Proportional edit works with shortcut in mask mode of image editor but
it was never exposed in UI (header). Also move pivot point along with
proportional edit property to the right of mask template.
Pull Request: https://projects.blender.org/blender/blender/pulls/126482
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
GPv3 is no longer really a experimental feature now and the
experimental option is also removed already, so it does not
make much sense keeping this branch in the UI.
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
In the Properties editor, add Action selectors to the Material
properties and the Camera properties.
For the Material, two Action selectors are shown: for the Material
itself and for its shader node tree. Those are separate IDs of different
types, and thus will always have separate Actions (until the Slotted
Actions are commonplace).
When the 'Slotted Actions' experimental feature is enabled, also show
the Action Slot selector underneath each Action selector.
The Animation panel in the Properties editor is (by default) always at
the bottom, just above the Custom Properties panel.
Pull Request: https://projects.blender.org/blender/blender/pulls/125666
This node hashes various types into an integer. Note that hashes
cannot generally used as unique identifiers because they are not
guaranteed to be unique. It can be used to generate somewhat
stable randomness though in cases where White Noise does not
offer enough flexibility.
It uses hash functions from BLI_noise.hh. These are also used in
the White Noise node.
Pull Request: https://projects.blender.org/blender/blender/pulls/110769
Previously, all errors, warnings and info messages were propagated from the node
that generates it to the top level node group. This is a good default, but may
not always be desirable. For example, someone may build a node group asset that
generates some warning that is irrelevant to the user to the asset. Now, the
asset author can selectively disable propagating warnings from that node.
Each node has a new `Warning Propagation` setting. It controls if warnings from
this node should be propagated to the parent group node. By default, everything
is propagated. One can also choose to propagate nothing, only errors or only
errors and warnings.
Note, this does not affect whether the warning is shown in the node itself, only
if the warning is propagated one level up!
Pull Request: https://projects.blender.org/blender/blender/pulls/126786
This implements the `Warning` node that allows node groups to communicate
expectations about input values to the user.
By default, the `Warning` node is only evaluated if the node group that contains
it is evaluated in any way. This is better than always evaluating it, because
that could trigger lots of unnecessary evaluation in parts of the potentially
large node tree which should be ignored. In this basic mode, the output of the
node should not be connected to anything and it must not be in a zone.
For more fine-grained control for when the `Warning` node should be evaluated,
one can use the boolean output which is just a pass-through of the `Show` input.
If this output is used, the `Warning` node will only be evaluated if its output
is used. A simple way to use it is to control a Switch node with it that e.g.
"disables" a specific output when the inputs are invalid. In this case, the
`Warning` node may also be in a zone.
The node allows the user to choose between 3 severity levels: Error, Warning and
Info. Those are the same levels that we use internally. Currently, the error and
warning mode are pretty much the same, but that may change in the future.
Pull Request: https://projects.blender.org/blender/blender/pulls/125544
Add new operator `anim.slot_new_for_object`, which creates a new action
slot for the active object. Since this slot is created on the action
used by the object, it requires that this action exists and is a
layered/slotted action (which by definition includes empty actions).
Pull Request: https://projects.blender.org/blender/blender/pulls/126934
Add Metallic BSDF Node to the shader editor.
This node can primarily be used to create more realistic looking
metallic materials than the existing Glossy BSDF node.
This commit does not add any new closures to Cycles, it simply exposes
existing closures that were previous hard to access on their own.
- Exposes the F82 fresnel type that is currently used by the
metallic component of the Principled BSDF. Results should match
between the Metallic BSDF and Principled BSDF when using the same
settings.
- Exposes the Physical Conductor fresnel type that was previously
limited to custom OSL scripts. The Conductor fresnel type accepts
IOR and Extinction coefficients to define the appearance of the
material based off real life measurements.
EEVEE only supports the F82 fresnel type with internal code to convert
the the physical conductor inputs in to a colour format for F82,
which can lead to noticeable rendering differences with
some configurations.
Pull Request: https://projects.blender.org/blender/blender/pulls/114958
For a brief moment when switching to a maximized screen full area, the
screen context is missing its `object` it seems, until the context is
properly set up again.
Prevent the 'Context' object has no attribute 'object' by just checking
if it is available
Pull Request: https://projects.blender.org/blender/blender/pulls/125905
Adds the ability to connect and disconnect strips in the VSE.
- Connected strips have an icon indicating their status, and attempting
to select one connected strip selects all other connected strips in
that chain.
- If the user attempts to connect a strip that is already connected to
other strips, that strip will disconnect itself from others before
connecting to new strips.
- Preview selection also works in bulk if multiple video strips are
connected together in the timeline.
- When adding new strips from the Add menu or the File Browser, strips
from the same file are connected by default. There's an option to
turn this off in Editing > Video Sequencer user preferences.
- It is possible to individually tweak strips/handles and ignore
connections with Alt+Click.
- This shortcut overrides the old keymap item for "Linked Handle"
selection. The property still exists if people want to use that
shortcut for its old purpose.
- To make sure that connections remain valid even after duplication,
I've added a condition to `seq_new_fix_links_recursive` that also
updates connections using the `seq->tmp` var. (A note -- I've updated
the comment for this field in `DNA_sequence_types.h` because the var
is only used for duplication now. It was once present in
`select_more_less_seq__internal` to be used for linked selection but
is gone now).
- There are also functions to cut one-way links and make sure that
all strips are bidirectionally connected after duplicating.
Pull Request: https://projects.blender.org/blender/blender/pulls/124333
Support segment mode in Grease Pencil v3 selection operators.
This is a continuation of #109221.
Segment selection works in multiple stages:
1. When enabled, the 2D evaluated lines for all visible curves are
entered into a BVH tree. This tree is used to find intersections later
on. All the visible drawings are in the tree, an `OffsetIndices` array
is used to record ranges of BVH elements for each drawing.
2. Primary selection functions get alternative versions that produce an
`IndexMask` instead of writing directly to selection attributes. This
makes it possible to detect select actions on points that are already
selected. Using a delta of selection attributes for this is not enough
to detect such user actions (and inefficient).
3. In segment mode the `IndexMask` is extended to fully cover segment
points (or exclude them when deselecting respectively). This first
performs and intersection test using the BVH tree, then finds all point
range with selected elements.
4. Finally the extended index mask is applied to selection attributes as
usual.
Pull Request: https://projects.blender.org/blender/blender/pulls/126027
Implementation of the soft mode of the eraser tool for GPv3.
In this mode, the eraser decreases the opacity of the points it hits.
If the opacity of a point falls below a threshold, then the point
is removed from the curves.
Pull Request: https://projects.blender.org/blender/blender/pulls/110310
This adds the Eyedropper tool to GPv3.
A few changes have been made:
- Added `Brush` mode.
- Set active color in palette.
- Show the palette in the UI.
- Add UI for setting material mode.
- Drag for color accumulation.
Pull Request: https://projects.blender.org/blender/blender/pulls/126211
Show the autokeying indicator (record button) on the Timeline header in
red when enabled. With a white outline on dark theme, or with a black
outline on light theme. The red color is user changeable.
Pull Request: https://projects.blender.org/blender/blender/pulls/126344
This operator sets the new default group node width (from e842966c5e) based on
the parent group node. This makes it easier to initialize the value. Without
this, one had to create and delete the group node potentially many times to find
a good default width.
Pull Request: https://projects.blender.org/blender/blender/pulls/126239
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
This adds the ability to customize the default width of a group node that's
created for a node group. This feature works towards the goal of unifying the
features available to built-in nodes and node groups. We often customize the
width of built-in nodes from them to looks slightly better (e.g. to avoid
cut-off labels).
Pull Request: https://projects.blender.org/blender/blender/pulls/126054
This patch introduces a new experimental option for the new CPU
compositor under development. This is to make development easier such
that it happens directly in main, but the compositor is not expected to
work and will probably crash.
Pull Request: https://projects.blender.org/blender/blender/pulls/125960
This issue occurred only on Mac which has to circumvent
geometry shaders lacking support for them.
This patch reverts the vertex shader for Mac devices to
how it was before f9ea64b0ba. (and uses the frag shader from before that commit)
In order to communicate that to the user I added a label
in the GUI when the platform is Mac.
Co-authored-by: Clément Foucault <foucault.clem@gmail.com>
Pull Request: https://projects.blender.org/blender/blender/pulls/125967
Add a toggle for Fast GI Approximation in the header of the panel,
following Cycles layout.
Move the `Max Roughness` setting inside the panel, and rename to
Threshold.
Since Fast GI Approximation only has any effect when Threshold/
Max Roughness is below the max (1.0), gray out the rest of the
panel when at that value.
Co-authored-by: Clément FOUCAULT <foucault.clem@gmail.com>
Pull Request: https://projects.blender.org/blender/blender/pulls/125452
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.