"Use Nodes" was removed in the compositor to simplify the compositing
workflow. This introduced a slight inconsistency with the Shader Node
Editor.
This PR removes "Use Nodes" for object materials.
For Line Style, no changes are planned (not sure how to preserve
compatibility yet).
This simplifies the state of objects; either they have a material or
they don't.
Backward compatibility:
- If Use Nodes is turned Off, new nodes are added to the node tree to
simulate the same material:
- DNA: Only `use_nodes` is marked deprecated
- Python API:
- `material.use_nodes` is marked deprecated and will be removed in
6.0. Reading it always returns `True` and setting it has no effect.
- `material.diffuse_color`, `material.specular` etc.. Are not used by
EEVEE anymore but are kept because they are used by Workbench.
Forward compatibility:
Always enable 'Use Nodes' when writing blend files.
Known Issues:
Some UI tests are failing on macOS
Pull Request: https://projects.blender.org/blender/blender/pulls/141278
"Strip" generally is a sequencer or animation strip, but in this
context it is a string manipulation action for file names. It is
defined as part of the Path Mode defined in the FBX and OBJ exporters.
Those exporters are defined in Python and C++, respectively. This
commit changes both exporters to use the "File browser" translation
context.
In addition, the tooltip for "Relative" from the FBX exporter was
changed to match its OBJ counterpart, and the "Strip Path" mode was
also matched to the other version which reads better as an enum item.
Reported by Ye Gui in #43295.
Make the 'Available' keying set look at the F-Curves for the assigned
slot, instead of the backward-compatible API (which only sees the F-Curves
for the first slot).
Pull Request: https://projects.blender.org/blender/blender/pulls/137131
Previously when an action was baked, the slot name was not retained.
This causes problems when switching between actions because the slot
will not automatically be assigned.
This is now fixed by ensuring that the name of the last assigned slot
is used to create the new slot.
Pull Request: https://projects.blender.org/blender/blender/pulls/136814
Fix a few small mistakes in the action baking code:
- Assigning an action slot should only happen after the action itself has
been assigned.
- `_ensure_channelbag_exists()` didn't actually ensure the channelbag
always exists; now it also creates the layer & strip if necessary.
Pull Request: https://projects.blender.org/blender/blender/pulls/135853
When baking custom properties that were named exactly the same
as a property already in Blender (in this case `scale`), it would fail.
The issue was introduced with eee32726c7 where the goal was
to not key addon defined properties.
The problem with that approach was that `obj.bpy_rna.properties`
not only contains addon defined properties but also all that are native to Blender.
So the rna path would be created to be identical as for e.g. transform properties.
The fix is to test the property for `is_runtime` which is true for addon
defined properties but false for blender internal properties
I tested with the test file of #121349 to confirm that doing so
doesn't bring that original bug back.
Pull Request: https://projects.blender.org/blender/blender/pulls/135297
Rename `ActionKeyframeStrip.channels()` to `.channelbag()`, and change
its first parameter from `slot_handle` to `slot`.
This is to be consistent with `ActionKeyframeStrip.channelbags`, which is
the array of channelbags in the keyframe strip. Having a function that's
singluar makes sense for finding a single element in the array.
The change from using the slot handle to using the slot is to be consistent
with `.channelbags.new(slot)`. Furthermore, the Python API should be using
slot handles as little as possible (they're basically meaningless numbers).
Using the slots directly is preferred. If that's not possible, it is
recommended to use the slot identifier (`slot.identifier`) instead, as that
can be used to look up the slot (`action.slots[slot_identifier]`).
This breaks the glTF add-on, which will be fixed in !133915.
Pull Request: https://projects.blender.org/blender/blender/pulls/133868
Capitalize the default filename used for .blend files and other savable
and exportable file formats (like images, 3D formats, etc.) from
"untitled" to "Untitled".
Pull Request: https://projects.blender.org/blender/blender/pulls/132424
Suppress unused warnings using the "vulture" utility.
- Include public definitions in the modules `__all__`.
- Mark arguments & variables as unused with a "_" prefix.
`Action.slots.new()` in the Python API previously took either an ID or nothing
as a parameter. In the former case it would create a slot with the appropriate
`id_root` and name for that ID. In the latter case it would create a default
slot with an unspecified `id_root` and default name.
This had several issues:
1. You couldn't create a slot with a specific `id_root` without already having
an ID of that type. In theory this isn't a problem, but in practice in larger
scripts/addons you don't necessarily have such an ID on hand at the call
site.
2. You couldn't directly create a slot with a desired name without an existing
ID with that name. This isn't so important, since you can always just set the
name afterwards. But it's a bit annoying.
3. Most other `new()` APIs in Blender *require* you to specify the name of the
item being created. So calling this with no parameters was violating that
norm.
4. Ideally, we want to eliminate unspecified `id_root`s, since they cause other
weirdness in the API such as slot identifiers changing upon slot assignment.
To resolve these issues, and just generally to make the API more
straightforward, this PR changes `slots.new()` to take two required parameters:
an ID type and a name. For example:
`slots.new(id_type='CAMERA', name="My Camera Data Slot")`.
This fully specifies everything needed for the slot identifier upon creation,
and doesn't require any outside data items to create a slot with the desired
type and name.
In the future if we decide we still want a `for_id`-style slot creation API, we
can reintroduce it as a separate function.
Ref: #130892
Pull Request: https://projects.blender.org/blender/blender/pulls/130970
In Blender 4.3 all the EEVEE Legacy compatibility Python API calls for
materials in were removed. All Python code that makes use of that API
need to be updated to make use of the new API.
This commit updates two built in Python scripts to use the new API
to avoid errors like the one reported in #130822
Candidate for 4.3.1 corrective release
Pull Request: https://projects.blender.org/blender/blender/pulls/130873
Replace plain-text type information with the type syntax used
for Python's type annotations as it's more concise, especially for
callbacks which often didn't include useful type information.
Note that this change only applies to inline doc-strings,
generated doc-strings from RNA need to be updated separately.
Details:
- Many minor corrections were made when "list" was incorrectly used
instead of "sequence".
- Some type information wasn't defined in the doc-strings and has been
added.
- Verbose type info would benefit from support for type aliases.
This fixes the issue by traversing the new data structure for actions.
* When a slot is assigned, the action is baked into the slot.
* if no slot is assigned, it creates a new slot and bakes into that. However since no slot was assigned, the animation will be static.
Pull Request: https://projects.blender.org/blender/blender/pulls/129525
When baking an Action on an object which has custom properties that come
from an addon or python script that isn't loaded, the baking would fail with:
```
TypeError: Cannot assign a 'dict' value to the existing 'hops' Group IDProperty
```
This comes from an addon that isn't present or loaded on a users machine.
The fix is to check for `IDProperty` and skip those.
Pull Request: https://projects.blender.org/blender/blender/pulls/129057
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
With layered actions, the bake action wasn't working.
More specifically it failed to create a slot on the action
and link that slot on the animation data.
The fix is to create the slot.
Pull Request: https://projects.blender.org/blender/blender/pulls/126546
The lazy-connect feature of node wrangler uses the built-in `connect_sockets`
function which automatically handles virtual sockets in group input and output
nodes already. However, it does not handle virtual sockets in other nodes.
The fix is to generalize this behavior. For that, a new `handle_dynamic_sockets`
boolean input is added to `tree.links.new`. When enabled, virtual sockets are
handled properly by internally calling the `bNodeType.insert_link` methods.
The new behavior is turned of by default for compatibility reasons.
Pull Request: https://projects.blender.org/blender/blender/pulls/126282
The "active_file" context member as a way to get the active asset should be
avoided, in favor of "asset". This moves us away from the file browser backend
as basis of the asset system,