A proper boolean custom property type is commonly requested. This
commit simply adds a new `IDP_BOOLEAN` type that can be used for
boolean and boolean array custom properties. This can also be used
for exposing boolean node sockets in the geometry nodes modifier.
I've just extended the places existing IDProperty types are used, and
tested with the custom property edit operator and the python console.
Adding another IDProperty type is a straightforward extension of the
existing design.
Differential Revision: https://developer.blender.org/D12815
The menus are growing too large. This patches move some categories under
sub-menus, and shuffle some entries around.
We already had sub-categories split by separators. This change now
goes a step further and embrace 3-level menus.
Inspired by the "Simpler Add Menu" add-on by Quackers (waiting to hear
back to know Quackers real name).
Inspired by the "Simpler Add Menu" add-on by Alfonso Martinez II.
Differential Revision: https://developer.blender.org/D16993
In case there is only 1 key on the FCurve,
the operator can run into a situation where it divides by 0.
It now skips the curve in that case
Reviewed by: Sybren A. Stüvel
Differential Revision: https://developer.blender.org/D16982
Ref: D16982
Added an extrude mode enum to the trim operators to
control extrusion: "project" and "fixed." "Fixed" just
extrudes along a fixed normal and is the new default.
An apostrophe should not be used because it is not a mark of plural,
even for initialisms. This involves mostly comments, but a few UI
messages are affected as well.
Differential Revision: https://developer.blender.org/D16749
Set origin and convert operator now accepts point cloud and new curve
object. But these operators were not added in context menu.
Support for set origin and convert operator was added in
rBadb4dd911b91, rB933d56d9e98d and rB2752a88478a8
Reviewed by: HooglyBoogly
Differential Revision: https://developer.blender.org/D16939
Currently the `MLoopUV` struct stores UV coordinates and flags related
to editing UV maps in the UV editor. This patch changes the coordinates
to use the generic 2D vector type, and moves the flags into three
separate boolean attributes. This follows the design in T95965, with
the ultimate intention of simplifying code and improving performance.
Importantly, the change allows exporters and renderers to use UVs
"touched" by geometry nodes, which only creates generic attributes.
It also allows geometry nodes to create "proper" UV maps from scratch,
though only with the Store Named Attribute node for now.
The new design considers any 2D vector attribute on the corner domain
to be a UV map. In the future, they might be distinguished from regular
2D vectors with attribute metadata, which may be helpful because they
are often interpolated differently.
Most of the code changes deal with passing around UV BMesh custom data
offsets and tracking the boolean "sublayers". The boolean layers are
use the following prefixes for attribute names: vert selection: `.vs.`,
edge selection: `.es.`, pinning: `.pn.`. Currently these are short to
avoid using up the maximum length of attribute names. To accommodate
for these 4 extra characters, the name length limit is enlarged to 68
bytes, while the maximum user settable name length is still 64 bytes.
Unfortunately Python/RNA API access to the UV flag data becomes slower.
Accessing the boolean layers directly is be better for performance in
general.
Like the other mesh SoA refactors, backward and forward compatibility
aren't affected, and won't be changed until 4.0. We pay for that by
making mesh reading and writing more expensive with conversions.
Resolves T85962
Differential Revision: https://developer.blender.org/D14365
**Changes**
As described in T93602, this patch removes all use of the `MVert`
struct, replacing it with a generic named attribute with the name
`"position"`, consistent with other geometry types.
Variable names have been changed from `verts` to `positions`, to align
with the attribute name and the more generic design (positions are not
vertices, they are just an attribute stored on the point domain).
This change is made possible by previous commits that moved all other
data out of `MVert` to runtime data or other generic attributes. What
remains is mostly a simple type change. Though, the type still shows up
859 times, so the patch is quite large.
One compromise is that now `CD_MASK_BAREMESH` now contains
`CD_PROP_FLOAT3`. With the general move towards generic attributes
over custom data types, we are removing use of these type masks anyway.
**Benefits**
The most obvious benefit is reduced memory usage and the benefits
that brings in memory-bound situations. `float3` is only 3 bytes, in
comparison to `MVert` which was 4. When there are millions of vertices
this starts to matter more.
The other benefits come from using a more generic type. Instead of
writing algorithms specifically for `MVert`, code can just use arrays
of vectors. This will allow eliminating many temporary arrays or
wrappers used to extract positions.
Many possible improvements aren't implemented in this patch, though
I did switch simplify or remove the process of creating temporary
position arrays in a few places.
The design clarity that "positions are just another attribute" brings
allows removing explicit copying of vertices in some procedural
operations-- they are just processed like most other attributes.
**Performance**
This touches so many areas that it's hard to benchmark exhaustively,
but I observed some areas as examples.
* The mesh line node with 4 million count was 1.5x (8ms to 12ms) faster.
* The Spring splash screen went from ~4.3 to ~4.5 fps.
* The subdivision surface modifier/node was slightly faster
RNA access through Python may be slightly slower, since now we need
a name lookup instead of just a custom data type lookup for each index.
**Future Improvements**
* Remove uses of "vert_coords" functions:
* `BKE_mesh_vert_coords_alloc`
* `BKE_mesh_vert_coords_get`
* `BKE_mesh_vert_coords_apply{_with_mat4}`
* Remove more hidden copying of positions
* General simplification now possible in many areas
* Convert more code to C++ to use `float3` instead of `float[3]`
* Currently `reinterpret_cast` is used for those C-API functions
Differential Revision: https://developer.blender.org/D15982
This patch moves the realtime compositor out of experimental. See
T99210.
The first milestone is finished with regards to implementing most
essential nodes for single pass compositing. It is also now documented
in the manual and no major issues are known.
Differential Revision: https://developer.blender.org/D16891
Reviewed By: Clement Foucault
The "While Held" option from the Pose Propagate Operator
doesn't do anything meaningful.
After talking with the Animation Module it was decided to remove it.
In code it was called `POSE_PROPAGATE_SMART_HOLDS`
Reviewed by: Sybren A. Stüvel
Differential Revision: https://developer.blender.org/D16771
Ref: D16771
Added a new operator that aligns selected keys on an exponential curve
Revied by Reviewed by: Sybren A. Stüvel
Differential Revision: https://developer.blender.org/D9479
Ref: D9479
When pasting nodes with the shortcut or the context menu, place the
center of the selected nodes at the same position as the mouse cursor.
This should save time, and is more intuitive because the new nodes are
actually visible.
Based on a patch by Juanfran Matheu (@jfmatheu).
Differential Revision: https://developer.blender.org/D10787
There are two underlying issues which got uncovered by the report:
First, is that the poll() function for the operator was using legacy
API which is on its way of removal in the next major version release.
This part is fixed in this patch based on a patch provided by Philipp
Oeser (P3389) with the modification that the `clip` is not accessed
prior to None check. Ended up in a bit annoying one-liner, the entire
function could be refactored to use early returns.
The second issue is that the Python access to the legacy property
was wrong: need to access camera reconstruction instead of accessing
deprecated DNA field.
It's confusing for users when the Dopesheet's Editor Buttons for Grease Pencil are greyed out.
{F14099985}
[[ https://blenderartists.org/t/cant-create-new-layers-in-grease-pencil-dopesheet/1353882 | Can’t create new layers in grease pencil dopesheet ]]
This is often because the 'Only Show Selected' filter is disabled. This 'requirement' does not seem to be necessary since the Dopesheet is already in Grease Pencil mode and there is an active Grease Pencil Object. It is also not apparent as to why so many Operators depend on it and unintuitive that it controls their function. The 'Only Show Selected' filter button is far away from the Operator buttons in the User Interface Header, so it's difficult to make the association.
If the 'Only Show Selected' IS absolutely required, I believe it should be closer to the DOPESHEET_HT_editor_buttons. Otherwise, I think the requirement should be removed.
Reviewed By: antoniov
Differential Revision: https://developer.blender.org/D16885
This patch adds rename popup when using Y key to switch
active layer and choosing New layer in Draw mode.
It follows https://developer.blender.org/D15092, which introduced this
for moving selected strokes to layers in Edit mode.
Reviewed By: antoniov
Differential Revision: https://developer.blender.org/D16877
Remove the option to display the real size of the cursor
and set as default. Now the cursor is displayed or not using
show_cursor option, but if it's displayed always use the real size.
This patch makes sure that each of the expand keymap entries will use consistent "invert" and "use_mask_preserve" properties.
Based on previous discussions we decided to flip the default Mask Expand behavior.
This has multiple benefited:
- The mask creation is more consistent with other masking tools (Always add to existing mask. Mask selected areas)
- It's easier to use expanding for masking face sets (Snapping with `Ctrl`) or building a mask from repeated operations
- It's less likely to mask certain areas unintentionally (Loose mesh islands)
- If the current behavior is desired for an expand operation the user can use `E` & `F` in the modal keymap (Which is less often the case).
If we want to revisit the original design of inverted masking again in the future we should do this via {T97903}.
Reviewed By: Joseph Eagar
Differential Revision https://developer.blender.org/D16434
Ref D16434
Remove the redundant option to disable selection in order to simplify
the tools and UI, both conceptually and internally.
It was possible to disable curves selection completely by clicking on
the active selection domain. However, that was redundant compared to
just selecting everything by pressing "A". The remaining potential use
could have been saving a selection for later, but that can be done with
more complete attribute editing tools in the future.
This panel showed a duplication of options that were in the main light panel and only mistakenly shows up in the workbench engine where lights should have no options.
This panel was also used by the POV-Ray add-on but that was removed recently.
When drawing strokes in Grease Pencil, it was always a bit hard
to predict how thick the strokes would be, because there was
no visual reference of the thickness in the cursor.
This patch adds that visual reference. It shows the brush size
as a circle in the draw cursor.
Showing the brush size can be toggled in the Cursor menu
of the Grease Pencil draw tool.
Request in RCS with 26 upvotes for this option:
https://blender.community/c/rightclickselect/0zfbbc
On the technical side: the brush size is calculated
in 3D space and takes zoom level into account, as well as
object/layer transfrom, layer thickness change (gpl->line_change)
and thickness scale (gpd->pixfactor).
Reviewed By: mendio, antoniov
Differential Revision: https://developer.blender.org/D16851
This replaces the old Edit menu, creating a menu only for catalog
operators. The Undo/Redo were already working only for catalogs, so now
this is more clear.
The menu also contains the Save and New catalog operators.
Differential Revision: https://developer.blender.org/D16820
Make the "Clear Motion Paths" operators more intuitive. Previously, the
only way to clear the motion path of the selected object/bone would be
to shift-click the "Clear ALL Motion Paths" button. Now there are two
"X" buttons, one for "selected" and one for "all".
The "Clear Selected" and "Clear All" buttons align with the
corresponding "Update Selected" and "Update All" buttons.
(MacOS) only: In the System tab of the user preferences the user has the
ability to select a GPU backend that Blender will use. After changing
the GPU backend setting, the user has to restart Blender before the
setting is used.
It was added to start collecting feedback on the Metal backend without
using the command lines.
By default Blender will select OpenGL as backend. When Metal is selected
(via `--gpu-backend metal` or via user preferences) OpenGL will be used as
fallback when the platform isn't capable of running Metal.
This patch allows skipping the automatic insertion of nodes on top of
links when the transform operator ends. When putting nodes into small
spaces this often gets in the way and wastes time. Now, when holding
`alt`, this is turned off.
The header text is also improved to add this shortcut and to remove
the Dx and Dy values and improve the formatting a bit.
Making this functionality optional might allow us to use it in more
places in the future, like for the nodes added by link-drag-search.
Differential Revision: https://developer.blender.org/D16230
This was only called once in a situation where such functions
are typically used as a dynamic enum callbacks.
Prefer keeping the items close to the EnumProperty definition &
avoid the need to note why this is a special case that doesn't follow
the common pattern for enum callbacks.
- Follow sphinx conventions for doc-strings.
- Use __slots__ for KeyframesCo as dynamically assigning new members
isn't needed.
- Import from bpy.types instead of assigning.
- Split typing imports across multiple lines as they tend to become
quite large.
* Make it clearer that contrib isn't shipped with releases, by already excluding it in beta.
* Improve the UI by hiding the "Testing" enum item in these case.
Differential Revision: https://developer.blender.org/D16729
Expand the motion path frame range options with an extra option "Manual
Range". When chosen, Blender will not automatically update the path
range any more.
Additionally, the start/end frame fields are greyed out in the UI when
one of the automatic range options is selected (i.e. all but the new
"Manual Range" one). It is still possible to set the start/end frame
temporarily, but the original behaviour (of recomputing those on update)
remains.
Manifest Task: T101522
Improve a few messages, but mostly fix typos in many areas of the UI.
See inline comments in the differential revisiion for the rationale
behind the various changes.
Differential Revision: https://developer.blender.org/D16716