Move all header file into namespace.
Unnecessary namespaces was removed from implementations file.
Part of forward declarations in header was moved in the top part
of file just to do not have a lot of separate namespaces.
Pull Request: https://projects.blender.org/blender/blender/pulls/121637
The new/experimental, layered `Animation` data-block is merged with the
existing `bAction` data-block.
The `Animation` data-block is considerably newer than `bAction`, so the
supporting code that was written for it is also more modern. When moving
that code into `bAction`, I chose to keep the modernity where possible,
and thus some of the old code has been updated as well. Things like
preferring references over pointers.
The `Animation` data-block is now gone from DNA, the main database, etc.
As this was still an experimental feature, there is no versioning code
to convert any of that to Actions.
The DNA struct `bAction` now has a C++ wrapper `animrig::Action`, that
can be obtained via `some_action->wrap()`.
`animrig::Action` has functions `is_empty()`, `is_action_legacy()`, and
`is_action_layered()`. They **all** return `true` when the Action is
empty, as in that case none of the data that makes an action either
'legacy' or 'layered' is there.
The 'animation filtering' code (for showing things in the dope sheet,
graph editor, etc) that I wrote for `Animation` is intentionally kept
around. These types now target 'layered actions' and the
already-existing ones 'legacy actions'. A future PR may merge these two
together, but given how much work it was to add something new there, I'd
rather wait until the dust has settled on this commit.
There are plenty of variables (and some comments) named `anim` or
`animation` that now are of type `animrig::Action`. I haven't renamed
them all, to keep the noise level low in this commit (it's already big
enough). This can be done in a followup, non-functional PR.
Related task: #121355
Pull Request: https://projects.blender.org/blender/blender/pulls/121357
This adds a light parameter to avoid near camera pixels
allocating too much shadow resolution.
This is more intuitive than the scale shadow setting and
allows reducing the precision without changing the look
of distant shadows.
For sun lights, the property sets the minimum pixel
size the shadow can contains. This allows to
remove a lot tilemap close up.
For local lights, there is another additional property
to set the maximum resolution in shadow space (like
EEVEE-Legacy) instead of in world space (like sun
lights). This allows making older files lighter and
allow a more conservative approach to resolution.
This add versionning code to handle EEVEE-Legacy files
that had fixed resolution per light type.
The resolution setting is always in world space distance
as the maximum shadow resolution distribution might change
in the future or be dependent on other parameters
(like beam angle). This ensure that there is no
dependency on these parameters, but make the
setting use very small units. But this is more of
a UI problem.
Pull Request: https://projects.blender.org/blender/blender/pulls/121701
Overlay texts were previously drawn with two sets of shadows:
- 3px blur,
- 5px blur, slightly offset
But since the shadow color was always set to black, it was still
causing legibility issues when the text itself was dark (set
via theme for example).
This PR adds a new "outline" BLF text decoration, and uses that
for the overlays. And it picks text/outline color depending
on the "background" color of the view.
Details:
- Instead of "shadow level" integer where the only valid options
are 0, 3 or 5, have a FontShadowType enum.
- Add a new FontShadowType::Outline enum entry, that does a 1px
outline by doing a 3x3 dilation in the font shader.
- BLF_draw_default_shadowed is changed to do outline, instead of
drawing the shadow twice.
- In the font shader, instead of encoding shadow type in signs of
the glyph_size, pass that as a "flags" vertex attribute. Put
font texture channel count into the same flags, so that the
vertex size stays the same.
- Well actually, vertex size becomes smaller by 4 bytes, since turns
out glyph_mode vertex attribute was not used for anything at all.
Images in the PR.
Co-authored-by: Harley Acheson <harley.acheson@gmail.com>
Pull Request: https://projects.blender.org/blender/blender/pulls/121383
This allows to expose these settings in the Performance panel in the
render buttons. Also moves compositor-specific options away from the
generic node tree structure.
For the backwards-compatibility the options are still present in the
DNA for the bNodeTree. This is to minimize the impact on the Studio
which has used the GPU compositor for a while now. They can be
removed in a future release.
There is no functional changes expected.
Pull Request: https://projects.blender.org/blender/blender/pulls/121583
This adds the functions `has_active_group` and `get_active_group`,
similar to the `has_active_layer` and `get_active_layer` ones.
Also refactors some of the code to use these new functions instead.
EEVEE-Next world volume are infinite like Cycles. EEVEE-Classic world volumes
end at the clip_end of the camera/viewport. This can lead to confusion as
it would render different then expected.
This PR adds an operator to convert a world volume into a mesh volume. The
operator can be found in the shader editor (world mode) and in the properties
panel/World/Volume.
**Why an operator?**
As this alters the content of the scene we want the artist to be in control of
the conversion. Doing it automatic lead to a lot of complexity and cases that
might not be expected by the user.
Pull Request: https://projects.blender.org/blender/blender/pulls/119734
When exporters use layout panels, it was possible for their panel ids to
conflict if more than 1 of the same exporter was configured on the same
collection. The result would be that opening/closing a panel in one
exporter would open/close it for all other exporters of the same type.
This fix changes the layout to avoid the issue entirely by using a list
and only having only one exporter drawn at a time.
A few alternate designs were considered but they would either cause
intrusive changes to each location where a layout panel was used or
would result in tricky disambiguation code inside the UI system itself.
Pull Request: https://projects.blender.org/blender/blender/pulls/121555
Expose the region used for a temporary popup to the context so it's
possible for scripts to access the popup-region they're being drawn in.
Note that the internal naming is currently "menu" which is misleading
as these are used for all kinds of dialogs & popups. The RNA member is
called `region_popup` in this commit,
we could consider changing the name internally too.
Needed so it's possible for scripts to access the splash screen
so it can be refreshed, see: #120612.
Expose ED_region_tag_refresh_ui to the Python API.
This allows scripts to trigger regions to refresh which was previously
only accessible indirectly (via wmOperatorType::check).
Needed so scripts can make the splash screen refresh using a timer,
see #120612.
This allows setting a color tag for node groups which affects the header
color of group nodes. With this, node groups can look even more similar
to built-in nodes. The only remaining difference is the node group icon in
the node header.
Blender has quite a few different built-in color tags. Most of those are
exposed with very few exceptions. For example, the layout, interface
and pattern categories are not exposed because they are only for built-in
nodes or are not used anymore.
It's generally agreed upon that the set of different color tags is likely too
large. Some differences between color make more sense in some contexts
than in others. In the interest of consistency, it was decided to expose all
these categories anyway. If we ever decide to consolidate them, the worst
that can happen is that a group looses it's category, which wouldn't be too bad.
Pull Request: https://projects.blender.org/blender/blender/pulls/121385
Based on the design in #120230.
* Replaces the `Shade Smooth by Angle` operator with `Shade Auto Smooth`
in the object context menu menu.
* The new operator automatically adds and removes the modifier instead
of being a destructive operation.
* The `Shade Smooth` and `Shade Flat` operators now remove the
`Smooth by Angle` modifier automatically.
* Add a pin option to modifiers, which limits dragging and keeps the
modifier after newly added modifiers in the list.
Co-authored-by: Hans Goudey <hans@blender.org>
Pull Request: https://projects.blender.org/blender/blender/pulls/121494
It was meant to be included into the previous commit in the area,
but was forgotten due to some technicalities.
Also remove the DisplaceSimpleOperation, which is now not used.
Pull Request: https://projects.blender.org/blender/blender/pulls/121580
There are few issues with the logic and implementation of this option:
- While the first pass is faster in the terms of a wall-clock time, it
is often not giving usable results to artists, as the final look of
the result is so much different from what it is expected to be.
- It is not supported by the GPU compositor.
- It is based on some static rules based on the node type, rather than
on the apparent computational complexity.
The performance settings are planned to be moved to the RenderData, and
it is unideal to carry on such limited functionality to more places. There
are better approaches to quickly provide approximated results, which we can
look into later.
Pull Request: https://projects.blender.org/blender/blender/pulls/121558
This allows node groups to have a description that is shown in the add menu
or when hovering over the node header.
This new description is stored in `bNodeTree.description`. Unfortunately, it
conflicts a bit with `ID.asset_data.description`. The difference is that the latter
only exists for assets. However, it makes sense for node groups to have
descriptions even if they are not assets (just like `static` functions in C++ should
also be able to have comments). In some cases, node groups are also generated
by addons for a specific purpose. Those should still have a description without
being reusable to make it easier to understand for users.
The solution here is to use the asset description if the node group is an asset,
and to use `bNodeTree.description` otherwise. The description is synced
automatically when marking or clearing assets.
A side benefit of this solution is that appended node group assets can keep their
description, which is currently always lost.
Pull Request: https://projects.blender.org/blender/blender/pulls/121334
Text strips in VSE got:
- Configurable shadow angle and offset (previously shadow location relative to
text was fixed). Currently the shadow position is rounded to integer pixel
locations; sub-pixel positioning might come later.
- Optional shadow blur amount.
- Optional outline, with color and outline width controls. Outline is
implemented using jump flooding algorithm.
Images and more detail in pull request.
Pull Request: https://projects.blender.org/blender/blender/pulls/121478
This parameter was introduced to mitigate shadow tracing
artifacts. These are no longer present since #121317 and
leaving this parameter breaks PBR rules which opens other
issues with shadow disconnected from shading.
This changes the following keyframing functions to return
`SingleKeyingResult`, which is in turn used for better failure
reporting in the higher-level functions that call them:
- `KeyframeStrip::keyframe_insert()`
- `insert_vert_fcurve()`
As a side effect, this also means that
`rna_KeyframeAnimationStrip_key_insert()` can no longer return an
`FCurve *`, and now instead returns a bool indicating success.
This is part of an ongoing progressive refactor to improve error
messages and failure handling in the keyingframing code.
Pull Request: https://projects.blender.org/blender/blender/pulls/121517
For metric units the depth was being rounded to the nearest meter
(in the range of 10-100 meters), increase the precision from 2 to 4
so it's possible to see centimeter precision.
Remove options that are duplicate and change description of options, so
they describe bit better, how timecodes are actually used.
Timecodes in Blender have pretty much nothing in common with more widely
known term "timecode". This confused users (and developers).
There were 5 options of which 3 were exactly same. This commit leaves
user with 3 options:
- Use timecodes for normal seeking/playback - Record Run
- Ensure, that no frame is duplicated or skipped - "Record Run No Gaps"
- Do not use timecodes - "None"
More verbose description was added to the definition in code.
Naming of these timecode types was kept, even if it is incorrect to not
break scripts and habits.
Pull Request: https://projects.blender.org/blender/blender/pulls/121001
Rather than storing asset shelf types only for the space type defined
with `bl_space_type`, store them statically/globally so that asset shelf
popups can later be displayed in any space. In earlier designs the asset
shelf was more space dependent than it is now.
For example the brush selector asset shelf popup being implemented for
the brush assets project should be available in the tool settings UI,
which is also displayed in the Properties. If the asset shelf type is
space dependent, this popup won't work in the Properties.
To be clear, `bl_space_type` will still be what defines where the asset
shelf region will be available. But the popup version can be displayed
anywhere.
Pull Request: https://projects.blender.org/blender/blender/pulls/121411
Add a function for asset shelves, `get_active_asset` in RNA, that
can be used to sync the active item of an asset shelf with an asset
reference elsewhere in Blender. In the brush asset system this is
used to retrieve the asset reference from the active `Paint` struct.
Pull Request: https://projects.blender.org/blender/blender/pulls/121405
The operator stored when registering the asset shelf will be called
with properties that reference the asset (a weak reference, split into
three properties already used in other asset-related operators). The
operator is called whenever a grid view item is activated, and is
meant to do things like import and activate a brush asset.
Previously Reviewed: https://projects.blender.org/blender/blender/pulls/117861
Pull Request: https://projects.blender.org/blender/blender/pulls/121402
Adds a new asset shelf option (`STORE_ENABLED_CATALOGS_IN_PREFERENCES`
option in RNA) to use the Preferences for storing the enabled catalogs.
This way asset shelf types can decide if for their use-case, they want
to synchronize the enabled catalogs over Blender sessions and files, or
keep the stored locally in the file.
This is important because for example on one hand, it would be annoying
if for brush assets you'd have to enable the visible catalog tabs for
every 3D View and every file, while on the other hand you need that
level of control for the pose library where the catalogs the rigger/
animator cares about varies from project to project, character to
character and shot to shot.
Conceptually this also makes some sense: The new brush assets workflow
synchronizes brush assets and their catalogs across Blender sessions
and files, basically making them globally accessible independent of
the current file/project, so treating the enabled catalogs the same
is consistent.
Previously reviewed in #120264
Pull Request: https://projects.blender.org/blender/blender/pulls/121363
With brush assets, these tool-type icons will be removed completely.
In main already though, it makes some sense to remove the usage of
the icons in the brush tool type enum items. These icons are quite
different than the others and don't look good with a small size anyway.
As far as I can tell this doesn't make a difference in the UI anyway,
since the enum menu selector exposed in the "Brushes" panel didn't
show the icons anyway.
Pull Request: https://projects.blender.org/blender/blender/pulls/121364
This also moves the option to be a per editor space setting so you can
have different cache visualization options in different editor spaces
at the same time.
A quick toggle for the cache visualization is now available in the
overlays popover.
Pull Request: https://projects.blender.org/blender/blender/pulls/119428
Allows running some action when the context changes to make the
asset shelf region visible. Also add an option for when whether the
shelf should be visible by default when the poll succeeds.
Pull Request: https://projects.blender.org/blender/blender/pulls/121315
No functional changes expected.
This PR moves the enums
`eModifyKey_Modes` and `eModifyKey_Returns` to animrig
as enum classes.
Functions that take or return that value were also modified.
Pull Request: https://projects.blender.org/blender/blender/pulls/121132
This avoids negative color darkening caused by strong
directionnal lighting.
However, this reduce the contrast a lot since the
deringing is done on the unclampped spherical harmonics
which is itself extracted from unclamped values from
the world.
The solution to this is to add the parameter for
clamping the world light. This setting will be
reused for #68478.
Fix#116036
Pull Request: https://projects.blender.org/blender/blender/pulls/121303
This caused a weird situation where after keys were inserted, the
animation of the affected object(s) wouldn't actually change in
the 3D viewport (even with scrubbing) until the keys were touched
in one of the animation editors.
Pull Request: https://projects.blender.org/blender/blender/pulls/121302