In Interface text inputs, when double-clicking to select a word, set
the "initial selection position" to the beginning of the word. This way
you can continue to select forward by dragging before releasing mouse.
Pull Request: https://projects.blender.org/blender/blender/pulls/113037
When the tool settings or asset shelf header would draw with some
transparency, the separator line between regions would visibly overlap
the background behind buttons, which looked unpolished. Ensure there is
no overlap (but also no gap, which became visible after accounting for
the separator line in the background drawing).
The Outliner exposed its context to the header as well which makes some
operators available there. While technically this is all fine, it's a
bit odd to the user, since they don't expect data-editing operations
when right clicking on a header that itself doesn't list data. Instead
only expose the Outliner context in the main region.
Add an overview of those bone collections the active/pinned bone is
assigned to.
This overview was originally there, showing the armature layers and the
bone group. This is now replaced by a list of the bone's collections. The
only possible interaction is unassigning the bone & toggling visibility
of the bone collections.
Lattices would give the choice of going to weightpaint mode (which would
fail immediately because of `vwpaint::mode_toggle_poll_test`) because it
was marked as a compatible mode in `ED_object_mode_compat_test`.
I dont think this was ever supported properly, why this was marked as a
compatible mode is unknown (I stopped tracing git history at
deebf4f8f0).
Even if it was at some point, weightpaint mode nowadays is totally
depended on Mesh, so seems better to just remove it from Lattices.
Pull Request: https://projects.blender.org/blender/blender/pulls/112411
For text objects, the CharInfo mat_nr material index used to start at 1
(not at zero like for meshes or nurbs).
Code was mostly considering this (but not in all places, so material
index handling (removing/moving) could still go wrong.
As an alternative to !109746 (where it was made sure all places would
make the right assumption about mat_nr starting at 1), this PR now
changes the mat_nr to be zero-based.
This is more in line with other places handling material indices.
Versioning code is in place to properly convert old files.
Fixes#109491
Pull Request: https://projects.blender.org/blender/blender/pulls/112954
The expand operator reused `SCULPT_UPDATE_MASK` even when it
changed face sets, not the mask. That triggered incorrect behavior in
`node_update_mask_redraw` when there was no mask layer, which caused
nodes to be incorrectly marked as fully masked (and therefore optimized
out of later operations).
For Blender 4.0 we decided to support individual icons for different
snap elements.
This was originally contributed by Erik Abrahamsson as !107054 with
some contributions by myself (Germano).
This set of icons being simple geometric symbols, that should be
familiar to CAD artists.
Note that Face and Volume share the same icon (circle). This is
deliberate since they communicate a similar functionality - are not
aimed at precision snapping the same way the vertex or perpendicular
are.
Also note that later we should also try to change the icons shown in
the snap menu to match the symbols that the artists see in the preview
window.
———
On the decision process:
The version currently in main (and rolled back here) was an initial
attempt of aggregating more information to the icons (e.g., by aligning
the icons to the target edges) while making them more suitable to
Blender. After presenting both options to (parts of the) community,
there was nothing fundamentally broken found with either option, though
options diverged over personal preference.
With that in mind, in the latest UI module meeting it was agreed to use
the original proposal then.
This final call was proposed by Dalai Felinto on his role of
commissioner (stakeholder) for the snap polishing tasks (#73993) and
designer for the related Snap Base design #66484.
———
This commit reverts commit 9c2e768f5b.
The reverted icons (referred originally as minimalistic icons) may be
proposed later as a separate theme option.
- "Tapping Alt...": remove newline in tooltip.
- Add descriptions for the From Left and From Right of the Shear
Keyframes operator's direction items, instead of just "foo":
- "Shear the keys using the left key as reference", and
- "Shear the keys using the right key as reference".
- "Affects the value" -> "Affect", use the imperative.
- "Increase or decrease the value of selected keys \n
in relationship to their average"
-> "Scale selected key values by their combined average":
remove the newline and rephrase the unclear description. New
description by Harley Acheson.
- "Redefine equalizer graphs": this is an operator name, it should be
title case.
- "USD Skeleton Import" warning: inconsistent whitespace.
- "%s: Joint weights and joint indices size mismatch size mismatch for
prim %s": remove duplicated "size mismatch".
- "USD export: couldn't copy texture tile from %s to %s": remove
duplicate whitespace, change "couldn't" to "could not" to respect
the style guide.
- "Temp. Diff." -> expand the abbreviation to "Temperature Difference"
- "Registering node tree class:" do not use formatting just to reduce
redundancy in a few messages, but write it explicitly each time.
This is more legible, and much better for translations.
- "Absolute time alignment while translating" -> "Absolute time
alignment when transforming keyframes" because this applies to all
transforms, not translation only.
- "# characters defines the [...] length of frame numbers" ->
"define" (typo), "padding" is more specific than length.
Pull Request: https://projects.blender.org/blender/blender/pulls/112975
The region background draws rounded corner so it looks more or less like
a tab coming out of the region above/below. So this needs to change
together with the region alignment.
Reroute node consists only of a socket, it has no body.
Don't allow hiding sockets of reroutes anymore, since it could make the
node invisible or prevent links from being connected to it.
The versioning ensures that the sockets on reroute nodes are not hidden.
Pull Request: https://projects.blender.org/blender/blender/pulls/112965
The `blender-v4.0-release` branch would not build because some parts of grease pencil v3 were still exposed when experimental features are disabled.
This is hiding the relevant parts behind `#ifdef WITH_GREASE_PENCIL_V3` to make sure they are only built when the experimental features is enabled.
Pull Request: https://projects.blender.org/blender/blender/pulls/112953
After changing tools (and possibly other context), the buttons section
background drawing would be broken for one redraw, so the full region
would be drawn with a background, rather than just behind the button
boundaries.
Code has special handling so that only the first of two split regions
needs to be flagged as hidden. If the second one is also flagged that
can have some unwanted side-effects. Code to add the region resizing
edges relied on the region visibility flags though, rather than the
visibility check that respects this handling of split region hiding. So
code would run that is only intended for un-hidden regions.
Makes use of the new buttons sections feature used by the asset shelf to
draw a background behind buttons, but the reset of the region fully
transparent. The UI team agreed on this as a way to minimize dead space,
but also as a better way to communicate our click through feature (where
dead space in overlapping regions forwards events to the underlying
region). The region background theme setting only affects the
non-transparent part of the region, the rest is always fully
transparent. With region overlap disabled, the bar is fully opaque still.
Also see #112241.
The node drawing function currently uses a stack-based traversal of
interface items. This is hard to read and for this purpose a recursive
function is easier to understand.
Pull Request: https://projects.blender.org/blender/blender/pulls/112860
Adds a menu to choose the asset library to use to the asset shelf
catalogs selector popover. This is consistent with the asset browser.
After talking to animators and some artists, this is likely something
they would want to have, since they don't always want all their assets
and catalogs to populate the asset shelf. It's also necessary for the
pose library UI to provide the same features roughly than the old one
(in the sidebar, before the asset shelf was introduced).
This is necessary to let popovers redraw when asynchronously loading
data. For example to display assets or asset catalogs as they get
loaded. Needed for the asset shelf catalog selector popover. Menus
already do the same to allow populating the menu with assets as they get
loaded.
Previously, it was only possible to inspect the data from the first iteration. That
applied to both, the viewer node as well as socket inspection. Now, there is a
new `Inspection Index` setting in the zone properties. It specifies which iteration
should be used by the inspection features.
In theory we could support features like counting the index from the end, but
that can be done separately as well, as it likely requires more UI.
Pull Request: https://projects.blender.org/blender/blender/pulls/112818
Currently if there is no selection mode enabled the operator is disabled and greyed
out in the menu. The shortcut doesn't do anything, which can be unexpected and jarring.
With this PR the operator will work when no selection mode is enabled and in that case
fill the entire mesh using the Weight from the active tool.
This is then consistent with vertex paint mode and the "Set Vertex Color" operator.
So now remove the overly-strict `mask_paint_poll` poll (and replace with
more appropriate `weight_paint_mode_poll`).
NOTE: `mask_paint_poll` is now unused, could be removed
Pull Request: https://projects.blender.org/blender/blender/pulls/112413
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
The builtin asset catalog paths weren't properly updated after more
nesting was added to the geometry nodes add menu. This commit
resolves that and a few other issues extending menus like nested
menus in mesh edit mode. Unfortunately this requires some boilerplate
code duplicating the menu structure currently.
Node tools are no longer required to be assets, and they aren't assets
by default anymore. Non-assets don't have catalogs for header menu
organization, so they are only exposed in the "Unassigned" menu, which
is now just an icon so it takes less spac, makes the connection to the
asset browser, and signals more that it's not the "final" place for a
tool. Tool node groups have fake user set by default, since they don't
have users. The "Is Tool" status of a node group is configurable in the
editor N-panel, just like the modifier status.
This is similar to af3461c387, and has the same check for
whether a node group is "local."
Any geometry node group with the "Is Modifier" tag is exposed in the add
modifier menu. Local node groups that aren't assets are displayed in a
subsection of the "Unassigned" menu, as they are "asset wannabees"
that function similarly but aren't shared to other files.
Only modifier node groups can be assigned to the geometry nodes
modifier. Because of this, existing node groups are versioned to have
the tag if they have a geometry output.
Internally, this means the operator that used to only handle node group
assets has to also add local geometry node groups. That change isn't
so large though. The other changes are just UI, or changes to the
node group property poll functions.
Note: For assets, saving the file to generate asset meta-data may be
necessary for the versioning to affect the add modifier menu.
Pull Request: https://projects.blender.org/blender/blender/pulls/112918
Previously, it was only possible to bake all simulations at once. This is great
for simple use-cases that, but in more complex setups one can have independent
simulations that should also be baked independently. This patch allows baking
individual simulation zones.
Furthermore, each simulation zone can now also have its own bake path and
simulation frame range. By default the simulation frame range is the scene frame
range, but it can also be customized on the scene or simulation zone level. The
bake path is generated based on the modifier bake path by default, but can be
set to another absolute or relative (to the .blend file) path.
The timeline drawing has been modified as well to be able to show more information
in the case when some simulations are baked and others are not. Instead of showing
a line for every simulation, it shows a condensed view of the important information
using at most two lines:
Is something baked? Is something valid or invalid? Also see #112232.
Pull Request: https://projects.blender.org/blender/blender/pulls/112723
This changes the `action.frame_range` Python API to return an accurate
frame range for actions. Specifically, it was previously special-cased
to return a range with length 1 whenever the length was actually 0. This
led to a bizarre situation where a real frame range of `[0.0, 0.2]` would
return that range as-is, but a real frame range of `[0.0, 0.0]` would
instead return a range of `[0.0, 1.0]`.
The new behavior simply always returns the real frame range.
The reason for the previous behavior was obscure: the relevant code was
also used internally in Blender's NLA system, and returning a zero-length
range could result in NLA strips getting infinite scale. The code is now
separated out appropriately so that the NLA system still gets the
non-zero-length range, while the Python API for actions returns the real
range.
Pull Request: https://projects.blender.org/blender/blender/pulls/112709
This PR fixes an issue with the NVIDIA 3000/4000 series cards. The cause
might be that when blending is turned off and the fragment output has an alpha
of 0.0 the fragment might be discarded. This is a guess of course.
By setting the Alpha to 1.0 for scopes and enabling alpha blending when
drawing the meta data text seems to fix the issue.
Fixes#110976
Pull Request: https://projects.blender.org/blender/blender/pulls/112665
c6b553d57c added the bone collection in
outliner. However, there is change in tree element order when switched
between pose and edit/object mode. Because order of tree building is
`edit bones -> bone collection -> pose bones`
To keep tree structure consistent between different modes, first draw
pose bone and then the ebone/bone collection.
Pull Request: https://projects.blender.org/blender/blender/pulls/112908
Draw the background of the asset shelf header fully transparent, with an opaque
background with rounded corners behind sections containing buttons. This
reduces the visual space consumed by the asset shelf, and makes the header
follow a tabbed folder metaphor better. Also, this works much better with our
click-through feature, where transparent parts of regions without buttons are
passed through the region under it (we might want to consider unifying code
here a bit).
The edge to drag for region resizing respects the transparent sections.
When there is little space between sections, the sections get merged so that
there are no small gaps in the bar.
Part of #107881.
----
Note that the core of this is implemented in a generic way, so this can be
reused for other regions.
Pull Request: https://projects.blender.org/blender/blender/pulls/112241
Draw anim channel colors as a little rectangle in the channel list,
instead of taking over the entire channel name background. This keeps
the channel names readable, regardless of the channel colors.
Channel colors are typically set via the bone colors, and since those
are chosen for visual contrast in the 3D Viewport, they aren't
guaranteed to also be a suitable background color for the channel list.
Because of this, it's no longer used as such.
The channel 'data' background (i.e. the keyframe area) is now drawn with
a consistent color, and much more subtle.
This also enables the 'Channel Group Colors' setting in the preferences
by default, as it is now way less obnoxious and invasive.
Design task: https://projects.blender.org/blender/blender/issues/69059
Reviewed-On: https://projects.blender.org/blender/blender/pulls/112861