Continuing #140360
This PR moves keyframe theme properties from editors into Common.
Besides Dope Sheet, keyframe properties were in:
- Sequencer (almost all types, and might use more in the future)
- 3D Viewport, where the active object name overlay used a separate Object Keyframe color when
it had keyframes on the current frame. Now it uses the common Keyframe Selected color, instead
of having its own property just for this little text.
- Keyframes in Movie Clip Editor were hard-coded white, now they use a common Keyframe color.
Selected colors used wrong long key selected color, now they use common Keyframe Selected color.
- Movie Clip Editor also used separate colors for what it called "Strips", but they are visually
the exact same thing as "long keys" in Dope Sheet, so they use common long key colors now.
There are Keyframe Border properties in Dope Sheet, Sequencer, and NLA, but they're not shared
because they're drawn on very different backgrounds, in different sizes, with different fill colors, so
it's difficult to make one color work for all of them, and it can restrict customization and accessibility.
Video in PR
---
Details:
- Long keys in Dope Sheet/Clip Editor and Strips in NLA used the same internal "strip" attribute.
Those needed to be separated to properly use long key colors in common, without worrying
about affecting unrelated things, and those two are as unrelated as they can get.
To properly separate them I added new "long_key" attributes, and corresponding
`TH_LONGKEY` and `TH_LONGKEY_SELECT`.
- Long keys in Movie Clip Editor had hardcoded alpha. Now they use alpha of the theme color.
Pull Request: https://projects.blender.org/blender/blender/pulls/144259
Selected tracks in the Movie Clip Editor's Dope Sheet used hard-coded color.
Added a new theme property for them, and previously hard-coded color is now just a default.
Pull Request: https://projects.blender.org/blender/blender/pulls/144265
This was quite involved to get to work. Basic idea is to make
`bl_activate_operator` work for the pose library asset shelf, and
introducing a `bl_drag_operator` for blending poses.
- Make pose asset operators take an asset reference, which is how
`bl_activate_operator` usually gets the asset to operate on. This way
poses references can be assigned to a shortcut, identified by asset
library and relative asset path within the library. Falls back to
getting the asset from context.
- Trigger `bl_activate_operator` on every click, instead of only when
an un-active item becomes active. Needed so poses can be re-applied
as before.
- Fix button context not passed to the `bl_activate_operator` when
force-activating, e.g. on right-click events.
- Allow registering a `bl_drag_operator` in the asset shelf definition.
Executed when dragging an asset in the shelf.
- When dragging an asset, highlight it as active, without calling the
`bl_activate_operator`. This is important feedback to the user.
- Activate/select view items on click instead of drag, so dragging is
possible.
- Let pose applying operators handle the Ctrl key to apply poses
flipped. There's no simple way to attach such alternative behaviors
to `bl_activate_operator`/`bl_drag_operator`
- Remove keymap items that were there for the previous "hacky" solution
to apply & blend poses.
Pull Request: https://projects.blender.org/blender/blender/pulls/144023
The `retrieve_selected_points` function would treat points of non-bezier
curves as selected if the handles were selected. And because the
attributes `.selected_handle_left` and `.selected_handle_right` are
created initialized to true for all points. The
`retrieve_all_selected_points` would return that all points were
selected.
Only points of bezier curves should be used when getting the selection
mask for handles.
Pull Request: https://projects.blender.org/blender/blender/pulls/144824
Implements the proposed design (with some modifications) in #135058.
## Sequencer Scene
This adds a new property called `sequencer_scene` to workspaces. This scene is used
by the video sequence editors in the current workspace for their context.
This is a first step towards "detaching" the VSE from the active scene in the window.
Each sequencer timeline editor shows the sequencer scene that is being used.
By default, when no sequencer scene is selected, the timeline and preview are empty.
Pressing the "new" button will add a new scene and assign it to the sequencer
scene for the current workspace.
## Contextual Playback
Pressing `Space` (by default) for starting the animation playback is now contextual:
depending on the context (where your mouse cursor is), the scene that is played back
might be different. E.g. with a 3D Viewport and a Sequencer open, pressing "play"
in the 3D Viewport will play the _active scene_ of the window, while pressing "play"
in the sequencer will play the _sequencer scene_.
## Time & Scene Synchronization
Additionally, this adds a toggle called "Sync Active Scene".
With the property turned on, the active scene & scene time in the window will be
synced with the time & scene of the current scene strip in the sequencer.
Note that this is _not_ bi-directional. The sequencer can change the active scene
and map time, but it's not possible the other way around since it one can have
multiple strips using the same scene (+camera, and even time!).
Currently this setting is exposed in the footer of the sequencer timeline as well
as in the workspace settings.
This allows for one of the core concepts that the story tools projects aims at: Working
in a scene (e.g. in the 3D viewport) while also working with the edit
(in the sequencer timeline).
## Some technical notes
* Undoing while playback is running will now cancel playback. This is to avoid the timer,
that points to the scene and viewlayer that are playing, to get de-synced after loading
the memfile undo step.
* When the sequencer scene is not the same as the active scene, we ensure it has
a depsgraph.
* Normally, when a `NC_SCENE` notifier points to a specific scene, the notifier is dropped
if that scene doesn't match the active one in the window. We now also check that it
doesn't match the sequencer scene in the active workspace.
* When loading older files, we need to make sure that the active workspace in a window
uses the active scene as the sequencer scene. This is to make sure that the file opens with
the same sequences open.
* Tool settings are stored per scene. To make sure the sequencer uses the tool settings for
the sequencer scene, the "context.tool_settings" and `CTX_data_tool_settings` members
are overridden in the sequence editors.
Pull Request: https://projects.blender.org/blender/blender/pulls/140271
Instead of matching regions, free all popups using
UI_popup_handlers_remove_all which also calls the remove callback
that frees the uiPopupBlockHandle.
Deleting or changing the screen with a popup (error report in this case)
wasn't removing the popup, it would attempt to display using it's
region which had been freed when changing the screen.
Before, trying to add multiple strips would always create an image
sequence. This patch allows images to be added in bulk, just like movie
& sound strips.
A new "Image Sequence Detection" property has been added which works
like the image editor. Toggling it off will always import individual
images and never create image sequences.
If it's on, you can also optionally "Use Placeholders" to fill in gaps,
which exhibits the same behavior as before (placeholders will show as
pink in the preview until you have the files on your system in the right
folders).
You can even add both image sequences and regular images at the same
time. Only caveat is that this doesn't work if the regular images are
interspersed within sequence frames in the file browser view when you
add them. I.e., all frames of a sequence should be listed without any
regular frames in between (but the sequence frame numbers don't have to
be in order). This can usually be ensured on all sort types (like date,
name).
NOTE: This patch also replaces the "end_frame" property on image /
effect strips with "length," to support behavior when multiple strips
are involved. This is a breaking change for the API, but is a fairly
small change and will be included in the release notes.
The "length" property allows one to adjust all image strips' lengths at
once. It does nothing for image sequences, however, since their lengths
are defined by their image count.
Pull Request: https://projects.blender.org/blender/blender/pulls/143974
The semantics of checking "has_value()" (etc.) are much better than
checking for an empty span when dealing with the result of an attribute
lookup. This mainly affects the Bezier curve handle position attributes
currently. Plenty of places assume those attributes exist now. In a
couple places the code is a bit safer now, otherwise it's just a bit
more obvious.
Pull Request: https://projects.blender.org/blender/blender/pulls/144506
There are many accumulated unused properties in theme. Generally, it's a mess,
lot of copy-paste errors and leftovers between editors, shared functions with no
actual use, etc. Some were just added and never used, like Pattern and Layout nodes,
which were meant to be used with Texture Nodes I believe, but it never happened.
Overall 19 properties removed:
- 3D Viewport: Edge UV Face Select
- 3D Viewport: Last Selected Point
- Dope Sheet/Timeline: Value Sliders
- Dope Sheet/Timeline: View Sliders
- Nonlinear Animation: View Sliders
- Video Sequencer: Window Sliders
- Graph Editor/Drivers: Window Sliders
- Graph Editor/Drivers: Vertex Bevel
- Graph Editor/Drivers: Vertex Group Unreferenced
- Image/UV Editor: Vertex Bevel
- Image/UV Editor: Vertex Group Unreferenced
- Image/UV Editor: Freestyle Face Mask
- Image/UV Editor: Face Retopology
- Image/UV Editor: Face Orientation Front
- Image/UV Editor: Face Orientation Back
- Node Editors: Selected Text
- Node Editors: Pattern Node
- Node Editors: Layout Node
- Video Sequencer: Draw Action
---
Details:
- Made Vertex Bevel and Vertex Group Unreferenced colors in `rna_def_userdef_theme_spaces_vertex`
optional, so that they don't appear in Graph Editor and UV Editor theme properties, where they're unused.
- Same thing in `rna_def_userdef_theme_spaces_face` for face attributes (Freestyle Mark, Retopology),
so that they don't appear in UV Editor, where they're unused. Also did same for face orientation colors,
but used different argument for them, since they could be used in future (remember seeing PR for this).
Pull Request: https://projects.blender.org/blender/blender/pulls/143782
Tree view elements can be deleted by the remove operator located on the
right side with `-` icon. But these operators are different for every
type. Now introduced `UI_OT_view_item_delete`. With that it is possible
to delete elements with X key when mouse is over tree view. In future
maybe we could remove type specific operators (for example: `GREASE_PENCIL_OT_layer_remove`).
See video in PR description
Pull Request: https://projects.blender.org/blender/blender/pulls/144045
This PR adds an optional block alert level, defaulting to none. Then
for error-level alerts only it adds a red line and a color icon.
Dialogs with other alert types do not change at all. This also adds
a UI_alert function to create such dialogs.
Pull Request: https://projects.blender.org/blender/blender/pulls/134084
This adds the `Pen` tool to Grease Pencil Edit Mode.
With the pen tool you can:
- Extrude points by `Left Click`.
- Move the handles by dragging the mouse.
- Snap handles to 45 degree increments with `Shift`.
- Cycle through the handle types by `Double Clicking`.
- Add new point on segments by `Ctrl Clicking`.
- Remove existing point by `Ctrl Clicking`.
- Close a curve by clicking on one end while having the other selected.
- Move existing segment by clicking and dragging on the edge.
- Move points by clicking and dragging the mouse.
Some changes have been made compared to the legacy
curve object's pen tool:
- `Angle locking` with `Alt` was replaced with `Angle Snapping`
using `Shift`. This was done to match the behavior of Grease Pencil
primitive tools.
- `Move Entire Point` was changed from the `Space` key to `Alt`. This
was done because some laptops can't move the mouse while
`Space` is held.
- `Link Handles` and `Free Align Toggle` were not implemented.
- `Toggle Vector` and `Close Spline Method` were removed.
- `Close Spline` was removed and set to always be true.
- `Extrude Handle` type was removed as a option and was replaced
by the `shift` modifier key when clicking.
- Newly created points are placed on the drawing plane, instead of
the view plane.
When a new curve is created, the material will be the active material
and the radius will be set from the `radius` property.
Note: This tool is added to edit mode because it uses handle selection
and bézier overlays which currently don't exist in draw mode.
A future PR will implement a draw mode version.
Pull Request: https://projects.blender.org/blender/blender/pulls/142646
No functional changes intended.
This brings `bone_is_visible` in line with `bone_is_selected`,
by using function overloading instead of suffixing with either
`pchan` or `editbone`.
Pull Request: https://projects.blender.org/blender/blender/pulls/144558
This PR removes validation of saved bookmarks and system paths in File
Browser. The act of checking validity of a path can result in a timeout
that can last many seconds. Blender will have a very long startup time
if any such items are disconnected, invalid, offline, or removed. Even
if these paths are not used during the Blender session, like network
shares used only at work, web storage for some non-Blender use, a
shortcut to a USB drive, etc. Items will not be greyed out, and
clicking on one will result in a timeout _at that time_ but this seems
like expected behavior.
Pull Request: https://projects.blender.org/blender/blender/pulls/138218
In the `Strip` panel in the scene template ID, the "new/duplicate"
operator would duplicate the active scene in the window instead
of the selected scene in the strip.
Pull Request: https://projects.blender.org/blender/blender/pulls/144453
This PR adds a region flag to specify that it should indicate, with a
line or gradient, that content overflows any edge. This then enables
this for the Properties area and categories, Outliner, Spreadsheet,
File Browser main area, Asset Browser, Preferences, 3D View Sidebar and
Toolbar. And for headers.
Pull Request: https://projects.blender.org/blender/blender/pulls/144091
The `Add` > `Scene` > `New Scene` operator was behaving as follows:
* If there is no active scene strip, create an empty blank scene and
assign it to a new scene strip.
* Otherwise, use the scene referenced by the active scene strip and
use one of the copy scene methods (blank, copy settings, copy linked,
or full copy) to create a new scene and assign it to a
new scene strip.
This was not ideal for 2 reasons:
1. With no strip selected, creating blank scenes is generally not very
useful as it means that the user has to e.g. update all the render
settings, add a camera, etc.
2. The behavior of copying an existing scene by using the active strip
is very hidden. Also because adding the strip immedialty calls the
move operator, so you cannot even adjust the copy method of the
scene.
This PR changes 3 things:
1. Don't use at the active scene strip. Instead use the active scene.
2. Don't create an empty blank scene, copy the settings of the active
scene by default. This means that e.g. render settings can be reused.
3. The operator entry in the `Add` > `Scene` menu is now called `Empty Scene`.
Part of #144063.
Pull Request: https://projects.blender.org/blender/blender/pulls/144069
Support limiting the merge by connected geometry.
This is useful for operations such as bevel where it's not desirable
for the merge to connect isolated surfaces.
Accessible from the Python API, no user visible changes.
Ref !144036
Edge and Vertex marks such as Crease, Bevel Weight, Seam, Sharp, have
specific use cases and colors assigned to them that users get familiar
with over time.
It can be hard to remember which color belong to what, this PR tries to
address this by introducing colored icons that follow the theme setting
for that edge mark/flag.
See PR for details and screenshots.
Pull Request: https://projects.blender.org/blender/blender/pulls/144075
Expose existing mask operators as tools in the toolbar.
The primitive tools are commented out since interactively placement
isn't currently supported by the operators.
Ref !136086
The W channel in quaternion and axis-angle F-Curves is now themeable
(defaulting to yellow), instead of incorrectly blending the X and Y axis
theme colors.
The original blending math did not take into account that the hue
channel actually wraps around, and so the blended color became blue
instead of the intended yellow.
Instead of fixing the math, the theme has been expanded for this W axis.
The default color is set to the mathematically correct yellow.
Co-authored-by: Sybren A. Stüvel <sybren@blender.org>
Pull Request: https://projects.blender.org/blender/blender/pulls/143211
The recently introduced feature of playhead snapping (#137278)
added a popover menu for snap targets.
This used text to indicate the contents of said popover.
In order to bring it in line with the other snapping menu, this PR adds
icons to indicate the enabled state of snapping.
Part of #135794
Pull Request: https://projects.blender.org/blender/blender/pulls/139271
This makes it so that Grease Pencil Bezier handles use the same colors and shaders as `Curves` Objects.
This also makes the handles follow `handle_display` and add the option the the edit mode overlay.
Pull Request: https://projects.blender.org/blender/blender/pulls/141524
This moves code used for tracing bundles and closures to a separate file. This
code is used to e.g. detect which Separate Bundle node a Combine Bundle node is
linked to. This allows providing automatic socket update operators for these
nodes. Similarly for closures.
Pull Request: https://projects.blender.org/blender/blender/pulls/143734
This moves most of the code to deal with syncable nodes (such as
Combine/Separate Bundle) to the nodes module. Over time it might be possible to
decentralize it more.
This also changes the caching mechanism from storing a flag on the node to
storing a map on the node editor runtime data. This simplifies the code quite
significantly and also removes the need to store any of this data in DNA.
The node tree update code now always clears this cache because before it was
missing many cases, e.g. when creating links that would connect a Combine to a
Separate Bundle node.
Pull Request: https://projects.blender.org/blender/blender/pulls/143661
Makes the File Output node panel similar to the Render Output node.
Instead of a dropdown, color management enum property expanded in UI.
Color management settings are now moved inside a panel.
Add/remove file subpapth buttons moved to the side of UIList.
Resolves#133501
See images in PR description for visual changes.
Pull Request: https://projects.blender.org/blender/blender/pulls/133747
Part of https://projects.blender.org/blender/blender/pulls/141278
Blend files compatibility:
If a World exists and "Use Nodes" is disabled, we add new nodes to the
existing node tree (or create one if it doesn't) that emulates the
behavior of a world without a node tree. This ensures backward and
forward compatibility.
Python API compatibility:
- `world.use_nodes` was removed from Python API => **Breaking change**
- `world.color` is still being used by Workbench, so it stays there,
although it has no effect anymore when using Cycles or EEVEE.
Python API changes:
Creating a World using `bpy.data.worlds.new()` now creates a World with
an empty (embedded) node tree. This was necessary to enable Python
scripts to add nodes without having to create a node tree (which is
currently not possible, because World node trees are embedded).
Pull Request: https://projects.blender.org/blender/blender/pulls/142342
Ever since [0], ReportList is not actually used in any DNA structs.
That makes sense, since reports are conceptually only necessary
at runtime. Move the definition of the struct to BKE_report.hh, and
fix a bunch of include errors where types were previously available
transitively. Besides adding some clarity, theoretically this change
could reduce compile times because of less header parsing.
[0]: 1bf6d8b0b9
Pull Request: https://projects.blender.org/blender/blender/pulls/138872
This suppreses -Wnonnull compiler warnings that would previously appear
when trying to pass a nullptr title to this function.
Internally, this function passes its `title` argument to `WM_window_open()`,
which in turn passes it to `WM_window_title()`, which can take a nullptr
as a title, in which case the title is computed dynamically from the
window area name.
Now that multi-select works with shape key, support deleting selected
keyblocks. New function `shape_key_is_selected` being introduced that
returns true for selected/active shape keys
Co-authored-by: Sybren A. Stüvel <sybren@blender.org>
Pull Request: https://projects.blender.org/blender/blender/pulls/141881
This PR switches out the internal scene context function
used from the sequencer. This is done in preparation for
#140271.
Using a separate context function allows us to keep the
existing `context.scene` to refer to the active scene
and use a separate context member to refer to the
sequencer scene in the workspace (which is added in #140271).
Previous attempts simply overrode the `context.scene`
to refer to a different scene than the active one in the window.
This has two issues:
1) Any operator that wants to use the active scene in the window
can't do it in the context of the sequencer. This is a problem for
example for poll functions of operators that don't have anything to
do with the sequencer.
2) For better or for worse, Blender expects the `context.scene` to
always exist. For the sequencer, we'd like to possibly have no
sequence selected.
Using a different context member for the sequencer has some
advantages:
1) Although we have to change quite a few places, it's limited to the
sequencer. We don't have to change other parts of Blender to make
things work.
2) It allows us to prepare for the future when we might want to
separate the VSE from the scene. This is a step in that direction.
Having a different context function makes it easy to find the places
that would need to be refactored.
Pull Request: https://projects.blender.org/blender/blender/pulls/141271
This converts `eButType` and `eButPointerType` as typed enums.
This improves a bit `uiDefBut` self-documentation by taking an
struct with `ButType` and `ButPointerType` types, instead of
using a single `int` to write both enum types and bit index.
Almost all other `uiDefBut*` functions take just a `ButType`
parameter now.
`uiDefButI` for example is equivalent to:
`uiDefBut({ButType(type), ButPointerType::Int},...);`
Pull Request: https://projects.blender.org/blender/blender/pulls/142132