When animators want to key something in the viewport,
the code needs to know *which properties* should be keyed of that selected thing.
So far that was done with keying sets, and a pop-up that let's
you choose the keying set to use. You can get rid of the popup by
choosing a keying set ahead of time. But that is also not always desirable.
That pop-up is quite confusing and gives way too many options.
To simplify this process this PR adds a User Preference option to choose one or more of:
* Location
* Rotation
* Scale
* Rotation Mode
* Custom Properties
Now whenever the `I` key is pressed in the viewport,
and no keying set is enabled, it reads the preferences for which channels to insert.
# User Facing changes
* The popup will not be shown when pressing the hotkey,
but you can still explicitly use keying sets by going to the menu
* Which channels are keyed is defined by a User Preference setting under animation
* when a keying set is used explicitly, the User Preference settings are ignored
Part of #113278
Pull Request: https://projects.blender.org/blender/blender/pulls/113504
This PR adds the material locking functionality from the current grease pencil.
Material locking allows the user to lock strokes with that specific material. Locked strokes cannot be edited.
Pull Request: https://projects.blender.org/blender/blender/pulls/114580
Warnings created during evaluation of the node group are passed as
warnings to the operator. This is done using the existing logging
system, which we could also use to get socket inspection working
in the future.
See #101778
Pull Request: https://projects.blender.org/blender/blender/pulls/115237
`GroupNodeComputeContext` is the more correct name because it's
specifically about a group node that invokes another node tree.
The old name makes it sound like it should be used because a node group
is invoked but does not tell anything about what invoked it.
For example, the current context in a node group can also be a
`ModifierComputeContext` if that's what invoked it.
This commit adds a new operator that allows to view an FCurve in the Graph Editor from the animated property.
# Features
* Frame a single property or a whole array property by right-clicking an animated property
* Works on a property anywhere in blender
* Framed FCurves are selected and set to visible
* Works on the selection. If an object/bone doesn't have a property it is ignored.
* Works with NLA offset and normalization
* Isolate curves. This is a property on the operator
# Caveats
* Frames on the first Graph Editor it finds
* Since it works on the selection but the n-panel works on the active object,
you can create a situation where nothing happens because you can have
an active object without it being selected.
* Assigning a shortcut doesn't work through right clicking the menu entry.
You have to go to the keymap and create a new entry manually (e.g. in the user interface category)
Pull Request: https://projects.blender.org/blender/blender/pulls/114407
While drawing, the line beeing drawn would seemingly only update once
in a while. This was because there was a bug in the interpolation
function that would write the value being interpolated from
directly to the destination as the first value.
In our case, we only wanted to write new values (so
we need to exclude the first one).
Making sure the interpolation always excludes the value
interpolated from, fixes the drawing stutter issue.
This was only used in one place. Adding the name lookup to
`SCULPT_vertex_mask_get` is not good long term, but the use
of that function can be removed too.
Store paint masks as generic float attributes, with the name
`".sculpt_mask"`. This is similar to 060a534141, which made
the same change for face sets. The benefits are general
consistency, nicer code, and more support in newer areas
that deal with attributes like geometry nodes.
The RNA API is replaced with one created in Python. The new
API only presents a single layer as an attribute class, so it
should be simpler to use in general:
- Before: `object.data.vertex_paint_masks[0].data[0].value`
- After: `object.data.vertex_paint_mask.data[0].value`
Pull Request: https://projects.blender.org/blender/blender/pulls/115119
Snap to geometry is not supported when moving camera in camera view.
This is because the camera would make jumps that would be difficult to
predict and control.
The same happens if Snap Base were supported.
Therefore, disable Edit Snap Base when transforming camera into camera
view.
Avoid the need to call the separate `BKE_mesh_wrapper_minmax` function
that dealt with the edit mesh wrapper. This makes the API inconsistent,
since other mesh functions don't implicitly deal with the wrapper.
But the bounds are a bit of a special case anyway in regard
to the GPU subdivision wrapper already, and this is much more
convenient in the rest of the refactors for #96968.
There was a C++ STL importer since Blender 3.3, but no corresponding C++ STL exporter. This PR is adding said exporter: taking https://projects.blender.org/blender/blender/pulls/105598 and finishing it (agreed with original author).
Exporting Suzanne with 6 level subdivision (4 million triangles), on Apple M1 Max:
- Binary: python exporter 7.8 sec -> C++ exporter 0.9 sec.
- Ascii: python exporter 13.1 sec -> C++ exporter 4.5 sec.
Co-authored-by: Iyad Ahmed <iyadahmed430@gmail.com>
Pull Request: https://projects.blender.org/blender/blender/pulls/114862
This struct is currently defined in the `functions` module but not actually used there. It's only used by the geometry nodes module, with an indirect dependency from blenkernel via simulation zone baking. This scope is problematic when adding grids as socket data, which should not be part of the functions module.
The `ValueOrField` struct is now moved to blenkernel, so it can be more easily extended to other kinds of data that might be passed around by geometry nodes sockets in future. No functional changes.
Pull Request: https://projects.blender.org/blender/blender/pulls/115087
No functional changes.
Move the function `autokeyframe_pose` from
`transform_convert_armature.cc` to `keyframing_auto.cc`
The function has a lot of overlap with `autokeyframe_object` so it
can potentially be simplified later on.
Pull Request: https://projects.blender.org/blender/blender/pulls/115051
Slightly non-trivial linked collections hierarchy could cause 'Make
LibOverride' operation from 3DView fail, reporting that more than one
potential root collections were found.
Logic here was way to simple, now this error should only happen when
there are effectively more than one potential 'good' root collection
(i.e. when two unrelated collections both contain (directly or not) the
selected objects(s).
Adds the Show All Materials operator.
Also includes a refresh of despgraph when the hide prop changes.
Note: The actual render engine does not support hiding by materials.
Related to #114997
Pull Request: https://projects.blender.org/blender/blender/pulls/115001
The compositor currently executes when editing node trees that are not
compositor related, like geometry and shader node trees.
That's because the node space listener always tags the compositor to
execute for any node edit notifier. To fix this, we add the ID of the
edited node tree as a reference to the edit notifier and only tag for
an update when the space tree matches the reference one.
Pull Request: https://projects.blender.org/blender/blender/pulls/114978
Use float3, float3x3, and Array for data used for mesh crazyspace
calculation. Propagate the change wherever necessary to not add
more casting to the old C types.
Because `ObjectRuntime` (and therefore `DEGObjectIterData`) became
non-trivial structs, the code that swaps iterators for RNA depsgraph
object iteration had to be changed a bit to be more friendly to C++
memory semantics.
Pull Request: https://projects.blender.org/blender/blender/pulls/114998
Caused by bfe6128748.
The split frame logic actually became inverted in the update:
when the cursor position is true, then the frame is supposed
to be initialized in the invoke().
The menu does not use cursor position, so the code path where
the frame is retrieved from the RNA properties was used, and
the frame was never initialized in that case.
Pull Request: https://projects.blender.org/blender/blender/pulls/114973