As discussed in #128066, we want that activating a brush makes sure the
most appropriate tool is activated. For example activating an eraser
brush should activate an eraser tool, if available. This makes the
tool and brush binding two ways, which is more clear. Plus it means that
users don't have to care about tools at all if they don't want to, they
can just keep switching brushes and Blender takes care of the tool.
Implementation wise, this works by letting a Python operator lookup a
tool for a given brush type name, when activating a brush.
Design Task: https://projects.blender.org/blender/blender/issues/128066
BaseException was used as a catch-all in situations where it
didn't make sense and where "Exception" is more appropriate
based on Python's documentation & error checking tools,
`pylint` warns `broad-exception-caught` for e.g.
BaseException includes SystemExit, KeyboardInterrupt & GeneratorExit,
so unless the intention is to catch calls to `sys.exit(..)`,
breaking a out of a loop using Ctrl-C or generator-exit,
then it shouldn't be used.
Even then, it's preferable to catch those exceptions explicitly.
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
Do not allow renaming liboverride IDs from batch-rename either.
Users who really want to rename liboverrides should use python/RNA API
instead, this should not be exposed to standard UI tools (as renaming
liboverride IDs can lead to quite some confusing setups).
For an NLA strip to use a slotted Action, it needs to specify which slot
to use in that action. This is now handled by two new properties on the
strip in DNA & RNA: `action_slot_handle` and `action_slot_name`.
These serve the same purpose as their counterparts on the `AnimData`
struct.
Note that this commit does NOT add NLA evaluation support for slotted
Actions. It merely allows assigning them. Evaluation, tweak mode
support, etc. will be implemented in future commits.
Pull Request: https://projects.blender.org/blender/blender/pulls/127359
The cfl_condition default was changed in 9a0a75eff0 with the intention
of making liquids behave better. However, that degraded the simulations of fire.
Now the property will be set to its old value if the quick smoke operator is used.
Can't think of a great way always use the old value for smoke simulations for now.
- Move sys_info into an internal module to avoid having so many
top level modules for Blender's internal functionality.
- Rename system_info sub-modules that pre-fill URL's for clarity.
- Move top-level exception handling into the operator.
- Report an error if an unexpected exception occurs.
- Use `Exception` instead of `BaseException` as there is no reason to
catch the additional exceptions.
- Remove use of sys_info from the command line example,
replace with in-lined system info.
This commit adds a python script that can collect some of the
information necessary to fill out a bug report.
The primary use case is to help users collect system information for
a bug report in the case that Blender can't open.
CMD and sh files are included to help users use the Python script.
Ref !122191
Add two new operators, `anim.slot_new_for_id` and
`anim.slot_unassign_from_id`. These are used in the Action editor and
the Animation panels in the Properties editor, to respectively create a
new Action Slot for an ID and to unassign whatever slot is currently
assigned to that ID.
The latter operator also replaces the C++ operator
`anim.slot_unassign_object`, which was specifically made for the
Dopesheet header. The Python ones are generic enough to be used there
too.
Pull Request: https://projects.blender.org/blender/blender/pulls/126943
Previously when renaming an IDProperty the existing paths in the
animation/driver system isn't updated, this leads to missing animation
after renaming the property. Now `BKE_animdata_fix_paths_rename_all`
will be called so the animation system records the updated name.
Pull Request: https://projects.blender.org/blender/blender/pulls/125474
The poll functions for theme & key-map preset operators used functions
documented not to be used on redraw draw and could make the interface
slow when extensions (for example) are stored on a network file-system.
While the file-system lookups are typically cached, it can still cause
occasional stuttering or hanging. In general scanning the file-system
on poll should be avoided.
Regression in [0] which displays the filename for the active
theme but still used the label internally.
This meant actions such as removing the theme would not always apply
to the name being displayed.
- Adding a new theme was not setting it active.
- Detecting if a theme was built-in used the run-time label as a lookup.
- Theme removal first require it to be re-selected.
[0]: 0bb6317035
When deleting files on WIN32, open files cannot be removed.
This is especially a problem for compiled Python modules which
remain open once imported.
Previously it was not as common for add-ons to include compiled Python
modules however with extensions supporting Python-wheels,
it's increasingly likely users run into this.
Workaround the problem by:
- Scheduling the files for removal next time Blender starts.
- Rename paths that cannot be removed to avoid collisions when
the paths is reused (re-installing for example).
This is supported for:
- Extensions.
- Python wheels.
- Legacy user add-ons.
- App-templates.
Details:
- On startup, a file exists that indicates cleanup is needed.
In the common case the file doesn't exist.
Otherwise module paths are scanned for files to remove.
- Since errors resolving paths to remove could result in user data loss,
ensure the paths are always within the (extension/addon/app-template)
directory.
- File locking isn't used, if multiple Blender instances start at the
same time and try to remove the same files, this won't cause errors.
Even so, remove the checking file immediately avoid unnecessary
file-system access overhead for other Blender instances.
Also resolves#125049.
Resolve error when overwriting existing Python modules would attempt
to recursively remove a symlink which raised an error.
Related to #123827, same error but for extensions.
- Fixes incorrect handling of incompatible engines. There is a global list of compatible
engines, but `create_cycles_material` didn't use it, displaying an incorrect warning
when using the operator.
- Add `BLENDER_EEVEE_NEXT` to compatible engines.
- Remove `BLENDER_EEVEE` from compatible engines.
- Add render method option. This replaces the material `blend_method`
- Remove material blend method option (replaced by `render_method`)
- Remove material shadow option. Not needed anymore as shadows use
the node tree for evaluation.
**TODO**
- Manual should still be updated. Will be done after this patch lands.
- I did some basic tests. I am not familiar with this operator, but think it
should handle all the different cases. Would be nice to have some
render tests for this to detect regressions.
Implements: #122315
Pull Request: https://projects.blender.org/blender/blender/pulls/124094
Asset system files (using the `.asset.blend` extension) are special and cannot
be edited like normal files. Opening them showes warnings about this. So better
not "encourage" editing these files that much.
Note that this check will result in false positives, since users may create
files with this extension. Asset system files have an extra flag stored
identifying them. Accessing that from the asset representation is a bit more
involved, probably requires changes in the asset indexer. For now keeping it
simple, the false positives are not a big deal for this convenience operator.
Pull Request: https://projects.blender.org/blender/blender/pulls/123781
Part of the brush assets project, see:
- https://projects.blender.org/blender/blender/issues/116337
- https://projects.blender.org/blender/blender/pulls/106303
The functionality of the Bone Selection Sets add-on is now integrated
into Blender itself. Rigify has been updated to no longer check for the
add-on, but just assume that the functionality is available.
The keymap is still the same, and so are all the class names. This
ensures that there are no conflicts when people still have the old
add-on enabled somehow. And there is versioning code to remove the
'add-on enabled' state so that Blender won't complain it cannot find it
any more.
Compared to the add-on, the following changes are made:
- The 'bone' icon has been removed from the list of available selection
sets. It was the same for each entry anyway, and thus didn't provide
any information.
- The code has been split up into multiple files, with the UI elements
in `scripts/startup/bl_ui/properties_data_armature.py` and the
operators in `scripts/startup/bl_operators/bone_selection_sets.py`.
- Helper functions and classes are prefixed with `_` to indicate that
they are not part of any public API.
- The `Operator` helper subclasses have been transformed to mix-in
classes. This way the only subclasses of `Operator` are the actual
operators.
- Comments & descriptions have been updated for clarity & consistency.
This commit contains code by the following authors, ordered by number of
commits in the original add-on repository, highest first:
Co-Authored By: Ines Almeida <britalmeida@gmail.com>
Co-Authored By: Sybren A. Stüvel <sybren@stuvel.eu>
Co-Authored By: Campbell Barton <ideasman42@gmail.com>
Co-Authored By: meta-androcto <meta.androcto1@gmail.com>
Co-Authored By: Demeter Dzadik <Mets>
Co-Authored By: lijenstina <lijenstina@gmail.com>
Co-Authored By: Brecht Van Lommel <brechtvanlommel@gmail.com>
Co-Authored By: Aaron Carlisle <carlisle.b3d@gmail.com>
For the full history see the original add-on at:
https://projects.blender.org/blender/blender-addons/commits/branch/main/bone_selection_sets.py
Reviewed On: https://projects.blender.org/blender/blender/pulls/124343
- Operator descriptions use tip_() since they will be displayed in
tooltips.
- Extension messages:
- Split "(Add-on|Theme) \"{:s}\" already installed!" into two
messages.
- Use rpt_() to translate error messages.
- Restore core add-on name and description translation.
- Use DATA_ to translate paint material slot name, so that translation
happens only if the user enabled it for user-created data.
- Node Wrangler contains functions used to build operators' poll
methods. This change allows them to be properly translated by using
str.format() instead of f-strings, and explicit extraction with
tip_().
Pull Request: https://projects.blender.org/blender/blender/pulls/123795
Changes to an extensions manifest weren't accounted for.
This was particularly a problem for "System" extensions which aren't
intended to be managed inside Blender however the problem existed for
any changes made outside of Blender.
Now enabled extensions are checked on startup to ensure:
- They are compatible with Blender.
- The Python wheels are synchronized.
Resolves#123645.
Details:
- Any extension incompatibilities prevent the add-on being enabled
with a message printing the reason for it being disabled.
- Incompatible add-ons are kept enabled in the preferences to avoid
loosing their own preferences and allow for an upgrade to restore
compatibility.
- To avoid slowing down Blender's startup:
- Checks are skipped when no extensions are enabled
(as is the case for `--factory-startup` & running tests).
- Compatibility data is cached so in common case,
the cache is loaded and all enabled extensions `stat` their
manifests to detect changes without having to parse them.
- The cache is re-generated if any extensions change or the
Blender/Python version changes.
- Compatibility data is updated:
- On startup (when needed).
- On an explicit "Refresh Local"
(mainly for developers who may edit the manifest).
- When refreshing extensions after install/uninstall etc.
since an incompatible extensions may become compatible
after an update.
- When reloading preferences.
- Additional info is shown when the `--debug-python` is enabled,
if there are ever issues with the extension compatibility cache
generation not working as expected.
- The behavior for Python wheels has changed so they are only setup
when the extension is enabled. This was done to simplify startup
checks and has the benefit that an installed but disabled extension
never runs code - as the ability to install wheels means it could
have been imported from other scripts. It also means users can disable
an extension to avoid wheel version conflicts.
This does add the complication however that enabling add-on which is
an extension must first ensure it's wheels are setup.
See `addon_utils.extensions_refresh(..)`.
See code-comments for further details.
This implements a von-Kries-style chromatic adaption using the Bradford matrix.
The adaption is performed in scene linear space in the OCIO GLSL shader, with
the matrix being computed on the host.
The parameters specify the white point of the input, which is to be mapped to
the white point of the scene linear space. The main parameter is temperature,
specified in Kelvin, which defines the blackbody spectrum that is used as the
input white point. Additionally, a tint parameter can be used to shift the
white point away from pure blackbody spectra (e.g. to match a D illuminant).
The defaults are set to match D65 so there is no immediate color shift when
enabling the option. Tint = 10 is needed since the D-series illuminants aren't
perfect blackbody emitters.
As an alternative to manually specifying the values, there's also a color
picker. When a color is selected, temperature and tint are set such that this
color ends up being balanced to white.
This only works if the color is close enough to a blackbody emitter -
specifically, for tint values within +-150. Beyond this, there can be ambiguity
in the representation.
Currently, in this case, the input is just ignored and temperature/tint aren't
changed. Ideally, we'd eventually give UI feedback for this.
Presets are supported, and all the CIE standard illuminants are included.
One part that I'm not quite happy with is that the tint parameter starts to
give weird results at moderate values when the temperature is low.
The reason for this can be seen here:
https://commons.wikimedia.org/wiki/File:Planckian-locus.png
Tint is moving along the isotherm lines (with the plot corresponding to +-150),
but below 4000K some of that range is outside of the gamut. Not much can
be done there, other than possibly clipping those values...
Adding support for this to the compositor should be quite easy and is planned
as a next step.
Pull Request: https://projects.blender.org/blender/blender/pulls/123278