- "Acion Slot" -> "Action": typo.
- "Specifies the input node used the created zone" -> "by the created
zone": typo.
- "No reference available {!r}, Update..." -> "update": lower case.
- "uninitialized file-list" -> "Uninitialized": sentence case.
Some issues reported by Alexandr Fatih.
Pull Request: https://projects.blender.org/blender/blender/pulls/148265
Adding panel toggles in nodegroups have somewhat of a UX antipattern. When
running the operator, it checks for conditions that indicate it should not run,
and if those are hit, it cancels execution and mentions the invalid condition in
the footer bar.
This is not ideal, the user should not have to call the operator to find out
whether it can be called.
Why it got implemented like this is likely a consequence of all interface items
being the same "New Item" operator. Poll functions cannot use operator
properties, so variants of the same operator cannot check for different
conditions for execution.
This is a problem for panel toggles, as they have more restrictions to when they
can be added that don't apply to other interface items.
This patch creates a separate operator for adding panel toggles. This allows the
condition checks to be implemented in the poll function, which enables greying
out the operator buttons and showing on tooltips what condition is invalid.
Pull Request: https://projects.blender.org/blender/blender/pulls/146379
Instead of always resetting the 'standard' transform, only reset those
array elements that were actually animated (and whose animation has
thus been transfered to the corresponding 'delta' transform).
This approach also has the advantage of using the defaults from RNA,
rather than hard-coding defaults based on the property name.
Pull Request: https://projects.blender.org/blender/blender/pulls/147982
Rename modules in `./scripts/modules/` to use an underscore prefix to
make it clear they aren't intended to be part of public API's. This
also means there is no implication that these modules should be stable,
allowing us to change them based on Blender's internal usage.
The following modules have been marked as private:
- `animsys_refactor`
- `bl_console_utils`
- `bl_i18n_utils`
- `bl_previews_utils`
- `bl_rna_utils`
- `bl_text_utils`
- `bl_ui_utils`
- `bpy_restrict_state`
- `console_python`
- `console_shell`
- `graphviz_export`
- `keyingsets_utils`
- `rna_info`
- `rna_manual_reference`
- `rna_xml`
Note that we could further re-arrange these modules
(under `_bpy_internal` in some cases), this change is mainly to mark
them as private, further changes can be handed on a case-by-case basis.
Ref !147773
Since the introduction of the sequencer scene,
some of the sequencer python operators have
been using `context.scene` when they should be using
`context.workspace.sequencer_scene`.
This fixes `SequencerFadesAdd`, `SequencerFadesClear`,
`SequencerDeinterlaceSelectedMovies`,
`SequencerSplitMulticam`, and `SequencerCrossfadeSounds`.
Pull Request: https://projects.blender.org/blender/blender/pulls/147560
In 2a1a658492, layout functions for nodes were refactored and new
methods were introduced, but this change was not applied to the
translation extraction script.
This commit adds these method names and argument order to Python
extraction: "node_operator", "node_operator_with_outputs",
"simulation_zone", "repeat_zone", "for_each_element_zone",
"closure_zone".
Tooltips specified in a special structure are manually extracted using
`n_()`.
Actual translation is done manually in the UI methods inside NodeMenu,
in order to override the context, which by default would have been
"Operator".
Reported by Ye Gui in #43295.
Pull Request: https://projects.blender.org/blender/blender/pulls/147582
Remove access to the clipboard from the Paste Global Transform operator
poll function, as it can cause slowdowns when there is a lot of data on
the clipboard.
This also means that the parsing code has to be a bit more lenient to the
contents of the clipboard. And, because the error message that there is
no matrix on the clipboard is now going to be shown more often, I made it
a bit more friendly.
Pull Request: https://projects.blender.org/blender/blender/pulls/147562
The swap operators use `Node.location` for location calculations. This expresses
a node's location relative to their parent frames.
This can lead to inaccurate location calculations if nodes have different parent
frames. This was partly addressed by using the custom `temporary_unframe`
context manager. However, that method is sensitive to the order of steps
executed by the operator, making it easy to accidentally let a few location bugs
go through.
This patch fixes the issue by using `Node.location_absolute` which gives the
node's absolute location. This also gets rid of the need for
`temporary_unframe`, and makes the location calculations more straightforward.
Pull Request: https://projects.blender.org/blender/blender/pulls/147424
Move the Copy Global Transform core add-on into Blender's code.
- The entire extension was one Python file. This PR basically splits
it into two, one for operators (in `bl_operators`) and the other for
UI panels. Those panels are registered in the 3D viewport's sidebar,
which were registered in `space_view3d`, but I made the decision
here to create a new file `space_view3d_sidebar`, because the main
file is getting too large and difficult to navigate. This PR puts
the global transform panel in this file. After this is merged, I
will do refactors to move the rest of the sidebar panels here as
well.
- `AutoKeying` class was moved into `bpy_extras/anim_utils.py` so that
it's reusable and also accessible from API, since it's generally
very useful. There were discussions about putting this somewhere,
but for now, I chose against it because creating a new file would
also mean PR would have to affect documentation generation, and
would complicate things. If we want to, we can probably create a new
module in the future.
- Little tweaks to labels and descriptions. Now that they exist
outside of the add-on context, and exist without the user explicitly
enabling them, they need to be more descriptive and tell users what
they actually do. They also need to conform to Blender's GUI
guidelines. Also tried organizing files a little by grouping
objects.
- Add-on properties (which included word `addon` in the name) have
been registered in C++, on `scene.tool_settings` with `anim_`
prefix.
Pull Request: https://projects.blender.org/blender/blender/pulls/145414
The motivation is to keep backward compatibility after deprecating
`material.use_nodes()` and `world.use_nodes`. For example the
following script would behave the same way in 4.5 and 5.0:
```python
mat = bpy.data.materials.new("My new mat")
mat.use_nodes = True
```
Pull Request: https://projects.blender.org/blender/blender/pulls/147052
Fix: correctly update Actions when renaming/re-typing a custom property
When renaming a custom property on a data-block, only update the
animation in a slot for that data-block. Previously all F-Curves were
updated, even when they were meant for other data-blocks.
This also handles the cases where the type of a custom property is
changed, and not just its name.
This is part of #146586
Pull Request: https://projects.blender.org/blender/blender/pulls/146979
When trying to find and open an older file, it is annoying when it is not in the
recent files list anymore. This patch increases the length of the recent files
list, without making the menu huge by making better use of menu-search.
Specifically the following is changed: * Number of remembered recent files is
increased from 20 to 200 by default. * The recent files menu is limited to 20
entries. * When activating menu search (by pressing space when in the menu), all
available recent files can be searched. * There is a new "More..." menu entry at
the bottom, which also activates the menu search.
Pull Request: https://projects.blender.org/blender/blender/pulls/146884
Calling the swap operators can result in Blender crashing. From my
testing, the behavior is inconsistent, as sometimes a crash is triggered
and other times it isn't. Though notably, they seem involve nodes
already linked to other nodes, or zones.
The crashing stems from the operators trying to access deleted data.
There were two places where this happens that were identified, one
involving removed links and the other involving removed nodes.
Pull Request: https://projects.blender.org/blender/blender/pulls/146909
This adds support for packed linked data. This is a key part of an improved
asset workflow in Blender.
Packed IDs remain considered as linked data (i.e. they cannot be edited),
but they are stored in the current blendfile. This means that they:
* Are not lost in case the library data becomes unavailable.
* Are not changed in case the library data is updated.
These packed IDs are de-duplicated across blend-files, so e.g. if a shot
file and several of its dependencies all use the same util geometry node,
there will be a single copy of that geometry node in the shot file.
In case there are several versions of a same ID (e.g. linked at different
moments from a same library, which has been modified in-between), there
will be several packed IDs.
Name collisions are averted by storing these packed IDs into a new type of
'archive' libraries (and their namespaces). These libraries:
* Only contain packed IDs.
* Are owned and managed by their 'real' library data-block, called an
'archive parent'.
For more in-depth, technical design: #132167
UI/UX design: #140870
Co-authored-by: Bastien Montagne <bastien@blender.org>
Pull Request: https://projects.blender.org/blender/blender/pulls/133801
Small layout and links adjustments to the splash screen.
- Extend list of templates to fit the new Storyboarding template.
- Extend the list of recent files by one row, so it matches templates.
- Add icons to templates.
- Rename `Donate` to `Donate to Blender`.
- Move donate link down so it's more prominent.
- Make separator visible.
- Add "Get Involved" link.
- Remove "Tutorials" link. The Support link already provides help, and
it's been a while since we no longer promote tutorials on blender.org.
See PR for details and screenshots.
Pull Request: https://projects.blender.org/blender/blender/pulls/146730
Implement a native method to swap between different node and zone types.
This implementation repurposes the existing menu definitions as base
classes, from which both an "Add" and a "Swap" version would be generated
from. This allows both menus to have the same layout, but use their own
operators for handling the different node/zone types.
In this PR, support for all node editors has been implemented.
Invoking the menu is currently bound to `Shift + S`, same as the old
implementation in Node Wrangler. Since "Swap" is implemented as a
regular menu, features that menus already have such as type-to-search
and adding to Quick Favorites don't require any extra caveats to
consider.
Resolves#133452
Pull Request: https://projects.blender.org/blender/blender/pulls/143997
"Use Nodes" was removed in the compositor to simplify the compositing
workflow. This introduced a slight inconsistency with the Shader Node
Editor.
This PR removes "Use Nodes" for object materials.
For Line Style, no changes are planned (not sure how to preserve
compatibility yet).
This simplifies the state of objects; either they have a material or
they don't.
Backward compatibility:
- If Use Nodes is turned Off, new nodes are added to the node tree to
simulate the same material:
- DNA: Only `use_nodes` is marked deprecated
- Python API:
- `material.use_nodes` is marked deprecated and will be removed in
6.0. Reading it always returns `True` and setting it has no effect.
- `material.diffuse_color`, `material.specular` etc.. Are not used by
EEVEE anymore but are kept because they are used by Workbench.
Forward compatibility:
Always enable 'Use Nodes' when writing blend files.
Known Issues:
Some UI tests are failing on macOS
Pull Request: https://projects.blender.org/blender/blender/pulls/141278