Most of the old Animato properties on an Action (e.g. FCurve list, Channel
Groups) already act as proxies for the data for the first slot in the first
strip of the first layer. (Say that three times fast!) However, this was not yet
the case for `Action.id_root`.
This PR changes `Action.id_root` to act as a proxy for the first Slot's
`target_id_type` property, both for reading and writing.
If the Action has no Slots, then reading always returns 'UNSPECIFIED', and
writing will create a Slot and set its `target_id_type`.
Note that the ability to write to the first Slot's `target_id_type` via
`Action.id_root` conflicts with `target_id_type` supposedly only being writable
when it's still 'UNSPECIFIED' (#133883). Although that's certainly a little
weird, practically speaking this doesn't break anything for now, and is a
temporary kludge to keep `id_root` working until we can remove it in Blender
5.0. `id_root` will be removed entirely in 5.0, resolving this inconsistency.
Pull Request: https://projects.blender.org/blender/blender/pulls/133823
This PR changes the resource locking when reordering render graph
nodes. Reordering could be done without locking resources. No measurable
speedup detected.
Pull Request: https://projects.blender.org/blender/blender/pulls/134032
`WM_keymap_guess_from_context` did not handle properties space. This
simple fix made it respond the same way as if the current space is 3D
viewport, this enables brush asset sortcut assigning from tool
properties tab.
Pull Request: https://projects.blender.org/blender/blender/pulls/129717
Although not currently used by `main` Blender, this library has been
tracked by platform maintainers for some times now, so time to also add
it to this script.
See aslo #128577.
`def_nr` is decremented twice, this results in shuffling of vgroupdata.
`remove_from_vertex_group` should only deal with weights and not tweak
`def_nr` as defgroup name index is updated in `remove_defgroup_index`
after deletion of selected vgroup. So just remove the code from
`remove_from_vertex_group`.
Pull Request: https://projects.blender.org/blender/blender/pulls/134015
Similar to how brush assets are created and managed this
PR allows to export pose assets into a different library.
Because of this there is a limitation to this where each
asset is stored in a separate blend file.
This may be lifted in the future as there are planned changes in
the design phase: #122061
### Create Asset
Now available in the 3D viewport in the "Pose" menu: "Create Pose Asset".
The button in the Dope Sheet will now call this new operator as well.
Clicking either of those will open a popup in which you can:
* Choose the name of the asset, which library and catalog it goes into.
* Clicking "Create" will create a pose asset on disk in the given library.
It is possible to create files into an outside library or add it in the current file.
The latter option does a lot less since it basically just creates the
action and tags it as an asset.
If no Asset Shelf **AND** no Asset Browser is visible anywhere in Blender,
the Asset Shelf will be shown on the 3D viewport from which
the operator was called.
### Adjust Pose Asset
Right clicking a pose asset that has been created in the way described
before will have options to overwrite it.
Only the active object will be considered for updating a pose asset
Available Options (the latter 3 under the "Modify Pose Asset" submenu):
* Adjust Pose Asset: From the selected bones, update ONLY channels that
are also present in the asset. This is the default.
* Replace: Will completely replace the data in the Pose Asset from
the current selection
* Add: Adds the current selection to the Pose Asset. Any already existing
channels have their values updated
* Remove: Remove selected bones from the pose asset
Currently this refreshes the thumbnail. In the case of custom
thumbnails it might not be something want
### Deleting an existing Pose Asset
Right click on a Pose Asset and hit "Delete Pose Asset". Works in the shelf
and in the asset library. Doing so will pop up a confirmation dialog,
if confirming, the asset is gone forever. Deleting a local asset is basically the
same as clearing the asset. This is a bit confusing because you get
two options that basically do the same thing sometimes,
but "Delete" works in other cases as well.
I currently don't see a way around that.
Part of design #131840
Pull Request: https://projects.blender.org/blender/blender/pulls/132747
This PR fixes an issue that shaders compilation could stall. This could
be seen in the viewport (sometime not showing first EEVEE render) but
was more prominent when running test cases.
Pull Request: https://projects.blender.org/blender/blender/pulls/134020
Caused by 59dc67974a
The behavior of `RNA_path_from_ID_to_property` /
`RNA_path_from_ID_to_property_index` is that it only gets the "prefix"
of the struct -- the one we are looking for, the one that is missing
here -- if we feed it the `newptr` since it calls
`RNA_path_from_ID_to_struct(ptr)` to get that prefix.
If we feed it the **ID** pointer it will be empty (makes sense it would
basically be "path from ID to ID"...we need it to be "path from ID to
constraint").
Pull Request: https://projects.blender.org/blender/blender/pulls/133977
This patch allows the compositor context to specify exactly which
outputs it needs, selecting from: Composite, Viewer, File Output, and
Previews. Previously, the compositor fully executed if any of those were
needed, without granular control on which outputs are needed exactly.
For the viewport compositor engine, it requests Composite and Viewer,
with no Previews or File Outputs.
For the render pipeline, it requests Composite and File Output, with
node Viewer or Previews.
For the interactive compositor, it requests Viewer if the backdrop is
visible or an image editor with the viewer image is visible, it requests
Compositor if an image editor with the render result is visible, it
requests Previews if a node editor has previews overlay enabled. File
outputs are never requested.
Pull Request: https://projects.blender.org/blender/blender/pulls/133960
The `BRUSH_INVERT_TO_SCRAPE_FILL` check inside `brush_flip` applies to
any brush instead of just the Fill and Scrape brush, this means that if
an asset is in a weird state where the user has enabled this flag but
switched away from the brush type, the flag still applies even though
the option is no longer visible.
This commit checks the brush type to ensure it only applies to the
specified types.
Pull Request: https://projects.blender.org/blender/blender/pulls/134014
The white noise test is failing on macOS EEVEE Metal.
This seems to be a precision issue related to the texture coordinates
being snapped on a whole number.
This commit adds a small offset to the texture coordinates prior to the
snapping to try and avoid this issue.
Ref: blender/blender-test-data!53
Pull Request: https://projects.blender.org/blender/blender/pulls/134010
New shortcut assigned to operator goes inside "object mode" keymap
intead of `non-modal`. Now fixed with extra condition, since this
operator works in non-object modes. Reason it fails with "object
mode" keymap is the keymap->poll function `object_mode_poll`.
Pull Request: https://projects.blender.org/blender/blender/pulls/133796
Rename `ActionKeyframeStrip.channels()` to `.channelbag()`, and change
its first parameter from `slot_handle` to `slot`.
This is to be consistent with `ActionKeyframeStrip.channelbags`, which is
the array of channelbags in the keyframe strip. Having a function that's
singluar makes sense for finding a single element in the array.
The change from using the slot handle to using the slot is to be consistent
with `.channelbags.new(slot)`. Furthermore, the Python API should be using
slot handles as little as possible (they're basically meaningless numbers).
Using the slots directly is preferred. If that's not possible, it is
recommended to use the slot identifier (`slot.identifier`) instead, as that
can be used to look up the slot (`action.slots[slot_identifier]`).
This breaks the glTF add-on, which will be fixed in !133915.
Pull Request: https://projects.blender.org/blender/blender/pulls/133868
This fixes an issue where the Canvas button is always disabled when
trying to use the experimental feature, Sculpt Texture Paint.
This bug was caused by the new Asset System since it changed how paint
tools work. Before, the UI would check the current tool being used and
determine if the Canvas button should be activated. With the new Asset
System, painting is done with modular brushes instead of tools, so
previous methods of checking tool properties have stopped working.
This is fixed by activating the Canvas button based on the properties
of the current brush. If the brush's type is either Paint or Smear,
then the Canvas button is activated.
Co-authored-by: T0MIS0N <50230774+T0MIS0N@users.noreply.github.com>
Pull Request: https://projects.blender.org/blender/blender/pulls/133566
The cause was that the shader was expecting both `pos` and `nor`
attribute but only one would be extracted.
This is because the mesh has cage display on but the batch cache
wouldn't extract the `vbo.vnor`.
This patch just make sure the vertex normal just follow the same
condition as the other edit normals batches.
Make sure the gpu subdiv shader variant is only used if there
is no cages as the requested batch has a different layout in
this case.
Also add the missing shader variant for vertex normal display
with GPU subdiv.