There were two issues conspiring to prevent most BKE_reports from
surfacing when loading a file from the command line.
The first is that the "print_level" was left initialized to only
RPT_ERROR which prevents this particular warning from being traced to
the console.
The second is that, in order for us to display reports in the
notification area, we need to give the reports to the window manager.
This is typically all wired up during normal operator execution, but not
when just starting up from the command line.
Pull Request: https://projects.blender.org/blender/blender/pulls/147251
Move the selection flag for pose bones, from the (edit)bone to the
pose bone.
Previously having multiple instances of armatures in pose mode at the
same time caused issues because selecting a pose bone on one armature
would automatically select it on all instances of it.
This is now fixed since the selection state is stored on the pose bone
(Object level) Doing so breaks API compatibility with 4.5 since the
RNA property on the Bone no longer affects the pose bone. Instead,
there is a new property on the pose bone for that.
Due to this change, some runtime flags for the transform system also
had to be moved to the pose bone. This is due to the fact that these
flags are used by the transform system to pass information between
functions. If we keep the flag at the bone level, this wouldn't work
with armature instances. See `bPoseChannelRuntimeFlag`
Fixes#117892
Pull Request: https://projects.blender.org/blender/blender/pulls/146102
The owner library could keep invalid references to removed archive
libraries after undo.
This should fix the immediate issues reported as #147236, #147095 and #147036.
There is still a known crash, although it is harder to reproduce reliably
from the UI, so it will be handled separately. It is tracked by #147317.
Similar to 9b5f23c7a3
This commit updates the remaining three non-trivial preset curve types:
* CURVE_PRESET_ROUND - approximating `sqrtf(2x - x^2)`
* CURVE_PRESET_ROOT - approximating `sqrtf(x)`
* CURVE_PRESET_SHARP - approximating x^2
Like in the above commit, this change only affects the defined presets,
but does not change any existing curves in any files.
Related to #145208
Pull Request: https://projects.blender.org/blender/blender/pulls/147012
This commit slightly shorten the new 3D cursor colored axis tips,
allowing for a larger part of the dark part of the axis to show,
improving readability. Discussed during the last UI meeting.
Pull Request: https://projects.blender.org/blender/blender/pulls/147563
Changes the order of sockets for the Set Grid Transform node.
No other node in GN has a blank gap in the input sockets, this PR moves the `Is Valid`
output above the grids to remove the gap.
Pull Request: https://projects.blender.org/blender/blender/pulls/147380
This commit tries to make the bare minimum changes to add a meaningful
level of support for Action Slots in Rigify:
- You can now select an Action Slot in each Action Set-up, and that
will be assigned to the generated Action Constraints.
- For this to be meaningful, we have to support selecting the same
Action in multiple Action Set-ups, which would previously throw an
error.
- For that to be possible however, it was necessary to make the
trigger selectors of Corrective Action Set-ups select one of the
other set-ups directly, rather than selecting an Action (datablock),
and then making an association to one of the action set-ups based on
that action pointer. (The necessity to allow users to point at
another action set-up was the reason behind not allowing user to use
the same action datablock multiple times.)
Pull Request: https://projects.blender.org/blender/blender/pulls/146182
Addresses #146305.
Ever since moving to the "sequencer scene" paradigm, attempting to
render an image or animation when a sequencer with strips is present
often seems to outright ignore the sequencer in most cases. This is
because the sequencer scene usually differs from the active scene (which
is the true render target), so one must first switch their active scene
to the sequencer scene before rendering. This is confusing and
seems like a regression in behavior. To improve clarity, this patch does
the following:
When a sequencer scene with at least one strip (and the sequencer step
enabled in the pipeline) exists in the current workspace, new options
"Render Sequencer Image" and "Render Sequencer Animation" appear. These
options may be invoked by alt-F12 and ctrl-alt-F12, respectively.
Additionally, if such a valid sequencer scene is the same as the active
scene, then only the regular render options are listed, since in this
case they are identical to the sequencer render operators, meaning F12
still works predictably.
To switch back and forth between sequencer and main scene render
outputs, a new toggle has been added to the image editor to "Show
Sequencer Scene" output. This button only appears for the render result
if there is a valid sequencer scene that differs from the active scene.
Pull Request: https://projects.blender.org/blender/blender/pulls/146934
This adds an overlay to the animation editors to visualize the current scene strip
in and out points in the scene timeline when the `Sync Scene Time` option in
the sequencer is used.
* Adds an overlay toggle + panel to the dopesheet.
* Adds a new theme setting (for the overlay) under
`Common` > `Animation` > `Scene Strip Range`.
* Adds the overlay drawing to the dopesheet.
Pull Request: https://projects.blender.org/blender/blender/pulls/146165
This patch adjusts the LGG Color Balance mode to operate in linear space
as opposed to sRGB space, which is more inline with other software and
is more expected to the user.
Versioning was added using pre and post gamma correction, but it is
very slightly different in the blacks because the gamma node only does
power correction.
Pull Request: https://projects.blender.org/blender/blender/pulls/147533
Given a grid of velocities, this node advects the values of the input
grid. Different options for integration scheme and clamping are
exposed. Currently their names are just as defined in OpenVDB.
Pull Request: https://projects.blender.org/blender/blender/pulls/147273
The link-insert operator was doing index lookup for node socket declarations
based on the `bNodeSocket` index, which fails when the node group data block
is missing. The safe approach to this is to use the existing declarations and
look up the node socket from that.
Pull Request: https://projects.blender.org/blender/blender/pulls/147528
Adding support for packed IDs in the PartialWriteContext was completely
missed in initial work...
This somewhat complexifies the handling of libraries in
PartialWriteContext, as packed IDs need to be handled in specific ways.
It also exposes `bke::library::ensure_archive_library` as a public function,
to avoid duplicating this complex logic of finding or creating a new
archive library for a given ID.
Finally, prevent attempts to copy a packed ID for now, as pasting them
is not supported (linking/appending these directly is not supported).
Pull Request: https://projects.blender.org/blender/blender/pulls/147468
Mantaflow likes to throw exceptions when things go wrong, which includes a
simple case of the solver not converging sufficiently. This should not be
catastrophic, but cleanup of buffers is omitted when such an exception occurs.
This then leads to yet another failure when the solver is stopped because of
incorrect buffer refcounts. That exception bubbles up through the python layer
and causes errors in the Blender integration wrapper that cause crashes.
Pull Request: https://projects.blender.org/blender/blender/pulls/147527
This is sometimes annoying now, because sometimes one wants to bake stuff
without a geometry. Most notably, volume grids. It's still very easy to bake
geometries though. Link-drag-search from a geometry socket still adds the
geometry bake socket automatically.
Pull Request: https://projects.blender.org/blender/blender/pulls/147519
Add a new constraint called "Geometry Attribute", which directly
samples vector, quaternion, or 4x4 matrix attributes from geometry and
applies these to an object's or bone's transform.
This can be used to transfer data generated by geometry nodes to the
object or bone level. By default the constraint will sample a vector
on the vertex domain. The default attribute is `position` for
simplicity, but the attribute value does not have to have anything to
do with neither the transform of the geometry object nor the geometry
itself.
Pull Request: https://projects.blender.org/blender/blender/pulls/136477
Merges the existing `bpy.context` logging with the new `context` logging
added in [0]. In most cases `bpy.context` & `context` log the same thing.
Where the new `context` logging produces more accurate results.
Ref !146407
[0]: 439fe8a1a0
Support propagation of attributes from the original mesh edges when
generating mesh edges. This implies both deduplication of original edges
and creation of new edges needed for faces. While original edges are not
propagated, attributes are still propagated if an edge was part of any
face. To make original edges distinct we simply choose the first one to
be a value source.
One important part of this patch is definition of invariant of the
mesh on input:
1. All edges must be valid (their vertices must be correct). The
algorithm only deal with duplicate and implicit edges.
2. There is no way to provide info about corner edges attribute (whether
it'svalid or not). If all input edges are valid and there are no new
edges then we could skip re-generation of already valid corner edge
indices. But for now we always do.
The new implementation depends on input mesh invariant so this drops an
old patch to fix hard crash related with duplicate edge vertices. New
code will crash independently to such patch. Hopefully there must be
no problems after #138633.
The changes don't affect performance much. If anything, in some cases
the edge calculation can become a few percent faster. See the PR for
more performance testing details.
Pull Request: https://projects.blender.org/blender/blender/pulls/132492
Currently when a strip has a transform that does not fill the whole
render area, first the image of the strip is transformed, and then
any modifiers are applied on that. This is mostly in the new
Compositor modifier, where procedural textures, gradients, image
coordinates "stick to the screen" instead of following the transformed
strip.
This changes the behavior so that first the modifiers are applied
to the strip image, and then the strip is transformed. This is
potentially a visually breaking change:
- This can alter visual look of existing strip, especially if they are
scaled. Previous behavior was first scale filtering, then modifier;
now it is first modifier, then scale filtering.
- Most obvious change is Compositor modifier (which is new in 5.0).
- Compositor modifier can actually expand the input image (e.g. Blur
node with "expand bounds" option set), and that works.
- Note that Masks continue to be applied in global/screen space. There
can be small look differences with rotated/scaled strips that use
masks, due to Mask application now needing to do filtered mask image
lookups.
- If anyone needs previous behavior (modifier is applied on the
"whole screen"), they can put transformed strip into a meta strip,
and apply the modifier on the meta strip itself.
Compositor modifier examples with images in the PR.
Pull Request: https://projects.blender.org/blender/blender/pulls/146181
Adds a new operator that jumps time by a given number of frames or seconds, forward or backward.
Surprisingly, it was lacking in Blender, and prompted many users (including me) to create extensions.
This PR adds two properties: `time_jump_unit` for choosing whether to jump by frames or seconds
and `time_jump_delta` property that defines by how many frames or seconds the operator should jump,
as well as an actual operator that changes the current frame (`screen.time_jump`).
`time_jump_delta` is a float that gives users the ability to jump by half a second, for example, or by subframes.
Default is set to 1 second, which translates to as many frames jump as frame rate / frame base.
The operator is intentionally not bound by frame range, and can go in negative frames as well.
This is very important because it's extremely common to set frame range to the current workload,
but wish to see animation beyond that.
Operators are added in the new footer for animation editors alongside with pop-up menu where
properties can be changed.
Shortcuts are also added: Ctrl+Left/Right Arrow, which was surprisingly free in Blender.
Now timeline controls are:
- **Right Arrow**: Next Frame
- **Ctrl + Right Arrow**: Jump Forward (by default also Next Second)
- **Shift + Right Arrow**: Jump to End
Pull Request: https://projects.blender.org/blender/blender/pulls/140677
When trying to align bones of 2 different armatures, with different mirror settings
it would crash.
The reason it crashed is that a pointer was not set to anything.
The whole function is not set up to do multi object editing and assumes that all bones gotten
from `selected_editable_bones` are part of the same armature. This is explained by the
comment above that explains that any unselected bones returned from this function are
assumed to be the mirrored bones.
Pull Request: https://projects.blender.org/blender/blender/pulls/147521
As mentioned in !146730, blender.org does not provide a list of
tutorials anymore, instead, the "Support" section has links to user
communities, enterprise support, and mentions tutorials as part of
a community activity.
Also add "Get Involved", which is a hub for inviting contributors in
all areas.
Pull Request: https://projects.blender.org/blender/blender/pulls/147414
Recent changes made the 3D Cursor hard to see in some situations,
according to user feedback.
Roll-back most changes to bring back the old style and improve
readability and contrast.
* Keep the same size as the old cursor.
* Keep the crosshair inside the circle.
* Use red-white for the circle as before.
See PR for details and screenshots.
Pull Request: https://projects.blender.org/blender/blender/pulls/147404
This behavior seems to have been there since initial implementation of
this function in aed1320b24, 8 years ago.
However, it is clearly wrong, and would return wrong positives in many
cases (the Main RNA pointer itself is generated with a nullptr ID by
`RNA_main_pointer_create`, and a _lot_ of code generates RNA pointers
without any ID owner, as shown by a search e.g. on
`RNA_pointer_create_discrete(nullptr`).
WARNING: While logically correct, there is no real way to tell if this
change is not going to break some weird corner case based on wrong
assumption. in addition to unittests, this has also been checked against
several production files.
Indirectly caused by ada45519a7, the actual issue has been there for
years in the PointerRNA diffing code, which was way too basic and unsafe
in non-liboverride case.
Also fixed a copy/paste assert mistake in related code (same thing was
checked twice, instead of also checking another condition).
Finally, make the more general `RNA_struct_equals` call handle properly
cases where one or both of the given PointerRNA operands are Null ones.
The swap operators use `Node.location` for location calculations. This expresses
a node's location relative to their parent frames.
This can lead to inaccurate location calculations if nodes have different parent
frames. This was partly addressed by using the custom `temporary_unframe`
context manager. However, that method is sensitive to the order of steps
executed by the operator, making it easy to accidentally let a few location bugs
go through.
This patch fixes the issue by using `Node.location_absolute` which gives the
node's absolute location. This also gets rid of the need for
`temporary_unframe`, and makes the location calculations more straightforward.
Pull Request: https://projects.blender.org/blender/blender/pulls/147424
The issue here was that I wrongly assumed that the locale would always be available.
Instead just use our built-in function to add thousands-separators (which I didn't
find last time).
Pull Request: https://projects.blender.org/blender/blender/pulls/147515
Calling node menus in the context of a different editor can lead to
errors in many places (e.g. checking on space_data tree_type/
node_tree_sub_type), so to resolve, add a very general poll function to
the NodeMenu class.
Pull Request: https://projects.blender.org/blender/blender/pulls/147512
Ensure that Rigify correctly handles RNA properties as RNA properties.
Before, it mixed dictionary-style and attribute-style access, but
since 7276b2009a that is no longer
possible.
This means that the (un)registration of the RNA properties needs to
happen in two places: the add-on itself, and the code it generates in
the rig. To be able to inject the code into a blend file, Rigify needs
to access it as string. This commit introduces a new way of dealing
with this: it just has normal code, and uses Python's
[`inspect.getsource()`][getsource] to get that code as string for
injection into the rig file.
[getsource]: https://docs.python.org/3/library/inspect.html#inspect.getsource
The biggest chunk of code in this commit deals with the 'Copy
Parameters', 'Copy Type & Parameters', and 'Mirror Type & Parameters'
operators. Since it's no longer possible to access RNA properties as
dict-like custom properties, new code was written to recursively copy
`bpy.types.PropertyGroup` instances. Eventually this may end up in
Blender itself, but that would mean writing more thorough checks and
making sure it works in many cases. And it might be easier to
implement this on the C++ side, where it should just be a matter of
exposing one `IDP_CopyPropertyContent()` call to the Python API.
That's all for another Blender release, though -- for now this'll have
to do to fix up Rigify for 5.0.
Fixes: #146675
Pull Request: https://projects.blender.org/blender/blender/pulls/147199
The scale node X input has no label, while Y does. This is due to the
`.optional_label()` statement which seems to have accidentally been
added in 149a47ba57. To fix this, we just remove the statement.
Pull Request: https://projects.blender.org/blender/blender/pulls/147178
Remove the "Render Viewport Keyframes" mode of the `RENDER_OT_opengl`
operator. This was implemented 6 years ago to avoid camera strobing when
animating on 2s, and was (AFAIK) little used after that initial need
(mostly because of usability issues and limited functionality).
The Fix to Camera operator deals with this at an animation level; that's
a better solution, as it also works for regular (non-viewport) renders.
See #146749
Pull Request: https://projects.blender.org/blender/blender/pulls/147463
This fixes two annoyances when working on node groups: * One has to constantly
switch between the Group and Node tab in the sidebar. * Finding a specific group
input/output in the tree view can be annoying when there are lots of inputs.
This patch implements two features which simplify the process significantly: *
When selecting a group input/output node, activate the corresponding item in the
tree view.
* When the node has multiple sockets, use the one that's closest to the
cursor.
* Show the group interface tree view in the node properties when selecting a
Group Input/Output node.
This constains one UI change that may affect other areas: When a new tree view
is added on a redraw, the active element is now scrolled into view, instead of
the scroll bar just being at the very top. It seems generally good to me, but
could be made optional.
Pull Request: https://projects.blender.org/blender/blender/pulls/147365
If a VSE compositor modifier is used to do keying or introduce an alpha
somehow to the image, the alpha is not used when blending. This is
because the VSE evaluator assumes all modifiers except Mask could not
introduce an alpha channel. So we need to extend the check to also make
an exception for the compositor modifier.
Pull Request: https://projects.blender.org/blender/blender/pulls/147456
Adding new element or changing panel looses the focus on active
element. Now handled in this PR inside the function `scroll_active_into_view`.
Iterate all tree view elements then use the index of active to set the
`scroll_value_`.
Resolves#143930
See PR description for the video
Pull Request: https://projects.blender.org/blender/blender/pulls/143977
Disallow converting objects to mesh while in Edit Mode. When an object
is in edit mode during conversion, its edit data may not be properly
flushed, resulting in invalid geometry and potential crashes.
Ref !147482
Support sync selection in the UV editor, with face-corner selection,
so it's possible to select individual UV vertices/edges in the UV editor
without UV's attached to the same underlying edge also becoming selected.
There is limited support for maintaining the UV selection when selecting
from the 3D viewport, common operations such as picking &
box/circle/lasso select support this, however other selection operations
such as "Select Random" or "Select Similar" will clear this data,
causing all UV's connected to selected mesh elements to become selected.
We may add support for additional operators as needed.
Details:
- UV Sync Selection is now enabled by default.
- In edit-mode the UV selection is stored in BMLoop/BMFace which are
written to custom-data layers when converted to a Mesh.
- To avoid unnecessary overhead - this data is created on demand.
Operators may clear this data - selecting all or none do so,
as there is no reason to store this data for a uniform selection.
- The Python API includes functions to synchronize the selection to/from
UV's as well as flushing based on the mode.
- Python scripts that manipulate the selection will either need to clear
this synchronized state or maintain it.
See:
- Design task: #78393.
- Implementation task: #131642.
Ref !138197
Adds a new `prop_custom_pressure` helper method to `UnifiedPaintPanel`
specifically for drawing brush properties that have custom,
collapsible paint curves and migrates existing usages.
Pull Request: https://projects.blender.org/blender/blender/pulls/147161
A test of using multi-color SVG icons in place of the current "vector"
(custom drawn) style we are using now. These use separate colors for
the box body versus outline, shadow, handhold. Colored by the theme
colors.
Pull Request: https://projects.blender.org/blender/blender/pulls/126307