Reports from the internal operator weren't forwarded to the Python
operator, they were printed in the console instead.
Resolve by moving the operator to C++, use a utility function
to launch the external editor instead of an operator.
Move operators that act on the active bone collection to a 'specials'
context menu, just like other UILists.
The menu now contains:
- Solo the active bone collection (i.e. make it visible and hide others).
- Show all bone collections.
With armature layers it was possible to, with one click, show a single
layer and hide all the others. This is now possible with bone collections
as well.
For that I added a new operator `armature.bone_collection_solo_visibility`,
with a button next to the list of bone collections. The icon is
`SOLO_ON`, which is also used in the NLA.
Blender's "Copy to Selected" feature only copies single properties, while
bone colors consist of four properties (palette + 3 custom colors). These
can now be copied with a single click.
Updated splash screen with different options depending on whether the
user is new or upgrading. Simplifies the process for new users and
makes the choices more distinct when upgrading. Returning users also
get a link to "What's New".
Pull Request: https://projects.blender.org/blender/blender/pulls/111123
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."
Following f7af45ccfd, rename link labels:
* Release Notes -> What's New
* Development Fund -> Donate
The description are left as is since they
are still correct, just the labels to be more
in line with language used in blender.org
* Rename "Development Fund" to "Donate", more in line with
the language used in blender.org
* Rename "Release Notes" to "What's New". A bit more inviting
to click and sounds less technical.
* In "Getting Started", remove "Credits" since it it nos related
to getting started, and add relevant links already present
in the Help menu.
Pull Request: https://projects.blender.org/blender/blender/pulls/112741
It's valid for modifier node groups to not have a geometry input, since
they can just be generators. The operator used to give a warning and
cancel itself when there was no geometry input. Now it works, and
skips adding the geometry input and the group input node to the
new group.
The asset handle type is supposed to be replaced by the asset
representation type. It is designed for the asset system as opposed to
the file browser backend. With d421ebac5e, d04cd3f3e6 and f6a6b27ac1, it
can now do everything that is needed in Python to be a replacement.
With this commit the asset handle type and the file handle type it uses
is almost entirely replaced in Python files (only for the asset view
template we require a collection property taking asset handles still,
for internal reasons.)
Part of #102877 and #108806.
Regression in [0] which removed empty regions that were used to
ensure pie menu items match the location of regions.
The header for e.g. in time-line / graph editor for e.g. showed
on the opposite side.
[0]: 48b8c8f78f
The DJV installer does not add its executable to the PATH, but Blender
attempts to execute it using just "djv". This will not work.
Until DJV is able to address this we can fish out the full path from the
registry in the meantime.
Ref !111458
Implements part of #111538.
Change the modifier add button to create a menu with submenus.
Extend the submenus dynamically with geometry node group assets.
This makes it much simpler to share and use custom modifiers.
Node groups get a new "Is Modifier" property, which is controllable
in a popover in the node editor header when the group is an asset.
The built in modifier can be rearranged in different categories in
a next step. For now the existing organization is used, except for
the geometry nodes modifier, which is called "Empty Modifier" and
put in the root menu.
The changes in !110855 and !110828 will be important to improve
interaction speed with the new UI. Those are planned for 4.0 as well.
Pull Request: https://projects.blender.org/blender/blender/pulls/111717
This commit disambiguates the following messages:
- Sequencer effect strip types: use "Sequence" context in relevant
places, as that is already extracted as part of the
`sequencer_prop_effect_types` enum, and more specific.
- "Language" (a natural or programming language)
- "Flat" (gender)
- "Smooth" (action or amount -- very partial disambiguation for now
because this is all over the place)
It also extracts these messages:
- Newly created Freestyle data
- LineStyle
- LineSet
- Modifiers
- "Registering panel class:" error message from RNA registration
- "Node must be run as tool" error message from tool geometry nodes
Ref #43295
Pull Request: https://projects.blender.org/blender/blender/pulls/111146
Part 3/3 of #109135, #110272
Switch to new node group interfaces and deprecate old DNA and API.
This completes support for panels in node drawing and in node group
interface declarations in particular.
The new node group interface DNA and RNA code has been added in parts
1 and 2 (#110885, #110952) but has not be enabled yet. This commit
completes the integration by
* enabling the new RNA API
* using the new API in UI
* read/write new interfaces from blend files
* add versioning for backward compatibility
* add forward-compatible writing code to reconstruct old interfaces
All places accessing node group interface declarations should now be
using the new API. A runtime cache has been added that allows simple
linear access to socket inputs and outputs even when a panel hierarchy
is used.
Old DNA has been deprecated and should only be accessed for versioning
(inputs/outputs renamed to inputs_legacy/outputs_legacy to catch
errors). Versioning code ensures both backward and forward
compatibility of existing files.
The API for old interfaces is removed. The new API is very similar but
is defined on the `ntree.interface` instead of the `ntree` directly.
Breaking change notifications and detailed instructions for migrating
will be added.
A python test has been added for the node group API functions. This
includes new functionality such as creating panels and moving items
between different levels.
This patch does not yet contain panel representations in the modifier
UI. This has been tested in a separate branch and will be added with a
later PR (#108565).
Pull Request: https://projects.blender.org/blender/blender/pulls/111348
Customprops to IDs are supported since years through code, but were
never exposed directly in the UI of customporperties.
This commit mainly:
* Adds a new `DATA_BLOCK` type to UI customprops types.
* Exposes the existing `id_type` settings to python API.
Pull Request: https://projects.blender.org/blender/blender/pulls/110458
Listing the "Blender Foundation" as copyright holder implied the Blender
Foundation holds copyright to files which may include work from many
developers.
While keeping copyright on headers makes sense for isolated libraries,
Blender's own code may be refactored or moved between files in a way
that makes the per file copyright holders less meaningful.
Copyright references to the "Blender Foundation" have been replaced with
"Blender Authors", with the exception of `./extern/` since these this
contains libraries which are more isolated, any changed to license
headers there can be handled on a case-by-case basis.
Some directories in `./intern/` have also been excluded:
- `./intern/cycles/` it's own `AUTHORS` file is planned.
- `./intern/opensubdiv/`.
An "AUTHORS" file has been added, using the chromium projects authors
file as a template.
Design task: #110784
Ref !110783.
This feature is going to be replaced with a more thorough refactoring
of the node group interface UI, which has actual node drawing support
and a new API for integration of panels into nodes.
Design task: #109135
Implementation: #110272
Pull Request: https://projects.blender.org/blender/blender/pulls/110803
Add support in the UI for the edit mode of curves, mesh, and point
cloud objects. It's possible to control for which mode sand object
types the asset is available with a dropdown in the node header.
To make this per-mode filtering possible, the static asset tree
cache is now unique per context mode.
See #101778
Pull Request: https://projects.blender.org/blender/blender/pulls/109526
No user visible changes expected, except of new experimental feature
option.
------------------------------------------------------------------------------
This introduces asset shelves as a new standard UI element for accessing
assets. Based on the current context (like the active mode and/or tool), they
can provide assets for specific workflows/tasks. As such they are more limited
in functionality than the asset browser, but a lot more efficient for certain
tasks.
The asset shelf is developed as part of the brush assets project (see #101895),
but is also meant to replace the current pose library UI.
Support for asset shelves can quite easily be added to different editor types,
the following commit will add support for the 3D View. If an editor type
supports asset shelves, add-ons can chose to register an asset shelf type for
an editor with just a few lines of Python.
It should be possible to entirely remove `UILayout.asset_view_template()` once
asset shelves are non-experimental.
Some changes are to be expected still, see #107881.
Task: #102879
Brush asset workflow blog post: https://code.blender.org/2022/12/brush-assets-workflow/
Initial technical documentation: https://developer.blender.org/docs/asset_system/user_interface/asset_shelf/
Pull Request: #104831
"Tool" is a more friendly word with mostly the same meaning within
Blender. Eventually it should be possible to create active tools with
node groups anyway, so the distinction isn't even helpful.
See #101778