The goal is to make the search faster to use by dynamically adapting to the user.
This can be achieved using the simple but common approach of showing recently
selected items at the top. Note, that the "matching score" between the query and
each search item still has precedence when determining the order. So the last used
item is only at the top, if there is no other search item that matches the query better.
Besides making the search generally faster to use, my hope is that this can also
reduce the need for manually weighting search items in some places. This is
because while the ordering might not be perfect the first time, it will always be
once the user selected the element that should be at the top once.
This patch includes:
* Support for taking recent searches into account in string searching.
* Keep track of a global list of recent searches.
* Store recent searches on disk similar to recently opened files.
* A new setting in the user preferences that allows disabling the functionality.
This can be used if deterministic key strokes are required, e.g. for automated tests.
In the future this could be improved in different ways:
* Add some kind of separator in the search list to indicate which elements are at
the top because they have been used recently.
* Store the recent search items per search, instead of in a global list. This way
it could adapt to the user even better.
Pull Request: https://projects.blender.org/blender/blender/pulls/110828
In the data-block selectors in the node editor and the header,
apply a few rules to increase the separation between tool and
modifier node groups.
1. The modifier accepts non-asset groups or assets marked
as modifiers (created in the modifier context). Tool node groups
cannot be used by modifiers.
2. The tool context can only edit node group assets marked as tools
(created in the tool context).
When switching contexts, the node group is cleared if the state would
be invalid. The tool node group is still stored in the editor's "root node
tree" property. Since it isn't retrieved from the context, the pin button
is useless, so it isn't displayed in the tool mode.
See #101778, #111526.
Pull Request: https://projects.blender.org/blender/blender/pulls/112389
Adds the ability to set text cursor position in the Console editor
by clicking with the mouse and many other expected operations such as
cut, select all & deselect on text entry.
Ref !108626
Small style and layout tweaks of some tabs in Preferences.
Mainly inline styling for compact layouts, grouping labels and
adding icons where needed.
Purposely leaving aside complex areas such as Themes,
Add-ons, or Keymap. They require larger design decisions.
Pull Request: https://projects.blender.org/blender/blender/pulls/112393
Default to displaying nearly all nodes when the engine is not set to
Cycles or Eeeve. And instead hide nodes not supported in Eevee only
when Eevee is selected.
This way external engines can use the same menu, particularly useful
for upcoming support for conversion to MaterialX.
Only the Shader category was incomplete like this, so it can also be
seen as fixing an inconsistency with other categories.
This patch has been originally authored by Ares Deveaux #106520
I am just finishing it up.
This is a new operator for the Graph Editor.
It shifts the value of the keys in time,
while keeping the actual key positions in the same place.
It supports wrapping, so when offsetting beyond the range
of the F-Curve it will take values from the other end,
but offset in y-value so there is no jump.
This works best with dense key data.
Co-authored-by: Ares Deveaux <aresdevo@gmail.com>
Pull Request: https://projects.blender.org/blender/blender/pulls/110540
This adds an operator `graph.select_key_handles` to the graph editor
that changes the selection of the different parts of a bezier keyframe. It
operates on all keys that are either themselves selected or have either of
their handles selected, and changes whether the key itself and/or its handles
are selected.
The operator has three options:
- `left_handle_action`
- `right_handle_action`
- `key_action`
Each of which can be set to:
- Select
- Deselect
- Keep (do nothing)
Co-authored-by: cgtinker <Denys.Hsu@gmail.com>
Pull Request: https://projects.blender.org/blender/blender/pulls/111143
To create a connection with the icon that shows up in
ID templates and decorators once library is overriden.
Affects Outliner context and Object menu in 3D Viewport.
Similar to the Asset menu.
Replace the 'armature layers' operator (which would toggle visibility of
armature layers) with the 'bone collections' menu (which allows assigning
to and unassigning from bone collections). The functionality of these
operators is quite different, but it unifies the behaviour between
armature pose and edit modes.
Selecting which bone collections are visible in the 3D Viewport may be
reintroduced after nestable bone collections are implemented. Otherwise
the list of bone collections will likely become unwieldy.
This is a compatibility breaking change to rename all usages of the name
`asset_library_ref` with `asset_library_reference`. Brecht recently
suggested that such abbreviations should be avoided in public API names.
The asset handle type is supposed to be replaced by the asset
representation type. It is designed for the asset system as opposed to
the file browser backend. With d421ebac5e, d04cd3f3e6 and f6a6b27ac1, it
can now do everything that is needed in Python to be a replacement.
With this commit the asset handle type and the file handle type it uses
is almost entirely replaced in Python files (only for the asset view
template we require a collection property taking asset handles still,
for internal reasons.)
Part of #102877 and #108806.
In armature edit mode, replace the 'bone layers' operator with the 'move
to bone collection' operator. This operator now works in both pose mode
and edit mode, and is available with the 'M' hotkey in either mode.
Remove the Ctrl+G shortcut (remnant of the bone group assignment operator),
and change the 'Pose / Bone Collections' menu so that it handles linked
and overridden data properly. Shift+M now shows that menu too.
Each type of Freestyle modifier gets its own panel. Each panel draws
breadcrumbs below the header. These breadcrumbs look like:
MyLineSet > MyLineStyle
They are currently translated, but since they represent data they
should not.
This commit disables translation for these breadcrumbs.
Pull Request: https://projects.blender.org/blender/blender/pulls/112418
This finalize the implementation of the screen space tracing
for EEVEE-Next.
Refractive objects can now have screen space reflection too
and self reflect.
This keeps the feedback radiance buffer principle of the
Classic EEVEE so that we still get infinite bounces by default.
There are some conflict with refraction tracing and ambient
occlusion nodes. Materials using screen space refraction will
not be able to detect occlusion from any refractive surface using
screen space refraction including itself.
They also won't be visible to screen space reflections from other
materials *not* using screen space refraction.
This should be added to the list of limitations for now.
Note that the current approach to feed the radiance is to copy
the radiance buffer. This has the nice property of only containing
the currently rendered objects and not project transparent objects
or other non-yet rendered object onto the depth behind them.
Pull Request: https://projects.blender.org/blender/blender/pulls/112341
Changes the `asset_poll()` and `draw_context_menu()` methods for asset
shelves to use the `AssetRepresentation` type, instead of `AssetHandle`.
The latter should be removed, so it's better to avoid using it in the
asset shelf BPY to avoid future compatibility breakage. This is possible
now with d421ebac5e.
Blender's generic custom property panel doesn't support operating on
overridden data yet, so it's better to just hide the panel altogether.
Before this commit, the 'Custom Properties' panel was shown but empty.
Since [0] mixing weight-paint & pose modes made weight-paint overlay
options inaccessible. Display both popovers in the 3D view header
in this case.
[0]: 4fa4f5432d
The recent change to the 'Add Modifier' created at least two issues:
* A complete duplicate of UI info for each modifier (its name and icon),
now existing in both the RNA enum definition of modifiers types, and
in the pyhton UI code.
* An implicit duplication of these UI names in two different translation
contexts, since the ones from the enum use the default one, while
explicit labels passed to the `layout.operator` UI API get assigned a
default 'operator' context. See PR !112246 for details about this.
Both issues can be easily solved by making the new python code for these
menus a bit smarter. Adding a helper function that adds the `add_modifier`
operator with the right parameters, just based on the operator type.
Both names (labels) and icons can be found in the enum property
`bl_rna` definition itself then.
This change:
* Avoids duplicating UI info.
* Fixes translation context mismatch, by forcing the usage of the
default one also from the python code.
* Makes code less verbose and overall more readable.
NOTE: An attempt has been made to use the `get_name` callback of
operator types to automatically return the right name based on the
defined type, but this is currently utterly failing with regular
layout-based UI code. This will be reported and handled separately.
Pull Request: https://projects.blender.org/blender/blender/pulls/112252
During the recent operator renames, the menu
entry for "Sound to Samples" was missed and
left as "graph.sound_bake"
This fixes it to be the correct "graph.sound_to_samples"
After Renaming "Bake Curve" to "Samples to Keys" in #111049,
the name of the `ACTION_OT_sample` operator needed renaming.
That is because the word "sample" is now used to describe FCurve
data in an uneditable state.
Rename to `ACTION_OT_bake_keys` since baking is the
term used in animation to describe the action of creating dense key data.
Pull Request: https://projects.blender.org/blender/blender/pulls/112151
After Renaming "Bake Curve" to "Samples to Keys" in #111049,
the name of the `GRAPH_OT_sample` operator needed renaming.
That is because the word "sample" is now used to describe FCurve
data in an uneditable state.
Rename to `GRAPH_OT_bake_keys` since baking is the term
used in animation to describe the action of creating dense key data.
Pull Request: https://projects.blender.org/blender/blender/pulls/112148
The `VIEWLAYER_PT_eevee_next_layer_passes_data` class name was
re-used by mistake for Workbench Next in ba982119cd,
and the actual EEVEE Next class was then removed in 678dc456e3.
This adds back the UI as it was, and the missing passes (Vector and
Position) it referenced.
Pull Request: https://projects.blender.org/blender/blender/pulls/112162
This operator is a combination of the previous delete operator `frame` mode
and the `active_frames_delete_all` operator.
This also add the delete menu and key binds.
While it isn't "wrong" to have the name listed below too, In Blender
the name of an item is usually edited by double clicking inside
of list/tree views, and it's better to be consistent.
Use the asset icon for the "Mark Asset" operator in menus.
Using icons is not only good for accessibility, but also to create
a connection with the Asset Browser and the icon shown in the
data-block template once marked as asset.
Pull Request: https://projects.blender.org/blender/blender/pulls/112111
Reasons to keep calling it Geometry Nodes:
* People can search for Geometry or Nodes and find it.
* It makes a connection with the editor called Geometry Nodes.
Interesting enough these were similar reasons to the original discussion
we had when Geometry Nodes first got added to Blender. Basically the
reasoning is still valid.
Counter-arguments:
* Over-time more and more modifiers will be geometry-nodes based, it
could be seem as strange to single out one of them.
* Once we have different node-base systems that may also work as
modifiers (e.g., collection modifiers?) we will need a more unified
name.
The response to the latter is that once we get to this we will also
rename the editor. Until then we keep what is working.
Breaking change since the operator name changes.
Users have been confused about this for a long time.
The term "bake" in the context of animation usually means
to add keys at a given interval without changing the shape of the curve.
The fact that the curve isn't editable after baking was the main issue.
In order to stop the confusion the operator is renamed to "Keys to Samples"
to indicate that there is a conversion happening and that there are no keys afterwards.
The Un-Bake operator has also been changed to "Samples to Keys"
The operator description has been updated to mention that after the conversion
the data is no longer editable.
The "Bake Sound to F-Curves" has been renamed to "Create Samples from Sound"
Pull Request: https://projects.blender.org/blender/blender/pulls/111049
This patch has been originally authored by Ares Deveaux #106526
Scale the selected key segments to their average
Unlike just scaling using the transform tools, this scales to the average of each individual F-Curve segment.
Co-authored-by: Ares Deveaux <aresdevo@gmail.com>
Pull Request: https://projects.blender.org/blender/blender/pulls/111744