For now, PointerRNA is made non-trivial by giving explicit default
values to its members.
Besides of BPY python binding code, the change is relatively trivial.
The main change (besides the creation/deletion part) is the replacement
of `memset` by zero-initialized assignment (using `{}`).
makesrna required changes are quite small too.
The big piece of this PR is the refactor of the BPY RNA code.
It essentially brings back allocation and deletion of the BPy_StructRNA,
BPy_Pointer etc. python objects into 'cannonical process', using `__new__`,
and `__init__` callbacks (and there matching CAPI functions).
Existing code was doing very low-level manipulations to create these
data, which is not really easy to understand, and AFAICT incompatible
with handling C++ data that needs to be constructed and destructed.
Unfortunately, similar change in destruction code (using `__del__` and
matching `tp_finalize` CAPI callback) is not possible, because of technical
low-level implementation details in CPython (see [1] for details).
`std::optional` pointer management is used to encapsulate PointerRNA
data. This allows to keep control on _when_ actual RNA creation is done,
and to have a safe destruction in `tp_dealloc` callbacks.
Note that a critical change in Blender's Python API will be that classes
inherinting from `bpy_struct` etc. will now have to properly call the
base class `__new__` and/or `__init__`if they define them.
Implements #122431.
[1] https://discuss.python.org/t/cpython-usage-of-tp-finalize-in-c-defined-static-types-with-no-custom-tp-dealloc/64100
This operator deals specifically with add-ons, using the term extensions
is misleading as it works for legacy (non-extension) add-ons and
extensions can also be themes.
So far asset browsers always sorted assets by name, which resulted in
barely related assets being placed together, and related assets being
scattered. This can make navigating assets tedious, and introduces a lot
of visual noise because of scattered preview image styles.
Related assets are typically put into common asset catalogs, and related
catalogs are typically organized close to each other in the catalog
hierarchy. This makes catalogs a better characteristic to sort by,
solving the mentioned issues.
For asset shelves sorting by catalogs was introduced in 471378c666. This
PR exposes this feature to the asset browser, by introducing a new
option to sort either by name or by catalog. The new default is sorting
by catalog. Within a single catalog, assets are still sorted alphabetically.
Pull Request: https://projects.blender.org/blender/blender/pulls/129480
All sculpt and paint modes should have the brush selector asset shelf
popup in the tool settings header. For curves sculpt mode this was
missing. There's no good reason for this, probably just an oversight.
Now can pick "H.265 / HEVC" in the video codec dropdown.
Implementation notes:
- Remap CRF value (which is for H.264) slightly to better match H.265
CRF range (e.g. default Medium 23 -> 28).
- Set lossless mode via appropriate private param, and use 4:4:4 YUV
format just like for some other video codecs when in lossless.
- Currently there are no built-in presets for H.265. Maybe later, especially
if/when we'll add 10 bit or HDR videos.
Pull Request: https://projects.blender.org/blender/blender/pulls/129119
PR #128051 made some improvements to code by cleaning up properties and
simplifying logic.
However, the default tool in most spaces is box select. By switching to
box select default, there should be more front-facing consistency across
spaces while still retaining near-identical behavior.
This patch would fix the small bug listed in #128671 while keeping the
simplified code benefits from #128051.
Also:
- Move selection keymap items up in the Sequencer (Global) keymap so it
is more visible (similar to Node Editor ordering).
- Split `side_of_frame` property for ctrl press keymap item into a
separate keymap item on ctrl click for both LCS and RCS to avoid
clashing with ctrl+drag for box selects in RCS.
Pull Request: https://projects.blender.org/blender/blender/pulls/129028
From feedback: "Update Asset" sounds more like receiving a new version
of the brush, while this actually saves the changed brush to the asset
library. "Save Changes to Asset" is more clear and fits well with the
labels of other menu items in the menu.
- "Export additional animationsThis feature..." -> Add period and
newline to separate sentences.
- "name from laoded image" -> "Name from loaded image": typo.
- "Duplicate Active Keyframe (All Layer)" -> "All Layers": grammar.
- "%s is no directory" -> "%s is not a directory": grammar.
- "Can't ensure directory: %s" -> "Cannot", see HIG.
- "Duplicate active Frame(s)": title case.
- "Delete active keyframes of all layer" -> "... layers": grammar.
- "Grease Pencil group color tag": title case.
- "color tag": title case.
- "Bake all line art modifiers" -> "... Line Art...": title case for
product name
- "... imported USD files.Export remaining..." -> "... imported USD
files.\nExport remaining...": missing newline.
- "Premanently delete brush. This can't be undo." -> "Permanently
delete brush. This cannot be undone.": typos.
- "Samplerate" -> "Sample Rate": use more correct two-word form.
- Decimate Keyframe operator: rename and rephrase a property to better
reflect what it does.
- "Remove" -> "Factor"
- "The ratio of remaining keyframes after the operation" ->
"The ratio of keyframes to remove"
- "Add a repository referencing an remote repository" -> "an": typo.
- "... unique within the Action.This is used..." -> "... unique within
the Action.\nThis is used...": missing newline.
- "Threashold in screen space ... within this threashold " ->
"Threshold in screen space ... within this threshold ": typo
- "... occluded by other faces (Slower performance)" -> ... (slower
performance): no need for the capital here.
- "Indices must be sorted in acending order" -> "ascending": typo.
- "Enable the new Overlay code-base" -> "codebase": typo.
- "dectected by plane tracks" -> "detected": typo.
- "the same index can occure" -> "occur": typo.
- "Single element geometry..." -> "Single-element": spelling.
- "it can be quite inefficient to splitup large geometries" -> "split
up": spelling.
- "If true, true gizmo is displayed..." -> "the gizmo": typo.
Some issues reported by Tamuna Mebonia.
Pull Request: https://projects.blender.org/blender/blender/pulls/129001
This commit takes the 'Slotted Actions' out of the experimental phase.
As a result:
- All newly created Actions will be slotted Actions.
- Legacy Actions loaded from disk will be versioned to slotted Actions.
- The new Python API for slots, layers, strips, and channel bags is
available.
- The legacy Python API for accessing F-Curves and Action Groups is
still available, and will operate on the F-Curves/Groups for the first
slot only.
- Creating an Action by keying (via the UI, operators, or the
`rna_struct.keyframe_insert` function) will try and share Actions
between related data-blocks. See !126655 for more info about this.
- Assigning an Action to a data-block will auto-assign a suitable Action
Slot. The logic for this is described below. However, There are cases
where this does _not_ automatically assign a slot, and thus the Action
will effectively _not_ animate the data-block. Effort has been spent
to make Action selection work both reliably for Blender users as well
as keep the behaviour the same for Python scripts. Where these two
goals did not converge, reliability and understandability for users
was prioritised.
Auto-selection of the Action Slot upon assigning the Action works as
follows. The first rule to find a slot wins.
1. The data-block remembers the slot name that was last assigned. If the
newly assigned Action has a slot with that name, it is chosen.
2. If the Action has a slot with the same name as the data-block, it is
chosen.
3. If the Action has only one slot, and it has never been assigned to
anything, it is chosen.
4. If the Action is assigned to an NLA strip or an Action constraint,
and the Action has a single slot, and that slot has a suitable ID
type, it is chosen.
This last step is what I was referring to with "Where these two goals
did not converge, reliability and understandability for users was
prioritised." For regular Action assignments (like via the Action
selectors in the Properties editor) this rule doesn't apply, even though
with legacy Actions the final state ("it is animated by this Action")
differs from the final state with slotted Actions ("it has no slot so is
not animated"). This is done to support the following workflow:
- Create an Action by animating Cube.
- In order to animate Suzanne with that same Action, assign the Action
to Suzanne.
- Start keying Suzanne. This auto-creates and auto-assigns a new slot
for Suzanne.
If rule 4. above would apply in this case, the 2nd step would
automatically select the Cube slot for Suzanne as well, which would
immediately overwrite Suzanne's properties with the Cube animation.
Technically, this commit:
- removes the `WITH_ANIM_BAKLAVA` build flag,
- removes the `use_animation_baklava` experimental flag in preferences,
- updates the code to properly deal with the fact that empty Actions are
now always considered slotted/layered Actions (instead of that relying
on the user preference).
Note that 'slotted Actions' and 'layered Actions' are the exact same
thing, just focusing on different aspects (slot & layers) of the new
data model.
The "Baklava phase 1" assumptions are still asserted. This means that:
- an Action can have zero or one layer,
- that layer can have zero or one strip,
- that strip must be of type 'keyframe' and be infinite with zero
offset.
The code to handle legacy Actions is NOT removed in this commit. It will
be removed later. For now it's likely better to keep it around as
reference to the old behaviour in order to aid in some inevitable
bugfixing.
Ref: #120406