this patch adds a vertex gradient visualization for the proportional editing falloff. This should work across different modes and objects as far as I can tell.
Here are two examples of mesh edit mode and uv edit:
Right now the colors are tweakable in the user theme settings, and the drawing of the gradient can be toggled in the recently revamped proportional editing popover.
Maybe its preferred to just use the weight mapping colors?
(Adding it to the theme settings was more of a personal exercise on how to add it there...)
The drawing itself is done in transform.c -> drawTransformView - by just using the TransInfo verts in a gpu immedite call. As depth test off isn't always a viable option to just draw over the scene I altered the GPU_SHADER_3D_FLAT_COLOR to account for the depth offset which happens to the regular vert drawing.
Im a bit unsure about this approach, I basically just followed what the other transform draw calls where doing - hope it's okay.
Thanks for your time.