Includes the following changes to the existing Locomotion system for VR Scene Inspection:
* new VR Navigation Preferences and VR Session Settings
* changes to XR raycast logic and its visualization
* new XR vignette that appears when moving
* snap turning
Pull Request: https://projects.blender.org/blender/blender/pulls/144241
This adds new icons for the remaining two modifier Essentials assets
bundled with Blender in the `Generate` category.
(`Curve to Tube` and `Scatter on Surface`)
Pull Request: https://projects.blender.org/blender/blender/pulls/147115
The motivation is to keep backward compatibility after deprecating
`material.use_nodes()` and `world.use_nodes`. For example the
following script would behave the same way in 4.5 and 5.0:
```python
mat = bpy.data.materials.new("My new mat")
mat.use_nodes = True
```
Pull Request: https://projects.blender.org/blender/blender/pulls/147052
To support setting the custom `CurveMapping` to a well defined preset,
there exist a number of operators that are hardcoded to apply a
particular preset to a particular curve.
This commit begins to replace this functionality and make it part of the
template itself, allowing the preset to be applied to any curve. For
now, it only supports either positive or negative slopes, primarily for
the brush usecases.
The `brush.curve_preset` and `brush.sculpt_curves_falloff_preset`
operators are unneeded after this change and have been removed.
Notably, these preset controls have not been added elsewhere, they can
be added on a case by case basis in future commits by interested
modules.
Pull Request: https://projects.blender.org/blender/blender/pulls/146847
Following to the uiLayout refactor, this converts each
layout resolve function as virtuals methods, so `x_`, `y_`,
`w_` and `h_` properties can become protected.
No user visible changes expected.
Pull Request: https://projects.blender.org/blender/blender/pulls/146185
Hardocde the position of the essentials assets in the menu,
for consistent alphabetical order and a clearer indication of
the different between the nodes and builtin "Array" modifiers
(the old one is now called "Array (Legacy)").
Pull Request: https://projects.blender.org/blender/blender/pulls/146887
In 3D Viewport theme settings there is "Active Spline" property, which behaves weirdly.
Color of that property is multiplied to color of curve handles. Even though it says active,
it's multiplied in selected and unselected states, for all curves all the time.
That doesn't make much sense, has no real value, and ends up only causing confusion.
Having this property on anything but pure black means that whatever colors you choose
for curve handles in Preferences isn't actually what you're getting them. If color is set to
high-saturation color it completely washes away all colors and makes it difficult to differentiate
between handle types.
I think there is no reason for this property to exist, so this PR just removes that property.
Pull Request: https://projects.blender.org/blender/blender/pulls/145360
- Remove the `SI_` prefix from sticky UV selection options.
This was left in from when the option was part of "SpaceImage"
which is no longer the case.
- Use *_SELECT_SYNC, _SELECT_ISLAND (matching RNA identifiers).
- Use "VERT" abbreviation.
3D Viewport and Image Editor had theme colors for paint curve handle and pivot.
Paint curves are one of the stroke methods for brushes, and are generally not
widely used. To simplify theming it's best to remove those four properties and
use other shared colors instead.
We could use common curve colors for them, but they don't have point color
and handle point color is black, so we would need to add one more property
anyway and it would look bad as well.
Instead, use gizmo primary and secondary colors. Technically, paint curves
can be treated as gizmos, because they're interactive widgets in the viewport.
Pull Request: https://projects.blender.org/blender/blender/pulls/146777
This patch adds a new Compositor modifier that applies a compositing
node group on a sequencer strip. This patch also introduces the concept
of a compositor node tree space subtype, where we now have a Scene and a
Sequencer subtypes. Practically, this just means that node like the
Render Layers node will not be available in the node editor in the
Sequencer subtype.
Future improvements includes:
- The compositor context is recreated on every modifier application,
while it should ideally be persistent somehow to make use of the
compositor static cache. This might require work from the compositor
side by moving the static cache outside of the context and make it
thread safe if needed. See `Render.compositor` for an example on
persistent context.
- GPU execution is not supported. This just needs a GPU context to be
bound before execution, but the tricky part is getting a GPU context.
See `render::Compositor::execute` for an example on bounding a GPU
context and why it is less straight forward.
- Node inputs are not exposed on the sequencer modifier interface. An
approach similar to Geometry Nodes modifier could be used, look at
`update_input_properties_from_node_tree` for reference, but notice
that Geometry Nodes naturally exempt the main Geometry socket because
Geometry inputs can't be exposed, but for the compositor, we will have
to exempt the main Color and Mask sockets manually. !145971
Co-authored-by: Aras Pranckevicius <aras@nesnausk.org>
Co-authored-by: Falk David <falk@blender.org>
Pull Request: https://projects.blender.org/blender/blender/pulls/139634
Implement a native method to swap between different node and zone types.
This implementation repurposes the existing menu definitions as base
classes, from which both an "Add" and a "Swap" version would be generated
from. This allows both menus to have the same layout, but use their own
operators for handling the different node/zone types.
In this PR, support for all node editors has been implemented.
Invoking the menu is currently bound to `Shift + S`, same as the old
implementation in Node Wrangler. Since "Swap" is implemented as a
regular menu, features that menus already have such as type-to-search
and adding to Quick Favorites don't require any extra caveats to
consider.
Resolves#133452
Pull Request: https://projects.blender.org/blender/blender/pulls/143997
This PR generalizes properties for geometry (currently mesh only) attributes
found in 3D Viewport theme, namely:
- Combine "Edge Bevel" and "Vertex Bevel" into one "Bevel" property.
- Combine "Freestyle Edge Mark" and "Freestyle Face Mark" into one "Freestyle" property.
- Remove word "Edge" from Crease, Sharp, and Seam properties, to match others.
- Group all of the above together in the UI.
This is a breaking change (that will be handled with others in migration),
but doesn't introduce any visual changes in the default theme (and almost any theme).
Pull Request: https://projects.blender.org/blender/blender/pulls/146732
Move several clip and mask display options into a common Overlays popover,
consistent with other editors. Includes a global toggle (Shift-Alt-Z) to
show/hide all overlays at once.
Also adds the missing annotations toggle, cursor visibility toggle, and moves mask display options in
the Image Editor into the Overlays popover due to shared code paths.
See PR for images.
Pull Request: https://projects.blender.org/blender/blender/pulls/145895
Mesh faces have a separate theme color for selected dots (1px dot in the center of the face),
in both the 3D Viewport and the Image Editor.
I don't think there is any justification for why that 1 pixel has to be a different color from rest
of the active face. Even if result isn't satisfying, we should be tweaking Face Selected color
for this purpose. 1 pixel doesn't deserve its own theme setting.
This PR removes property from both editors, and instead uses "Face Selected" color with alpha
hardcoded to 1 (removed properties didn't have alpha). Also note that dot is still visible in 3D viewport
because Face Selected color is different from Face Mode Selected color, which is used for faces
when dots are drawn.
There are no visual changes in default themes.
Pull Request: https://projects.blender.org/blender/blender/pulls/145364
As described in #135095, this adds a "mirror" option to the "Join as
Shapes" and "Update from Objects" operators, and additional menu items
with the option enabled. Like the operators, this is a convenience
feature that's functionally the same as selecting all shape keys with
changed data and running the existing "Flip" operator.
Pull Request: https://projects.blender.org/blender/blender/pulls/144098
The RNA icon was rotating on the wrong direction.
Technically this is mostly a DNA helix, but even RNA can be a
double-helix sometimes. And both cases (RNA and DNA) are supposed to
have a right-hand orientation.
This PR also removes the RNA_ADD icon which is not used anywhere.
Based on suggestion by Brady Johnston.
Ref: !146600
As discussed in the last geometry nodes workshop, the viewer node now
needs the flexibility to handle new features: bundles, closures, and
lists. This PR takes the opportunity to add support for an arbitrary
number of items. Values are displayed directly in the node are all
displayed in the spreadsheet, where a new tree view allows selecting
which data to view, including nested bundles. Lists, single values,
bundle items, and closure signatures are all visualized in the spreadsheet.
We also prioritize the existing viewer behavior that views a geometry
together with a field, so various special cases are added in the viewer
activation to handle this.
Bundle hierarchies are displayed in the new tree view in the spreadsheet
sidebar. The spreadsheet itself just displays bundle identifiers, types,
and the contained values. Design wise, there might be more integrated
ways to present that hierarchy, but doing it in the tree view is a very
simple starting place.
Interactively added viewer node inputs are now removed automatically
if the link is removed. There is a new "Auto Remove" flag for each input
controlling this behavior. It can't be enabled for all inputs all the time
because then one couldn't e.g. setup the viewer node properly using
a script (which might add a few inputs first and then creates links).
Also when viewer items are added with the plus icon in the sidebar,
they are not automatically removed immediately.
https://code.blender.org/2025/07/geometry-nodes-workshop-july-2025/#view-any-data
Co-authored-by: Hans Goudey <hans@blender.org>
Pull Request: https://projects.blender.org/blender/blender/pulls/144050
The naming was confusing as only some selection flushing functions
were intended to be used when elements had been selected or de-selected.
Replace these with a single function that takes a "select" argument.
Currently, the frame scrub area shows different frame numbers based on
the zoom level. But they would not show frame 24 until you zoom in. Since 24
is the most used frame rate for animation that's inconvenient because you never
see the spot with the full second.
With this PR the numbers and lines depend on the frame rate, and will favor
full seconds, then divide by either 2, 3 or 5 to break down the number.
This works for most FPS values, however custom FPS may hit a prime number, in which case
this logic is aborted and the next step down when zooming in will be 1. This can
result in quite large gaps where no frame numbers are displayed. But I think the impact
will be small since large prime number frame rates are rare.
This patch also reduces UI jumping because the major lines will always be turned into minor lines before disappearing.
When zooming in, any minor line will become a major line eventually.
To reduce the bunching up of minor lines when dividing by a large prime number,
they are only drawn if the distance between them is large enough.
Note that the line drawing in the VSE is not quite following the zoom level. Since this doesn't use the code path i modified in this PR I left it as is. Info from the Sequencer module is appreciated.
Pull Request: https://projects.blender.org/blender/blender/pulls/143562
Continues and depends on #145609, part of #140360 project.
Previously, all 5 animation/video editors had different properties
for Scrubbing/Markers region. This PR adds new Region panel for it,
so that all editors can share one color.
Text color in this region was coming from regular editor text color.
To differentiate between editors (as is the pattern already with other editors),
and allow more modular themeability of regions, new Text color is added
for that region as well.
Video in PR
Pull Request: https://projects.blender.org/blender/blender/pulls/146113
Continuation of #140360
New common properties for Channel and Channel Selected,
used in animation editors.
Previously Dope Sheet, Graph Editor, NLA, and Movie Clip Editor
had separate properties for them.
Video and images inside the PR.
---
> [!important]
- Channels looked different in Dope Sheet and Graph Editor. In the former,
they were same color as the background, so only labels and icons were visible,
in the latter they had a darker color, so their outline was visible. We need to pick
which design we go for now that they're combined. I chose color from Graph
Editor for now, with alpha from Dope Sheet, since only that editor uses alpha.
---
There is a confusion with names of channel colors. In 4.5 there is:
- - "Channel" (singular, blue color) which refers to objects, actions,
and action slots that hold/combine channels.
- - "Channels" (plural, black color) which refers to individual channels.
This goes against how we name things. In theme, especially, we refer to object
colors as "Object", singular, not Objects, plular. Same goes for all elements except
this one, where individual elements are referred in plural.
To lessen the confusion, and also avoid unnecessary breaking changes in the
future (in case we want to rename blue things, which seems likely), in this PR
I swap those names. Main reason is that black color marks individual channels,
so it should be singular, and blue colors are combination of many channels,
so they should be plural. Otherwise even talking about them is awkward.
Note that renaming isn't a breaking change, because we already "broke" them
by moving them to common path from individual editors.
Pull Request: https://projects.blender.org/blender/blender/pulls/146091
Continuing recent attempts to combine theme settings
and reduce complexity. part of #140360
This PR adds new root panel in theme called "Regions" which for now
includes two subpanels:
# Asset Shelf
This is just moving asset shelf from root to regions, where
it's more appropriate and less noisy.
No functional changes. (alternative to #144267)
# Channels
Previously known as "Theme Space List", or "Source List",
but in user interface we refer this region as "Channels".
This region is shared by all animation/video editors, and each had
a separate panel for theme properties. Now they're combined, and all
editors follow settings defined in Regions -> Channels.
Additionally, "Source List Title" property, which was never used is removed.
Properties are also renamed to be more intuitive and shorter.
# Toolbar / Sidebar
Previously was registered separately on every single editor. This allowed
for some extra customization, but in 5.0 need for this is reduced very much,
because elements drawn in those regions (tabs & tools) are also generalized,
so it makes sense to want same background color for them as well.
> This replaces 46 properties with 5, reducing the total by 41.
> Videos in PR
Pull Request: https://projects.blender.org/blender/blender/pulls/145609
Following the uiLayout refactor, this converts each layout estimate
function as virtuals methods, so w_ and y_ properties can become
protected. This includes missing structs for each layout type in
`uiItemType`, but without the `ui` prefix (they eventually will be
moved to the to the `blender::ui` namespace instead)
Pull Request: https://projects.blender.org/blender/blender/pulls/146049
The destructor needs to be set to virtual. Otherwise the base object
(`PenToolOperation`) will not be destroyed with the derived object
(`GreasePencilPenToolOperation` or `CurvesPenToolOperation`).
Pull Request: https://projects.blender.org/blender/blender/pulls/146047
This was added for a fairly specialezed use case and is no longer being used
as far as we know. A future replacement would be to add a USD/Hydra procedural,
for which most of the groundwork already exists.
Pull Request: https://projects.blender.org/blender/blender/pulls/146021
When deleting the last key of an F-Curve, the F-Curve itself also gets
deleted. This is now done via the same code as deleting F-Curves from
the channel list.
Before this fix, a deletion function was used that's not capable of
deleting from Actions in NLA strips, which is why it crashed.
Pull Request: https://projects.blender.org/blender/blender/pulls/145929
Other code that needs to operate on "the Action that's shown in the
Dope Sheet" now accesses the newly-added
`bAnimContext::active_action`, which is now also used by
`context.active_action`. I've also added
`bAnimContext::active_action_user` in case the ID that is animated by
this Action is needed. That's either the active `Object` or the active
`Key`, again depending on the mode of the Dope Sheet editor.
The active Action can also be obtained via
`ANIM_active_action_from_area(scene, view_layer, area)`. This is a
faster method than the usual `ANIM_animdata_get_context(C, &ac)` and
it doesn't need the entire `bContext`.
The "Stash Action" and "Push Down Action" to the NLA were also
implemented by writing to `SpaceAction::action` via RNA. They now use
`ANIM_animdata_get_context()` to get the active action owner ID, and a
direct call to `blender::animrig::assign_action()` instead.
The remaining use of `SpaceAction::action` was for display &
manipulation of Scene/Action markers. This required some work to get
addressed, as there was quite a bit of spaghetti and duplicate logic
to churn through. More can be improved there, but I had to limit the
time I spent on this.
Python code that was still using `context.space_data.action` to find
the currently-showing Action has been migrated to
`context.active_action`.
Related: #119626
Pull Request: https://projects.blender.org/blender/blender/pulls/145672
This PR adds the `Pen Tool` to `Curves` objects.
The logic and keybinds are shared with the Grease Pencil `Pen Tool`
Unlike the legacy pen tool, this version can works with multiple objects.
Note: Some changes have been made from the legacy curve object's pen tool.
A list of changes can be found at #142646
Pull Request: https://projects.blender.org/blender/blender/pulls/144833
This makes child_items_layout_, scale_, align, active_,
active_default_, activate_init_, enabled_, redalert_,
variable_size_, alignment_, emboss_, units_ & search_weight_
private members as follow up from recent UI refactors.
Pull Request: https://projects.blender.org/blender/blender/pulls/145844
Changes to the status bar display when using the Sculpt Expand
operator, which currently takes up too much horizontal space. This
mostly removes "toggle", combines some increase/decrease keys, etc.
Pull Request: https://projects.blender.org/blender/blender/pulls/145009
This PR allows area maintenance that is compatible with touch
interfaces. The top-left action zone is widened to minimum hitspace,
shown as a "gripper" icon. A simple press brings up a menu with area
maintenance options, including split, docking, tear off, maximize, and
Close.
Pull Request: https://projects.blender.org/blender/blender/pulls/144591
This PR updates the VSE strip modifiers interface.
It now uses the same design as the object modifiers.
Changes:
* Except for the "Mask Input" subpanel, the modifier UIs are unchanged.
* Modifiers can now be rearranged using drag & drop.
* Additionally, there is now an active strip modifier. This is exposed
though python via `strip.modifiers.active`.
This is in part for !139634 which needs the concept of an active modifier.
Notes:
* The `modifier.cc` file included all the implementation of all modifiers.
With the addition of a another new callback in this PR, this file was
getting quite big so I split everything out into individual files for all
modifiers. The modifiers are getting registered at launch.
* The modifier panels are getting added using a UI template
(`template_strip_modifiers`) very similar to the object modifiers.
Pull Request: https://projects.blender.org/blender/blender/pulls/145367
Stored undo step data for position changes in sculpt mode are now
automatically compressed. Compression is run in background threads,
reducing memory consumption during sculpting sessions while adding
little performance overhead.
For testing and benchmarks, memory usage is now available through
`bpy.app.undo_memory_info()`. Undo memory usage is now tracked by the
existing automated benchmark tests. Some changes to the web benchmark
visualization present the data a bit better.
ZSTD compression is run asynchronously in a backround task pool.
Compression is only blocking if the data is requested immediately for
undo/redo.
Co-authored-by: Hans Goudey <hans@blender.org>
Pull Request: https://projects.blender.org/blender/blender/pulls/141310
No functional changes intended.
This removes the unused function `UI_view2d_draw_scale_y__block`
and renames the functions that are `static` to follow the conventions.
Pull Request: https://projects.blender.org/blender/blender/pulls/145342
Underlying reason here is just that whenever a region gets too large to
still be displayed in an area, it simply gets hidden.
This is expected (but also reported elsewhere, see #122277).
It has seen some reports though and it seems we can actually prevent the
AssetShelf from getting too high (and thus being hidden) in case many
rows are used and preview size is increased by automatically decreasing
row count.
Pull Request: https://projects.blender.org/blender/blender/pulls/145117
Continuing #140360
This PR moves keyframe theme properties from editors into Common.
Besides Dope Sheet, keyframe properties were in:
- Sequencer (almost all types, and might use more in the future)
- 3D Viewport, where the active object name overlay used a separate Object Keyframe color when
it had keyframes on the current frame. Now it uses the common Keyframe Selected color, instead
of having its own property just for this little text.
- Keyframes in Movie Clip Editor were hard-coded white, now they use a common Keyframe color.
Selected colors used wrong long key selected color, now they use common Keyframe Selected color.
- Movie Clip Editor also used separate colors for what it called "Strips", but they are visually
the exact same thing as "long keys" in Dope Sheet, so they use common long key colors now.
There are Keyframe Border properties in Dope Sheet, Sequencer, and NLA, but they're not shared
because they're drawn on very different backgrounds, in different sizes, with different fill colors, so
it's difficult to make one color work for all of them, and it can restrict customization and accessibility.
Video in PR
---
Details:
- Long keys in Dope Sheet/Clip Editor and Strips in NLA used the same internal "strip" attribute.
Those needed to be separated to properly use long key colors in common, without worrying
about affecting unrelated things, and those two are as unrelated as they can get.
To properly separate them I added new "long_key" attributes, and corresponding
`TH_LONGKEY` and `TH_LONGKEY_SELECT`.
- Long keys in Movie Clip Editor had hardcoded alpha. Now they use alpha of the theme color.
Pull Request: https://projects.blender.org/blender/blender/pulls/144259
Selected tracks in the Movie Clip Editor's Dope Sheet used hard-coded color.
Added a new theme property for them, and previously hard-coded color is now just a default.
Pull Request: https://projects.blender.org/blender/blender/pulls/144265
This was quite involved to get to work. Basic idea is to make
`bl_activate_operator` work for the pose library asset shelf, and
introducing a `bl_drag_operator` for blending poses.
- Make pose asset operators take an asset reference, which is how
`bl_activate_operator` usually gets the asset to operate on. This way
poses references can be assigned to a shortcut, identified by asset
library and relative asset path within the library. Falls back to
getting the asset from context.
- Trigger `bl_activate_operator` on every click, instead of only when
an un-active item becomes active. Needed so poses can be re-applied
as before.
- Fix button context not passed to the `bl_activate_operator` when
force-activating, e.g. on right-click events.
- Allow registering a `bl_drag_operator` in the asset shelf definition.
Executed when dragging an asset in the shelf.
- When dragging an asset, highlight it as active, without calling the
`bl_activate_operator`. This is important feedback to the user.
- Activate/select view items on click instead of drag, so dragging is
possible.
- Let pose applying operators handle the Ctrl key to apply poses
flipped. There's no simple way to attach such alternative behaviors
to `bl_activate_operator`/`bl_drag_operator`
- Remove keymap items that were there for the previous "hacky" solution
to apply & blend poses.
Pull Request: https://projects.blender.org/blender/blender/pulls/144023