# To be done before 4.0 ## Stored in the .blend file * Grease Pencil data * Point attributes: `position`, `pressure` (radius factor), `strength` (opacity), `time` (seconds since start of drawing stroke), `flag` (selection), `uv_fac`, `uv_rot`, `uv_fill`, `vert_color` (vertex color). * Stroke attributes: `thickness`, `material_index`, `inittime`, `caps` (type of cap, e.g. round or flat), `hardness`, `aspect_ratio` (for dot materials), `fill_opacity_fac`, `uv_rotation`, `uv_translation`, `uv_scale`, `vert_color_fill`, `flag` (selection, cyclic). * Note: Triangles and bounding box become runtime data. Can be derived from positions. * **What to do about `editcurve`?** * **What to do about `dvert`?** * Frame data: `frame_number`, `key_type`, `selection`. * Where to store the `key_type` and `selection`? Probably in the layer map. * Layer data: `hide`, `locked`, `selection` (?), `use_lights`, `solo`, `blend_mode`, `opacity`, ... * Parent object and name of bone. * Viewlayer name to filter render output. * Layer transforms. * Modifiers: * Noise, Subdiv, Thick, Tint, Array, Build, Opacity, Color, **Lattice**, Simplify, Smooth, **Hook**, Offset, Mirror, **Armature**, **Time Offset** (replace by instanced keyframes?), Multiply, **Texture**, **Lineart**, Length, **WeightProximity**, Dash, **WeightAngle**, Shrinkwrap, Envelope, Outline * Shader FX: * Are stored on the object. * Need to be ported to the new engine. "Is straightforward" (fclem). * Materials: * Need to support all settings in the new engine.