Makes it possible to select multiple custom script directories in Preferences >
File Paths, replacing the single Scripts path option. Each of these directories
supports the regular script directory layout with a startup file (or files?),
add-ons, modules and presets.
When installing an add-on, the script directory can be chosen.
NOTE: Deprecates the `bpy.types.PreferencesFilePaths.script_directory`
property, and replaces `bpy.utils.script_path_pref` with
`bpy.utils.script_paths_pref`.
Pull Request: https://projects.blender.org/blender/blender/pulls/104876
Increase the default value for the maximum number of recently-opened
files from 10 to 20. Also change the user's preference on version bump
to this new value if their current value is exactly the old default.
Pull Request: https://projects.blender.org/blender/blender/pulls/105703
Move two settings that were previously in the "View" menu of the Graph Editor into User Preferences.
It has been mentioned in the meeting by Luciano Muñoz Sessarego that it would be good to move that to the preferences so you can set it once and then forget about it.
The Settings moved are:
Only Selected Curve Keyframes
Use High Quality Display
Pull Request: https://projects.blender.org/blender/blender/pulls/104532
Add overlay option for retopology, which hides the shaded mesh akin to Hidden Wire, and offsets the edit mesh overlay towards the view.
Related Task #70267
Pull Request #104599
Previously [D16255](https://developer.blender.org/D16255)
There is no option to adjust the edge_width like there is in the preferences for vertex_size and face_dot_size.
I only added the option for 3DView and UV/Image Editor, and limited both to a max size of 5 pixel, since the edges do not look very nice with too high values.
In the UV Editor only, there are always black outlines on the edges, I could not find a way to reduce the increasing thickness of these black outlines.
The default edge_width of 1 pixel:

Here the edge_width with a falue of 3:

And here the visible increase of the dark border of the edges and their overlap (even at the maxed size of 5):

Lastly for the 3DView the max edge_width of 5 looks like this:

Pull Request #104741
This commit implements described in the #104573.
The goal is to fix the confusion of the submodule hashes change, which are not
ideal for any of the supported git-module configuration (they are either always
visible causing confusion, or silently staged and committed, also causing
confusion).
This commit replaces submodules with a checkout of addons and addons_contrib,
covered by the .gitignore, and locale and developer tools are moved to the
main repository.
This also changes the paths:
- /release/scripts are moved to the /scripts
- /source/tools are moved to the /tools
- /release/datafiles/locale is moved to /locale
This is done to avoid conflicts when using bisect, and also allow buildbot to
automatically "recover" wgen building older or newer branches/patches.
Running `make update` will initialize the local checkout to the changed
repository configuration.
Another aspect of the change is that the make update will support Github style
of remote organization (origin remote pointing to thy fork, upstream remote
pointing to the upstream blender/blender.git).
Pull Request #104755
Currently Metal is more stable then the OpenGL backend on apple
devices. Also the Metal backend supports more features then the
OpenGL backend. For example the viewport compositor and rendering
of production files.
This has been validated with users and studios.
This patch will default to the Metal backend when starting
Blender 3.5 for the first time or when loading factory startup. It
is still possible to switch to OpenGL via the user preferences.
It will not automatically select the Metal backend when there is
already user preferences available for Blender 3.5.
Currently the passepartout color is hardcoded to black. While a
sensible default for cinema, it may make less sense for other media,
whether video, print, web, etc. It greatly affects viewing conditions
of the image and should be user selectable, much like painting
programs allow.
Pull Request #104486
(MacOS) only: In the System tab of the user preferences the user has the
ability to select a GPU backend that Blender will use. After changing
the GPU backend setting, the user has to restart Blender before the
setting is used.
It was added to start collecting feedback on the Metal backend without
using the command lines.
By default Blender will select OpenGL as backend. When Metal is selected
(via `--gpu-backend metal` or via user preferences) OpenGL will be used as
fallback when the platform isn't capable of running Metal.
openSubdiv_init() would detect available evaluators before any OpenGL context
exists, causing a crash with libepoxy. This test however is redundant as we
already check the requirements on the Blender side through the GPU API.
To simplify things, completely remove the device detection in the opensubdiv
module and reduce the evaluators to just CPU and GPU. The plan here is to move
to the GPU module abstraction over OpenGL/Metal/Vulkan and so all these
different backends no longer make sense.
This also removes the user preference for OpenSubdiv compute device, which was
not used for the new GPU subdivision implementation.
Ref D15291
Differential Revision: https://developer.blender.org/D15470
Part of T98560.
See https://wiki.blender.org/wiki/Source/Interface/Views
Adds all the basic functionality needed for grid views. They display
items in a grid of rows and columns, typically with a preview image and
a label underneath. Think of the main region in the Asset Browser.
Current features:
- Active item
- Notifier listening (also added this to the tree view)
- Performance: Skip adding buttons that are not scrolled into view
(solves performance problems for big asset libraries, for example).
- Custom item size
- Preview items (items that draw a preview with a label underneath)
- Margins between items scale so the entire region width is filled with
column, rather than leaving a big empty block at the right if there's
not enough space for another column (like the File and current Asset
Browser does it).
- "Data-View Item" theme colors. Not shown in the UI yet.
No user visible changes expected since the grid views aren't used for
anything yet.
This was developed as part of a rewrite of the Asset Browser UI
(`asset-browser-grid-view` branch), see T95653. There's no reason to
keep this part in a branch, continuing development in master makes
things easier.
Grid and tree views have a lot of very similar code, so I'm planning to
unify them to a degree. I kept things separate for the start to first
find out how much and what exactly makes sense to override.
Those geometry types are expected to behave the same as e.g. mesh
with respect to data copying. The fact that this was not enabled
already was an oversight in the initial commit that added these types.
Differential Revision: https://developer.blender.org/D14554
This patch adds channel region to VSE timeline area for drawing channel
headers. It is synchronizedwith timeline region. 3 basic features are
implemented - channel visibility, locking and name.
Channel data is stored in `SeqTimelineChannel` which can be top-level
owned by `Editing`, or it is owned by meta strip to support nesting.
Strip properties are completely independent and channel properties are
applied on top of particular strip property, thus overriding it.
Implementation is separate from channel regions in other editors. This
is mainly because style and topology is quite different in VSE. But
also code seems to be much more readable this way.
Currently channels use functions similar to VSE timeline to draw
background to provide illusion of transparency, but only for background
and sfra/efra regions.
Great portion of this patch is change from using strip visibility and
lock status to include channel state - this is facilitated by functions
`SEQ_transform_is_locked` and `SEQ_render_is_muted`
Originally this included changes in D14263, but patch was split for
easier review.
Reviewed By: fsiddi, Severin
Differential Revision: https://developer.blender.org/D13836
This commit makes the dot grid used as background in the node editor
more visually stable when zooming in and out.
The dot grid now uses a continuously subdividing pattern, where
each level of subdivision divides the previous five times, similar to
the line grid in the 3D viewport.
The maximum for the "Grid Levels" theme setting is changed to 3, since
any further subdivisions are too small to be visible.
The "Grid Levels" value for the default themes "Blender Dark" and
"Blender Light" is therefore changed to 3, as well.
Reviewed By: Hans Goudey, Pablo Vazquez
Differential Revision: http://developer.blender.org/D13302
Use a shorter/simpler license convention, stops the header taking so
much space.
Follow the SPDX license specification: https://spdx.org/licenses
- C/C++/objc/objc++
- Python
- Shell Scripts
- CMake, GNUmakefile
While most of the source tree has been included
- `./extern/` was left out.
- `./intern/cycles` & `./intern/atomic` are also excluded because they
use different header conventions.
doc/license/SPDX-license-identifiers.txt has been added to list SPDX all
used identifiers.
See P2788 for the script that automated these edits.
Reviewed By: brecht, mont29, sergey
Ref D14069
This evaluator is used in order to evaluate subdivision at render time, allowing for
faster renders of meshes with a subdivision surface modifier placed at the last
position in the modifier list.
When evaluating the subsurf modifier, we detect whether we can delegate evaluation
to the draw code. If so, the subdivision is first evaluated on the GPU using our own
custom evaluator (only the coarse data needs to be initially sent to the GPU), then,
buffers for the final `MeshBufferCache` are filled on the GPU using a set of
compute shaders. However, some buffers are still filled on the CPU side, if doing so
on the GPU is impractical (e.g. the line adjacency buffer used for x-ray, whose
logic is hardly GPU compatible).
This is done at the mesh buffer extraction level so that the result can be readily used
in the various OpenGL engines, without having to write custom geometry or tesselation
shaders.
We use our own subdivision evaluation shaders, instead of OpenSubDiv's vanilla one, in
order to control the data layout, and interpolation. For example, we store vertex colors
as compressed 16-bit integers, while OpenSubDiv's default evaluator only work for float
types.
In order to still access the modified geometry on the CPU side, for use in modifiers
or transform operators, a dedicated wrapper type is added `MESH_WRAPPER_TYPE_SUBD`.
Subdivision will be lazily evaluated via `BKE_object_get_evaluated_mesh` which will
create such a wrapper if possible. If the final subdivision surface is not needed on
the CPU side, `BKE_object_get_evaluated_mesh_no_subsurf` should be used.
Enabling or disabling GPU subdivision can be done through the user preferences (under
Viewport -> Subdivision).
See patch description for benchmarks.
Reviewed By: campbellbarton, jbakker, fclem, brecht, #eevee_viewport
Differential Revision: https://developer.blender.org/D12406
The VSE grid theme setting is currently used for two things:
* Indicate time intervals (vertical lines)
* As separator between channels (horizontal lines)
This adds visual noise because for the time interval to be visible, the
grid color needs to be bright, resulting in a rectangle-grid backdrop.
Recently, the VSE got a theme setting to customize alternate-row background color.
This should be sufficient to tell the channels apart without the need for a line in between.
Additionally, this patch makes the VSE background use the theme setting as-is,
without hard-coded darkening, to ease the tweaking of themes. This aligns the style
of the VSE backdrop with the rest of Blender (Outliner rows, File Browser, Spreadsheet,
Info and animation editors).
Related reports: T92581
Related task: T92792
#### Before
{F11680317, size=full}
#### After
{F11694981, size=full}
Reviewed By: #user_interface, Severin
Maniphest Tasks: T92581
Differential Revision: https://developer.blender.org/D13072
Simply removing the check for `UI_STATE_TEXT_INPUT` makes it inherit
the "List Item" User Interface theme settings. This patch changes the
default theme to match the colors of text input fields.
#### Master
{F11680556, size=full}
#### This patch
{F11680557, size=full}
All the included commmunity themes seem to work well (only Deep Grey might
need more contrast but that's a different patch).
Related reports: T92720
Reviewed By: #user_interface, Severin
Maniphest Tasks: T92720
Differential Revision: https://developer.blender.org/D13073
{F11548100, size=full}
To celebrate the beginning of a new series, it feels like the right time to
give the theme a fresh look while improving on what already works.
The aim of this refresh is to keep a familiar look but with polishing touches
here and there. Like new paint on the walls of your well known house.
The theme for Blender 2.8 was well received but presented a few flaws.
* Transparency on menus and tooltips reduce readability
* Mismatch on certain colors, especially outlines of connected widgets
* Active/open menus highlight was not prominent enough
* Header background mismatch in some editors
At the same time we can make use of new features in 3.0:
* Make panels look like panels again (like in v2.3!)
* Make use of roundness in more widgets
* Since nodes are no longer hard-coded to be transparent, tweak opacity and saturation
* Tweak colors for the new dot grid
This update does not include:
* Meshes in edit mode to match greenish object-data color. This needs tweaks in the code to improve contrast.
* A copy of the Blender 2.8x legacy theme. This could be added to the community themes (shouldn't cost much maintenance, I hope)
There will be certainly small tweaks to do here and there, I've been working using this theme
for months but there can be areas that are missing update. The overall style is presented here.
This commit bumps the file subversion.
Reviewed By: #user_interface, Severin
Differential Revision: https://developer.blender.org/D13008
This patch changes how nodes look visually, in an attempt to fix a number of issues:
* The header background is currently drawn using a theme color fully opaque, this limits the colors we can use because the node name/label is drawn on top.
* Hard-coded transparency makes nodes hard to read. The node backdrop already has alpha so if the user wants it they can set it. This patch uses alpha from the theme.
* Better muted status indicator, instead of simply making everything transparent and the wires inside red, draw a red outline around the node, darken the header and backdrop.
* On muted nodes, display wires behind the backdrop to not interfere with text/widgets inside the node.
Nodes:
* Darken header to improve readability of node label.
* Draw a line under the header
* Thicker outline.
* Do not hard-code transparency on nodes, use the theme's node backdrop alpha component.
* Use angle icon instead of triangle (to be consistent with the [[ https://developer.blender.org/D12814 | changes ]] to panels)
Style adjustment to sockets drawing:
* Do not hard-code the socket outline color to black, use `TH_WIRE` instead
* Do not use `TH_TEXT_HI` for selected sockets, use `TH_ACTIVE` (active node outline)
* Do not draw sockets background transparent on muted nodes.
* Thicker outline to help contrast and readability
{F11496707, size=full}
Reviewed By: #user_interface, HooglyBoogly
Differential Revision: https://developer.blender.org/D12884
This patch makes the background grid of the node editor a grid of dots
instead of lines. This makes the background look a bit more subtle and
reduces visual complexity. The dots are meant to provide a reference
when panning and zooming. Based on the design of @pablovazquez, and
a patch originally authored by @fabian_schempp.
The "Grid Levels" controls how many levels of dots are drawn. As the
editor zooms in, the higher levels of dots fade in, making them closer
together visually. The zoom factor at which each grid starts and ends
fading in is controllable in the code, and could be tweaked further
in the future. The new default value is 7, out of a range from 0 to 9.
Differential Revision: https://developer.blender.org/D10345
Camera, lattice and speaker object types were missing there own proper
`USER_DUP_` flags, leading to not properly handling duplication of their
object data.
NOTE: We could probably simply opions here, by using categories (like
'GEOMETRY', 'SHADING', etc.) instead of exact object types. But this is
beyond bugfix scope.
This patch includes code from D9891 and D12754, so credit goes to Juanfran and Dalai.
I updated the patches to work with `master` and with the new overlay toggle.
The reason to include both changes as part of one patch is that the dimmed dashed lines work much better together with colored wires.
Theme setting for dash opacity:
{F11370574, size=full}
{F11286177, size=full, autoplay, loop}
{F11149912, size=full}
For adding the overlay I used `SpaceImageOverlay` as reference, although I'm not familiar with this code so there might be mistakes.
Reviewed By: #user_interface, HooglyBoogly
Differential Revision: https://developer.blender.org/D12886
Back in Blender 2.30, the GUI project brought panels into Blender among other important visual updates.
For the first time it was possible to move the wall of buttons around. Providing a clear separation
between sections (it even allowed the grouping of panels in tabs!)
During the 2.5 redesign, the separation between panels became a line on top of each panel, and panels received
theme settings for background and header colors. The default theme used the same color for both.
In 2.8 the background color of panels was different from headers in the default theme, so the separator
line was removed. While the separator line wasn't elegant (only on top, non-themeable, hard-coded emboss effect),
it provided a sort of separation between panels.
This patch solves the panels-separation by simply adding a margin space around them (not visible in default theme yet).
Even though the margin reduces the width of the working area slightly, it makes room for the upcoming always-visible scrollbars.
Other adjustments:
* Use arrow icon instead of triangle to collapse/expand
* Use rounded corners to match the rest of the UI (editor corners, nodes, etc).
{F10953929, size=full}
Margin on panels makes use of the `style->panelouter` property that hasn't been
used in a while. Also slight tweaks to `boxspace` and `templatespace` style properties so they
are multiples of 2 and operations on them round better.
There is technically no need to update the themes for them to work, so no theme changes are included in this patch.
{F10953931, size=full}
{F10953933, size=full}
{F10953934, size=full}
{F10954003, size=full}
----
A new theme setting under Style controls the roundness of all panels (added it to Style instead of ThemeSpace because I think controlling the panel roundness per editor is a bit overkill):
{F11091561, size=full, autoplay, loop}
Reviewed By: HooglyBoogly
Differential Revision: https://developer.blender.org/D12814
This patch adds color tags to VSE strips, an overlay option to toggle the colors
on and off, a section in the theme settings to define the 9 possible colors and
two ways of changing the color tag through the UI. You can change the color
through the right-click context menu, or in the strip side panel next to the
strip name.
Color tags are defined in user preferences and they can be disabled in overlay
settings.
Reviewed By: campbellbarton, ISS
Differential Revision: https://developer.blender.org/D12405
If the theme used by the user did not touch the wire or the wire outline
colors this will update them as well.
This was supposed to be a part of a bigger UI theme change for 3.0. But
it was expedited because of the recent change in line thickness for the
noodles (2bd0205215).
Theme change by Pablo Vazquez.
Differential Revision: https://developer.blender.org/D12649
Adds an "Auto" option to blend thumbnail types that will automatically
use Screenshot if there is no camera and 3dview, or workbench render
with shading settings from the largest 3dview.
See D12407 for more details.
Differential Revision: https://developer.blender.org/D12407
Reviewed by Campbell Barton
This adds an option to use a capture of the entire main window as the
blend file preview thumbnail.
See D10492 for details and examples.
Differential Revision: https://developer.blender.org/D10492
Reviewed by Campbell Barton
Add overlay option to disable grid drawing.
Reuse drawing code from other editors (timeline editor)
Add argument `display_minor_lines` to function
`UI_view2d_draw_lines_x__discrete_frames_or_seconds`
This way minor line drawing can be disabled and so it doesn't cause
too much visual noise. Also spacing seems to be too fine, so VSE uses 3x
what is defined in preferences.
Reviewed By: fsiddi, Severin
Differential Revision: https://developer.blender.org/D11790
This patch adds a left aligned sidebar to the spreadsheet editor. This
Sidebar can be used to navigate the geometry component types and
attribute domains. It also provides a quick overview of domain sizes.
It replaces the two dropdowns in the regions header.
Next step will be to add the domain cycling shortcut
using the CTRL + mouse wheel.
Reviewer: Dalai Felinto (dfelinto), Julian Eisel (Severin),
Hans Goudey (HooglyBoogly).
Differential Revision: https://developer.blender.org/D11046
Build proxies automatically when added to sequencer timeline and when
switching preview size.
This behavior can be disabled in user preferences.
Reviewed By: sergey, fsiddi
Differential Revision: https://developer.blender.org/D10363
This adds the initial boilerplate code that is required to introduce
the new spreadsheet editor. The editor is still hidden from the ui.
It can be made visible by undoing the change in `rna_screen.c`.
This patch does not contain any business logic for the spreadsheet editor.
Differential Revision: https://developer.blender.org/D10645
Ref T86279.
Before committing D10224, bundled preset names that are lowercase need
updating to title case for display in the UI. This changes several of
the preset file names to title case, and fixes a couple of other naming
issues in the preset names. A few strings in the code are also changed
to reflect the new filename of the Blender keymap.
The outline for the active modifier was abusing the property search
match theme color, as noted in a comment. This commit adds a new
theme color in RNA specifically for the active modifier outline.
Simplification and changes to the Navigation gizmo. Better indication of negative axes, consistent use of color and size to indicate orientation, ability to be resized.
Differential Revision: https://developer.blender.org/D9744
Reviewed by Campbell Barton
The green is still distinct from the more turquoise use for geometry, and
they are never used in the same node graph. The use of red makes sense, but
would need changes to other sockets and categories to set it apart well.
Ref T82689