This adds a new `select_linked` function that selects all the points
on a curve if there is at least one point already selected.
This also adds a keymap for the operator.
Co-authored-by: Falk David <falkdavid@gmx.de>
Pull Request #104569
Add `contains_group` method in python api for `NodeTree` type, cleanup
`ntreeHasTree` function, reuse `ntreeHasTree` in more place in code.
The algorithm has been changed to not recheck trees by using set.
Performance gains from avoiding already checked node trees:
Based on tests, can say that for large files with a huge number
of trees, the response speed of opening the search menu in the
node editor increased by ~200 times (for really large projects
with 16 individual groups in 6 levels of nesting). Group insert
operations are also accelerated, but this is different in some cases.
Pull Request #104465
Adds an experimental option under "New Features" in preferences,
which enables visibility of the new Volume Nodes.
Right now this option does nothing but will be used during development.
See #103248
Pull Request #104552
Box-Selecting channels in the dope sheet with click-drag was no longer possible as of Blender 3.2
Due to the removal of tweak events the box select operator was always shadowed by the click operator.
Original Phabricator discussion here: https://archive.blender.org/developer/D17065
Use `WM_operator_flag_only_pass_through_on_press` on click operator to fix it
Co-authored-by: Christoph Lendenfeld <chris.lenden@gmail.com>
Pull Request #104505
The generator now skips these with a warning, they will need to be
corrected in the user manual.
This caused tests/python/bl_rna_manual_reference.py to fail looking
up URL's.
Move the function for getting the language code associated with the
user manual into a utility function (from the generated
rna_manual_reference.py).
This allows other parts of Blender to create a manual URL based on the
current locale preferences and environment.
Ref !104494
Add a new node that groups faces inside of boundary edge regions.
This is the opposite action as the existing "Face Group Boundaries"
node. It's also the same as some of the "Initialize Face Sets"
options in sculpt mode.
Discussion in #102962 has favored "Group" for a name for these
sockets rather than "Set", so that is used here.
Pull Request #104428
This adds a `select_box` function for the `Curves` object. It is used in the `view3d_box_select` operator.
It also adds the basic selection tools in the toolbar of Edit Mode.
Authored-by: Falk David <falkdavid@gmx.de>
Pull Request #104411
- Use bpy.utils.execfile instead of importing then deleting from
sys.modules.
- Add a note for why keeping this cached in memory isn't necessary.
This has the advantage of not interfering with any scripts that import
`rna_manual_reference` as a module.
This allow to bypass all cost associated with shadow mapping.
This can be useful in certain situation, such as opening a scene on a
lower end system or just to gain performance in some situation (lookdev).
Implements virtual shadow mapping for EEVEE-Next primary shadow solution.
This technique aims to deliver really high precision shadowing for many
lights while keeping a relatively low cost.
The technique works by splitting each shadows in tiles that are only
allocated & updated on demand by visible surfaces and volumes.
Local lights use cubemap projection with mipmap level of detail to adapt
the resolution to the receiver distance.
Sun lights use clipmap distribution or cascade distribution (depending on
which is better) for selecting the level of detail with the distance to
the camera.
Current maximum shadow precision for local light is about 1 pixel per 0.01
degrees.
For sun light, the maximum resolution is based on the camera far clip
distance which sets the most coarse clipmap.
## Limitation:
Alpha Blended surfaces might not get correct shadowing in some corner
casses. This is to be fixed in another commit.
While resolution is greatly increase, it is still finite. It is virtually
equivalent to one 8K shadow per shadow cube face and per clipmap level.
There is no filtering present for now.
## Parameters:
Shadow Pool Size: In bytes, amount of GPU memory to dedicate to the
shadow pool (is allocated per viewport).
Shadow Scaling: Scale the shadow resolution. Base resolution should
target subpixel accuracy (within the limitation of the technique).
Related to #93220
Related to #104472
There was an inconsistency between geometry sample nodes and mesh/curve
sample nodes, where the latter didn't have a special "Sample" category,
and we categorized as "Operations", which they were not. Also put the
sample category between "Read" and "Write" since the verb name is
more consistent and sampling is an advanced form of reading.
This will add a proper modal keymap for the node link drag operator.
It allows the user to customize the keys used to start drag and so on.
Also it gets rid of the custom status bar message.
Differential Revision: https://developer.blender.org/D17190
The operator has the option to add to selected FCurves instead
of only the active, but it was only exposed in the redo panel.
This patch adds the operator to the right-click menu on FCurve channels,
and to the channel menu in the Graph editor.
Both times with configured to add to selected
instead of only the active FCurve
Revied by Reviewed by: Sybren A. Stüvel
Differential Revision: https://developer.blender.org/D17066
Ref: D17066
- Replace type annotations with doc-strings, the current conventions is
not to use type annotations in startup scripts.
- Replace abbreviation "idx" with "index" in public arguments/properties.
- Replace `len(..) > 0` with boolean checks.
- Add `__all__` to list public members.
- Use `arg` instead of `param` for doc-strings.
- Locate the doc-string so it shows as `__doc__`.
Adds two operators to select linked vertices in weight paint mode.
Similar to how it works in edit mode.
Press "L" to select vertices under the cursor,
or CTRL + "L" to select anything linked to the current selection.
Reviewed by: Sybren A. Stüvel, Hans Goudey, Marion Stalke
Differential Revision: https://developer.blender.org/D16848
Ref: D16848
In the previous situation the message was shown for Apple devices.
But this is not correct and confusing.
- Apple with Metal backend are supported, OpenGL on Apple isn't
- Legacy devices on Windows or Linux are also not supported.
This change will check that the capabilities of the GPU match the
requirements to use Viewport compositor. Based on those capabilities
a message is shown and the panel is activated.
Extract:
- EEVEE: Compiling Shaders (the same message exists in EEVEE Next, but
it uses string concatenation and I don't know yet how to deal with
those--see T92758)
Disambiguate:
- Pan (audio, camera)
- Box (TextSequence)
- Mix (noun in constraints, GP materials)
- Volume (object type, file system)
- Floor (math integer part, 3D viewport horizontal plane)
- Impossible to disambiguate the constraint name because
bConstraintTypeInfo doesn't have a context field.
- Show Overlay (in the sequence editor, use the same message as other
editors to avoid a confusion with the Frame Overlay feature, also
called "Show Overlay")
Additionally, fix a few issues reported by Joan Pujolar (@jpujolar)
in T101830.
Reviewed By: mont29
Differential Revision: https://developer.blender.org/D17114
This operator updates scene strip internal length to reflect target
scene length. Previously scene strip had to be deleted and added from
scratch. Scene strip length in timeline will not be changed.
This adds a new operator: bpy.ops.mesh.flip_quad_tessellation()
This operator rotates the internal loops of the selected quads, allowing
the user to control tessellation without destructively altering the
mesh.
{F14201995}
This operator can be found in the "Face" menu (Ctrl+F) under "Face
Data".
{F14201997}
Reviewed By: campbellbarton, dbystedt
Differential Revision: https://developer.blender.org/D17056
This patch adds a draw_ui_list() function, which is a wrapper around
layout.template_list(). It implements generic add/remove/move buttons,
passing the correct "row" integer to template_list(), as well as a
drop-down menu, if provided, making it a complete solution for
consistent UILists for addons.
Differential Revision: https://developer.blender.org/D14119
Based on T99607:
- Existing Angle Control shortcuts are removed
- Voxel, Dyntopo and Hair resolution shortcuts are remapped to `R`
Since voxel remeshing is not compatible with dyntopo, each can use the shortcut `R` for the remeshing resolution without causing a conflict.
The shortcut `R` is not currently used for anything important.
The angle control menu is commonly not used.
And sculpt mode is only coincidentally inheriting the rotate operator shortcut on `R` because nothing else is mapped to the key.
Reviewed By: Julien Kaspar and Hans Goudey and Joseph Eagar
Differential Revision: https://developer.blender.org/D16511
Ref D16511
This addressed feature request T99811.
Added the following features to fully support importing USDZ archives:
- Added .usdz to the list of supported extensions.
- Added new USD import options to copy textures from USDZ archives. The
textures may be imported as packed data (the default) or to a directory
on disk.
- Extended the USD material import logic to handle package-relative texture
assets paths by invoking the USD asset resolver to copy the textures from
the USDZ archive to a directory on disk. When importing in Packed mode,
the textures are first saved to Blender's temporary session directory
prior to packing.
The new USD import options are
- Import Textures: Behavior when importing textures from a USDZ archive
- Textures Directory: Path to the directory where imported textures will
be copied
- File Name Collision: Behavior when the name of an imported texture file
conflicts with an existing file
Import Textures menu options:
- None: Don't import textures
- Packed: Import textures as packed data (the default)
- Copy: Copy files to Textures Directory
File Name Collision menu options:
- Use Existing: If a file with the same name already exists, use that
instead of copying (the default)
- Overwrite: Overwrite existing files
Reviewed by: Bastien
Differential Revision: https://developer.blender.org/D17074
This commit fixes T100674, Renamed the "axis" label under viewport display
panel to "axes" in object properties.
Differential Revision: https://developer.blender.org/D16650
Rewrite of the Workbench engine using C++ and the new Draw Manager API.
The new engine can be enabled in Blender `Preferences > Experimental > Workbench Next`.
After that, the engine can be selected in `Properties > Scene > Render Engine`.
When `Workbench Next` is the active engine, it also handles the `Solid` viewport mode rendering.
The rewrite aims to be functionally equivalent to the current Workbench engine, but it also includes some small fixes/tweaks:
- `In Front` rendered objects now work correctly with DoF and Shadows.
- The `Sampling > Viewport` setting is actually used when the viewport is in `Render Mode`.
- In `Texture` mode, textured materials also use the material properties. (Previously, only non textured materials would)
To do:
- Sculpt PBVH.
- Volume rendering.
- Hair rendering.
- Use the "no_geom" shader versions for shadow rendering.
- Decide the final API for custom visibility culling (Needed for shadows).
- Profile/optimize.
Known Issues:
- Matcaps are not loaded until they’re shown elsewhere. (e.g. when opening the `Viewort Shading` UI)
- Outlines are drawn between different materials of the same object. (Each material submesh has its own object handle)
Reviewed By: fclem
Maniphest Tasks: T101619
Differential Revision: https://developer.blender.org/D16826
This adds the following operators to edit mode:
- `select_all`
- `select_random`
- `select_end`
Differential Revision: https://developer.blender.org/D17047
This adds a new `Interpolate Curves` node. It allows generating new curves
between a set of existing guide curves. This is essential for procedural hair.
Usage:
- One has to provide a set of guide curves and a set of root positions for
the generated curves. New curves are created starting from these root
positions. The N closest guide curves are used for the interpolation.
- An additional up vector can be provided for every guide curve and
root position. This is typically a surface normal or nothing. This allows
generating child curves that are properly oriented based on the
surface orientation.
- Sometimes a point should only be interpolated using a subset of the
guides. This can be achieved using the `Guide Group ID` and
`Point Group ID` inputs. The curve generated at a specific point will
only take the guides with the same id into account. This allows e.g.
for hair parting.
- The `Max Neighbors` input limits how many guide curves are taken
into account for every interpolated curve.
Differential Revision: https://developer.blender.org/D16642
The name SAFE_AREAS_OT_preset_add lead to "Safe Areas" having it's own
section in the operator API docs. Name CAMERA_OT_safe_areas_preset_add
instead. Keep "safe_areas" as the preset directory for users with
existing presets.