/0,0 point of a gradient fill, and the ability to manipulate the gradient by moving/rotating that dot (The current "first vertex" method of handling the rotation/direction/source of gradients is virtually unusable)
Sorry if some of these have been mentioned before or even exist already; I've done my best to look for them.
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