Commit Graph

266 Commits

Author SHA1 Message Date
Brecht Van Lommel
f165c75e14 Refactor: Add various DNA_*_enums.h and DNA_*_types.h files
* Move colorband and theme DNA to own headers
* Move some anim, curve, modifier and space enums to new headers
* Move data transfer enums to DNA
* Duplicate imbuf proxy and GPU backend enums

For a few reasons:
* Reduce number of includes in DNA headers
* Don't define enums used in DNA outside of DNA
* Move theme settings to separate header for userdef_default_theme.c
* Prepare for using default initializers in DNA headers. (#134531)

Pull Request: https://projects.blender.org/blender/blender/pulls/138831
2025-05-20 13:26:43 +02:00
Aras Pranckevicius
9e4c26574a VSE: new cache implementation
Rework internals of how VSE caching is done. Primarily to make all the
caching logic more understandable from development point of view, but
also has several user visible implications (more details in the PR):
- Simpler and fewer caching UI options,
- Disk cache is gone (primary reason: proxies are kinda the same thing),
- VSE cache size set in preferences is actual size used for VSE caches
  now (previously caching stopped as soon as whole Blender used that
  much memory, even if some memory usage was not about VSE at all),
- Certain scenarios of cache invalidation are faster now.

Pull Request: https://projects.blender.org/blender/blender/pulls/137926
2025-05-14 12:59:46 +02:00
Pablo Vazquez
3e8801849f UI: Make auto-run scripts setting off by default
Even though the default startup already has `Trusted Source` and
`Auto Run Python Scripts` off by default, when resetting their values
to default (right click, Reset to Default) they would be turned on.

It was simply missing explicitly setting this off by default.

Pull Request: https://projects.blender.org/blender/blender/pulls/137205
2025-04-09 18:57:13 +02:00
Harley Acheson
a21481cbdd UI: Allow Changing Editor Outline Width
The gaps between editors need to be selected and manipulated in order
to resize areas. How wide these need to be depends on the accuracy and
resolution of your pointing device. And also on the fine motor control
and visual acuity of the user. If you are using a tablet pen, touch
device, or are visually or physically challenged, then you need these
gaps to be wider. This PR allows a wide latitude in this.

Pull Request: https://projects.blender.org/blender/blender/pulls/126334
2025-04-07 21:15:20 +02:00
Jacques Lucke
8ec9c62d3e Geometry Nodes: add Closures and Bundles behind experimental feature flag
This implements bundles and closures which are described in more detail in this
blog post: https://code.blender.org/2024/11/geometry-nodes-workshop-october-2024/

tl;dr:
* Bundles are containers that allow storing multiple socket values in a single
  value. Each value in the bundle is identified by a name. Bundles can be
  nested.
* Closures are functions that are created with the Closure Zone and can be
  evaluated with the Evaluate Closure node.

To use the patch, the `Bundle and Closure Nodes` experimental feature has to be
enabled. This is necessary, because these features are not fully done yet and
still need iterations to improve the workflow before they can be officially
released. These iterations are easier to do in `main` than in a separate branch
though. That's because this patch is quite large and somewhat prone to merge
conflicts. Also other work we want to do, depends on this.

This adds the following new nodes:
* Combine Bundle: can pack multiple values into one.
* Separate Bundle: extracts values from a bundle.
* Closure Zone: outputs a closure zone for use in the `Evaluate Closure` node.
* Evaluate Closure: evaluates the passed in closure.

Things that will be added soon after this lands:
* Fields in bundles and closures. The way this is done changes with #134811, so
  I rather implement this once both are in `main`.
* UI features for keeping sockets in sync (right now there are warnings only).

One bigger issue is the limited support for lazyness. For example, all inputs of
a Combine Bundle node will be evaluated, even if they are not all needed. The
same is true for all captured values of a closure. This is a deeper limitation
that needs to be resolved at some point. This will likely be done after an
initial version of this patch is done.

Pull Request: https://projects.blender.org/blender/blender/pulls/128340
2025-04-03 15:44:06 +02:00
Harley Acheson
d111b46b7a Merge branch 'blender-v4.4-release' 2025-02-17 09:47:59 -08:00
Harley Acheson
3e77dd1e46 Fix: Enable Translation Options by Default
This PR changes the default user preferences so that the Translation
Options are enabled. Otherwise with fresh install changing language
only translates tooltips.

Pull Request: https://projects.blender.org/blender/blender/pulls/134649
2025-02-17 18:46:43 +01:00
Brecht Van Lommel
e2e1984e60 Refactor: Convert remainder of blenlib to C++
A few headers like BLI_math_constants.h and BLI_utildefines.h keep working
for C code, for remaining makesdna and userdef defaults code in C.

Pull Request: https://projects.blender.org/blender/blender/pulls/134406
2025-02-12 23:01:08 +01:00
Harley Acheson
5956752eb7 UI: Themeable RedAlert, Error, Warning, Info Colors
The "Red Alert" color is currently hard-coded, which causes problems in
themes.  It also has an Enum value of 0, which precludes using this
value as "unset". We also use Error, Warning, and Info colors that are
part of the Info Editor.  This PR moves these out of the Info Editor
and into the "State" part of the theme. And then makes TH_REDALERT use
the TH_ERROR color.

Pull Request: https://projects.blender.org/blender/blender/pulls/131127
2025-02-12 20:59:47 +01:00
Campbell Barton
b113e848ef NDOF: implement new methods to pick the orbit-center
Note: this is a back-port from `main`, details below,
Original message:

Add support for dynamic NDOF orbit center calculation.

- When "Auto" NDOF preference is enabled:
  All visible objects in the viewport are used to calculate a
  bounding box center, if the bounds are outside the view or the center
  is behind the viewport, use a Z-Buffer test to calculate the depth in
  the middle of the region.

- When "Use Selected Items" NDOF preferences is enabled,
  calculating the bounds from the selection.

- An option to show the orbit center as a guide has also been added.

Ref !129594

Co-authored-by: Kamil Galik <kgalik@3dconnexion.com>

Back-ported as this change as this only missed the 4.4 branch by hours
and is considered an important feature for 4.4 by 3dconnexion.

This includes the following commits from main:

1a14d69498
30399fd165
3a8658958f
da8d9d989e
2a0ce11104
fb539baa89
2025-02-07 10:23:45 +11:00
Campbell Barton
30399fd165 NDOF: enable "Auto" center & show orbit center guide by default 2025-02-06 09:54:44 +11:00
Harley Acheson
6a06e87f85 Fix #120833: Align Reset to Default with Preferences Defaults
This PR fixes a number of items in Preferences that "Reset to Default"
to different values than the default preferences. For some items this
is because they just have incorrect values, some have redundancies
between the U_default struct and property default, and many others are
caused by our code that reverses struct defaults for properties that
are "negative SDNA", or don't struct defaults for enum_bitflag_sdna
properly. Items include "show_splash", "anisotropic_filter", etc.

Pull Request: https://projects.blender.org/blender/blender/pulls/132762
2025-01-07 18:58:27 +01:00
Richard Antalik
8ce5356522 VSE: Text editing in preview
This commit implements most features needed for simple text editing.

Active text strip can be edited in preview by pressing tab key, which
enabled text editing mode. With this mode active, outline matches text
boundary box and cursor is drawn.

Cursor can be moved with usual keys. Pressing shift starts selection.
Selection and navigation works when text is scaled or rotated. Mirrored
text is not supported in this PR. it can be done, but the text is
unreadable that way, so I kept it simple.

Multi line text is supported. Pressing return key starts new line.

Copy/paste operator uses OS copy paste buffer, so text from other apps
can be pasted.

Text is still limited to 512 characters. Text string property still
exists in side panel and is limited to single line. Individual
characters can not be styled in different way like in 3D viewport, but
the code is mostly ready for such feature.

Ref: #126547

Pull Request: https://projects.blender.org/blender/blender/pulls/127239
2024-12-19 15:56:54 +01:00
Harley Acheson
8bcb714b9e UI: Face Orientation Front Color Transparent
This PR changes the default theme color for TH_FACE_FRONT, used by the
Face Orientation overlay, to have zero alpha. That way, by default, it
can be used always and not interfere with the display of (normal) front
faces.

Pull Request: https://projects.blender.org/blender/blender/pulls/130618
2024-11-20 21:39:40 +01:00
John Kiril Swenson
2c10fe4158 Fix: VSE: Make "connect strips" default
Implementation in #124333 had versioning code in `versioning_userdef.cc`
to make sure that updated configs would also have connected strips by default,
but forgot to change `userdef_default.c`.

Pull Request: https://projects.blender.org/blender/blender/pulls/129993
2024-11-08 05:45:58 +01:00
Campbell Barton
41cb811849 Cleanup: update the default theme
Re-generate the default theme from blender_theme_as_c.py
2024-10-27 23:24:21 +11:00
Harley Acheson
28e5c1412e UI: Editor Edge Highlighting
Customizable highlighting of editor edges that can be used to help
differentiate between areas, indicate active area, and/or help users
with visual impairment. Can be completely removed as well. This
replaces the active area header highlighting, which doesn't work for
transparent headers.

Pull Request: https://projects.blender.org/blender/blender/pulls/116684
2024-09-26 21:55:26 +02:00
Jacques Lucke
6e5e01e630 Geometry Nodes: new For Each Geometry Element zone
This adds a new type of zone to Geometry Nodes that allows executing some nodes
for each element in a geometry.

## Features

* The `Selection` input allows iterating over a subset of elements on the set
  domain.
* Fields passed into the input node are available as single values inside of the
  zone.
* The input geometry can be split up into separate (completely independent)
  geometries for each element (on all domains except face corner).
* New attributes can be created on the input geometry by outputting a single
  value from each iteration.
* New geometries can be generated in each iteration.
    * All of these geometries are joined to form the final output.
    * Attributes from the input geometry are propagated to the output
      geometries.

## Evaluation

The evaluation strategy is similar to the one used for repeat zones. Namely, it
dynamically builds a `lazy_function::Graph` once it knows how many iterations
are necessary. It contains a separate node for each iteration. The inputs for
each iteration are hardcoded into the graph. The outputs of each iteration a
passed to a separate lazy-function that reduces all the values down to the final
outputs. This final output can have a huge number of inputs and that is not
ideal for multi-threading yet, but that can still be improved in the future.

## Performance

There is a non-neglilible amount of overhead for each iteration. The overhead is
way larger than the per-element overhead when just doing field evaluation.
Therefore, normal field evaluation should be preferred when possible. That can
partially still be optimized if there is only some number crunching going on in
the zone but that optimization is not implemented yet.

However, processing many small geometries (e.g. each hair of a character
separately) will likely **always be slower** than working on fewer larger
geoemtries. The additional flexibility you get by processing each element
separately comes at the cost that Blender can't optimize the operation as well.
For node groups that need to handle lots of geometry elements, we recommend
trying to design the node setup so that iteration over tiny sub-geometries is
not required.

An opposite point is true as well though. It can be faster to process more
medium sized geometries in parallel than fewer very large geometries because of
more multi-threading opportunities. The exact threshold between tiny, medium and
large geometries depends on a lot of factors though.

Overall, this initial version of the new zone does not implement all
optimization opportunities yet, but the points mentioned above will still hold
true later.

Pull Request: https://projects.blender.org/blender/blender/pulls/127331
2024-09-24 11:52:02 +02:00
Harley Acheson
aa78d43a05 UI: Multicolor Autokeying Indicator
Show the autokeying indicator (record button) on the Timeline header in
red when enabled. With a white outline on dark theme, or with a black
outline on light theme. The red color is user changeable.

Pull Request: https://projects.blender.org/blender/blender/pulls/126344
2024-08-16 23:16:40 +02:00
Christoph Lendenfeld
5427775fef Anim: Theme entry for time visualization
This patch adds two theme entries for data before/after the current frame.
Those entries control what color to use when displaying
reference data from a different point in time (motion path, onion skins).

They are under the `3D Viewport` section of the theme in the user preferences.

## User Facing Changes

### Grease Pencil

When `Custom Colors` is disabled it will now use the theme instead of the layer default color.
Currently this setting is enabled by default. Disable it to get Blender to use the theme.

### Motion Path
If Custom Color is disabled, read from the Theme.

### Annotations
If onion skin is enabled, and custom onion skin colors is disabled, read from the theme.

**Grease Pencil**
* previously the color used for onion skinning (without custom colors) was `U.gpencil_new_layer_col`. This is used in other places as well so it cannot be removed with this PR
* By default, custom colors are enabled with Grease Pencil objects. I specifically did **not** change that with this PR. I will instead let the GP module handle that on their terms.

This PR has been discussed in the Grease Pencil module meeting
https://devtalk.blender.org/t/2024-05-21-grease-pencil-module-meeting/34755#meeting-notes-2
and in the A&R module meeting
https://devtalk.blender.org/t/2024-05-24-animation-rigging-module-meeting/34813#patches-review-decision-time-4

Pull Request: https://projects.blender.org/blender/blender/pulls/120558
2024-06-28 14:59:41 +02:00
Dalai Felinto
49725106af Fix extensions update not showing on the status bar by default
Ref !123495
2024-06-21 12:30:10 +10:00
Pablo Vazquez
abb233dd1e VSE: Update theme colors for strips
Some of the existing colors were hard to read with the new
strips design.

Tried following the concept from 2.83 redesign rationale:
* Same saturation for regular strips.
* Lower saturation for effect strips.
* Tried to reduce the hue shift between certain similar effects.

Other changes:
* Match saturation of all regular strips.
* Reduce value and saturation (mostly value) of color tags so
  they are readable in both light and dark text.
* Image: Follow node editor Image node socket color.
* Color: Use the same hue as the color node socket.
* Text: Change it so it doesn’t use the same as Image.
* Sound: Use a greener color, less movie-like blue.
* Scene: Light gray, similar fashion to Collections.
* Other strips had minor adjustments.

Images and details in the pull request.

Pull Request: https://projects.blender.org/blender/blender/pulls/123446
2024-06-20 20:22:12 +02:00
Campbell Barton
e93f0ee53a Extensions: add network timeout and connection limit preferences
These settings are used when running extension updates but may be
used for any operations that perform online access.
2024-06-14 15:32:07 +10:00
Sybren A. Stüvel
3089ac97b1 Anim: add new keytype 'generated' styling to the Sequencer theme
Add the color for the new keytype 'generated' to the VSE theme settings
as well.

This includes the versioning code that loads the default from the scene.
Without this, the preference would be initialised to black.

Note that the 'Blender Light' theme does not have any colors for any of
the key types, so I also didn't add the 'generated' type there.

Pull Request: https://projects.blender.org/blender/blender/pulls/123005
2024-06-10 15:28:05 +02:00
Miguel Pozo
74224b25a5 GPU: Add GPU_shader_batch_create_from_infos
This is the first commit of the several required to support
subprocess-based parallel compilation on OpenGL.
This provides the base API and implementation, and exposes the max
subprocesses setting on the UI, but it's not used by any code yet.

More information and the rest of the code can be found in #121925.

This one includes:
- A new `GPU_shader_batch` API that allows requesting the compilation
  of multiple shaders at once, allowing GPU backed to compile them in
  parallel and asynchronously without blocking the Blender UI.
- A virtual `ShaderCompiler` class that backends can use to add their
  own implementation.
- A `ShaderCompilerGeneric` class that implements synchronous/blocking
  compilation of batches for backends that don't have their own
  implementation yet.
- A `GLShaderCompiler` that supports parallel compilation using
  subprocesses.
- A new `BLI_subprocess` API, including IPC (required for the
  `GLShaderCompiler` implementation).
- The implementation of the subprocess program in
  `GPU_compilation_subprocess`.
- A new `Max Shader Compilation Subprocesses` option in
  `Preferences > System > Memory & Limits` to enable parallel shader
  compilation and the max number of subprocesses to allocate (each
  subprocess has a relatively high memory footprint).

Implementation Overview:
There's a single `GLShaderCompiler` shared by all OpenGL contexts.
This class stores a pool of up to `GCaps.max_parallel_compilations`
subprocesses that can be used for compilation.
Each subprocess has a shared memory pool used for sending the shader
source code from the main Blender process and for receiving the already
compiled shader binary from the subprocess. This is synchronized using
a series of shared semaphores.
The subprocesses maintain a shader cache on disk inside a
`BLENDER_SHADER_CACHE` folder at the OS temporary folder.
Shaders that fail to compile are tried to be compiled again locally for
proper error reports.
Hanged subprocesses are currently detected using a timeout of 30s.

Pull Request: https://projects.blender.org/blender/blender/pulls/122232
2024-06-05 18:45:57 +02:00
Richard Antalik
f98b01e492 VSE: Improved handle tweaking
This commit changes how users can interact with handles:

Unselected handles are not drawn anymore by default. Handles are bit
thinner. If handle can't be selected, because strip is too small,
it is not drawn.

When hovering over strip handle a cursor is changed to represent a
handle shape. It is possible to select 2 handles at once if strips are
adjoined.

When tweak event happens on unselected handle, handle selection is lost
ater tweaking.

This behavior can be disabled in preferences:
Editing > Video Sequencer > Tweak Handles.

Moving strips with G key works same way as before.

Pull Request: https://projects.blender.org/blender/blender/pulls/109522
2024-06-03 23:17:41 +02:00
Harley Acheson
3ee8a75e8e Fix #122381: Changes to Text Overlay Colors
Show white text and black outline when dark, black text and white
outline when light. Slight darkening of TH_TIME_GP_KEYFRAME and
the red used for slow FPS to better work with varying backgrounds.

Pull Request: https://projects.blender.org/blender/blender/pulls/122449
2024-05-29 20:10:45 +02:00
Jacques Lucke
528d946858 Nodes: change node auto offset default from 80 to 40
This was discussed in the last workshop.

Pull Request: https://projects.blender.org/blender/blender/pulls/121974
2024-05-21 16:59:00 +02:00
Hans Goudey
c60a1006e5 Asset Shelf: Add asset shelf region to image editor
As part of the brush assets project, the image editor needs an asset
shelf to display brush assets for texture paint mode. This commit adds
the unused asset shelf region, similar to the 3D viewport's region that
is currently just used for the pose library. For now, users will just
see an "Asset Shelf" toggle in the view menu.

Pull Request: https://projects.blender.org/blender/blender/pulls/121034
2024-04-24 17:55:37 +02:00
Aras Pranckevicius
c64050ecd2 VSE: Timeline strip visual design updates
Design updates as per #118288:
- Tweak text labels (colors, drop shadows)
- Strip border colors, inset outlines
- Muted strips are mostly gray, and their thumbnails are faded
- Overlapping strips are not semitransparent anymore
- Locked stripes only in content area
- Missing data blocks
- Updates to meta strips w/ missing data blocks

Pull Request: https://projects.blender.org/blender/blender/pulls/118581
2024-04-24 12:37:38 +02:00
Sybren A. Stüvel
51e1f29a68 Anim: Add new keyframe type 'GENERATED'
Add a new keyframe type named 'generated', which is meant to indicate
that the key was set by some automated tool (like an add-on), rather
than manually by an animator.

This is meant for tooling that needs to create keys in a repeatable way.
With this new key type, the tool can know which keys it generated
before, and thus those can be removed and re-generated.

Pull Request: https://projects.blender.org/blender/blender/pulls/120564
2024-04-15 10:42:54 +02:00
Harley Acheson
7642a5452a UI: Consistent Cursor Color
Change Console and text editor cursor color to match that of
widget_text_cursor. Console cursor is currently red which we normally
use for error conditions.

Pull Request: https://projects.blender.org/blender/blender/pulls/120491
2024-04-11 04:00:14 +02:00
Hans Goudey
8b514bccd1 Cleanup: Move remaining GPU headers to C++
Pull Request: https://projects.blender.org/blender/blender/pulls/119807
2024-03-23 01:24:18 +01:00
Pratik Borhade
b3095d9c2e Merge branch 'blender-v4.1-release' 2024-03-18 14:43:15 +05:30
Kamil Galik
d739d27a2d Fix #119203: Change default NDOF Deadzone value
There is a Deadband built in the sensor of SpaceMouse,
therefore the default value of Deadzone field can be equal to 0.0
instead of 0.100.

Pull Request: https://projects.blender.org/blender/blender/pulls/119522
2024-03-18 10:10:21 +01:00
Brecht Van Lommel
0f2064bc3b Revert changes from main commits that were merged into blender-v4.1-release
The last good commit was 4bf6a2e564.
2024-02-19 15:59:59 +01:00
Hans Goudey
91e54fdd83 Cleanup: Move BLO_readfile.h to C++
I added a new BLO_userdef_default.h header to contain declarations of
two global variables that are still defined in C files. Use of designated
initializers for large structs make those files harder to change.
Arguably this is a better header for them anyway.

Pull Request: https://projects.blender.org/blender/blender/pulls/118015
2024-02-09 13:41:30 +01:00
Christoph Lendenfeld
5e28601d69 Anim: Separate keying flags
Splits the flag `..._FLAG_INSERTNEEDED` between autokey and
manual keying. The fact that this flag was shared between the two
systems has been the cause of issues in the past. It wouldn't
let you insert a keyframe even though you explicitly used an operator
to do so.

In order to be clearer what options are used where, the user preferences
have been reordered.

By default "Only Insert Needed" will be enabled for auto-keying, but not for manual keying.
The versioning code will enable both if it was enabled previously.

# Code side changes

The keying system has flags that define the behavior
when keys are inserted. Some of those flags were shared
between keying and auto-keying. Some were only used for
auto-keying.
To clarify that, prefix flags that used exclusively in one or the other
system with `AUTOKEY`/`MANUALKEY`

Also the flag name on the user preferences and the tool settings was renamed.
Previously it was called `autokey_flag`. To indicated that it is not only used
for autokeying, rename it `keying_flag`.

Fixes: #73773

Pull Request: https://projects.blender.org/blender/blender/pulls/115525
2024-01-19 16:26:10 +01:00
Christoph Lendenfeld
1a998c73eb Fix: Keying Channel Defaults
This was missed during #113504

While the versioning code set the flags correctly,
the defaults were not specified correctly.
This would leave new users to key only location.

Fix it by enabling Location, Rotation, Scale and
Custom Properties by default.

Pull Request: https://projects.blender.org/blender/blender/pulls/116180
2023-12-14 11:28:03 +01:00
Christoph Lendenfeld
a99e419b6e Anim: Insert keyframes without keying sets
When animators want to key something in the viewport,
the code needs to know *which properties* should be keyed of that selected thing.
So far that was done with keying sets, and a pop-up that let's
you choose the keying set to use. You can get rid of the popup by
choosing a keying set ahead of time. But that is also not always desirable.

That pop-up is quite confusing and gives way too many options.
To simplify this process this PR adds a User Preference option to choose one or more of:
* Location
* Rotation
* Scale
* Rotation Mode
* Custom Properties

Now whenever the `I` key is pressed in the viewport,
and no keying set is enabled, it reads the preferences for which channels to insert.

# User Facing changes
* The popup will not be shown when pressing the hotkey,
 but you can still explicitly use keying sets by going to the menu
* Which channels are keyed is defined by a User Preference setting under animation
* when a keying set is used explicitly, the User Preference settings are ignored

Part of #113278

Pull Request: https://projects.blender.org/blender/blender/pulls/113504
2023-11-21 15:38:01 +01:00
Gilberto Rodrigues
dfd1b63cc7 UI: improve mesh edge highlighting
Changes to edit mode mesh overlays, use hue shift instead of color
fading/darkening for selection mode visual differentiation, and some
theme changes to improve the display of mesh edges and faces with good
selection visibility.

- Removed "edge" toggle from edit mode overlays panel.
- No longer halves the edge and face alpha depending on selection mode.
  Half the face alpha in wire-frame mode. For better visibility on most
  themes.

Ref !111431
2023-11-02 22:09:17 +11:00
Pablo Vazquez
fd1a5b52c1 Theme: do not mark pulldown menus as active on hover
Match the color of regular menu items on hover.

Do versioning comes right after since it's needed for another bug.
2023-10-31 13:04:59 +01:00
Richard Antalik
86a0d0015a VSE: Improve retiming UI
Currently retiming is quite awkward, when you need to retime multiple
strips strips in sync. It is possible to use meta strips, but this is
still not great. This is resolved by implementing selection.

General changes:
Gizmos are removed, since they are designed to operate only on active
strip and don't support selection.
Transform operator code is implemented for retiming data, which allows
more sophisticated manipulation.
Instead of drawing marker-like symbols, keyframes are drawn to
represent retiming data. Retiming handles are now called keys. To have
consistent names, DNA structures have been renamed.
Retiming data is drawn on strip as overlay.

UI changes:
Retiming tool is removed. To edit retiming data, press Ctrl + R, select
a key and move it. When retiming is edited, retiming menu and
context menu shows more relevant features, like making transitions.
Strip and retiming key selection can not be combined. It is possible to
use box select operator to select keys, if any key is selected.
Otherwise strips are selected.
Adding retiming keys is possible with I shortcut or from menu.
Retiming keys are always drawn at strip left and right boundary. These
keys do not really exist until they are selected. This is to simplify
retiming of strips that are resized. These keys are called "fake keys"
in code.

API changes:
Functions, properties and types related to retiming handles are renamed
to retiming keys:
retiming_handle_add() -> retiming_key_add()
retiming_handle_move() -> retiming_key_move()
retiming_handle_remove() -> retiming_key_remove()
retiming_handles -> retiming_keys
RetimingHandle -> RetimingKey

Retiming editing "mode" is activated by setting `Sequence.show_retiming_keys`.

Pull Request: https://projects.blender.org/blender/blender/pulls/109044
2023-09-27 01:45:59 +02:00
Pablo Vazquez
2f31077463 Fix #112032: Theme: Wrong colors editing list items
Fixed by using a slightly transparent white color that blends
correctly with the background of text inputs and list items.

Also use the same colors in the Text Editor for consistency in both
Dark and Light themes.
2023-09-15 13:00:05 +02:00
Harley Acheson
fa32379def UI: Allow Integer Thumbnail Size Range
Instead of four discrete thumbnail sizes, allow the user to instantly
zoom to any integer size from 16-256. This also changes the default to
96 from the current 128.

Pull Request: https://projects.blender.org/blender/blender/pulls/105815
2023-09-13 19:56:53 +02:00
Rawalanche
0e090369d6 Fix #109439: Use List Item widget colors for View Item widgets
As concluded in discussion under #109439, the View Item widgets are
supposed to use List Item widget theme colors. This patch does that.

Co-authored-by: Harley Acheson <harley.acheson@gmail.com>
Pull Request: https://projects.blender.org/blender/blender/pulls/111584
2023-09-01 20:02:20 +02:00
Rawalanche
411cd827b7 Nodes: Move Auto-Offset toggle to User Preferences
Move Auto-Offset toggle from Node Editor View menu
into the Editing > Node Editor section of User Preferences,
to reflect its use as a workflow option not configured
per editor or per file.

Pull Request: https://projects.blender.org/blender/blender/pulls/111589
2023-08-29 01:18:33 +02:00
Campbell Barton
b150b47720 UI: add a preference for the number of samples used for FPS playback
This was hard coded to 8, which can still result in a number that
jitters making the overall FPS difficult to measure.

The default is still 8, but this is now a preference that can be
increased for values that don't jitter as much.
2023-08-25 19:33:48 +10:00
Pablo Vazquez
eef2b61e91 Theme: Set 3D Viewport background to single color
The default vignette effect introduces issues reported several times
on various hardware configurations.

It would still be nice to figure out the issue and fix it in the
vignette effect code. For now, simply use single-color in the
default theme.

As agreed during the 2023-08-15 User Interface Module meeting.

Fixes #93627
Closes #106699
2023-08-16 18:45:21 +02:00
Campbell Barton
e955c94ed3 License Headers: Set copyright to "Blender Authors", add AUTHORS
Listing the "Blender Foundation" as copyright holder implied the Blender
Foundation holds copyright to files which may include work from many
developers.

While keeping copyright on headers makes sense for isolated libraries,
Blender's own code may be refactored or moved between files in a way
that makes the per file copyright holders less meaningful.

Copyright references to the "Blender Foundation" have been replaced with
"Blender Authors", with the exception of `./extern/` since these this
contains libraries which are more isolated, any changed to license
headers there can be handled on a case-by-case basis.

Some directories in `./intern/` have also been excluded:

- `./intern/cycles/` it's own `AUTHORS` file is planned.
- `./intern/opensubdiv/`.

An "AUTHORS" file has been added, using the chromium projects authors
file as a template.

Design task: #110784

Ref !110783.
2023-08-16 00:20:26 +10:00