The new theme setting for the dope sheet (timeline) allows changing the
color of the bar that shows which frames are cached/baked. The
invalid/cached/baked status is differentiated by hardcoded transparency
values. In theory, those could be separate theme settings though.
Pull Request: https://projects.blender.org/blender/blender/pulls/107738
Part of #59244
This was heavily requested since there are a lot of usages of
`operator_menu_enum` around in our UI [and these menus all cannot be
added to Quick Favorites atm.].
The following are just a small sample from the 3D viewport menus (object
mode), but there are many more.
- Object
-- Set Origin
-- Relations >> Make Local...
-- Convert To
- Add
-- Grease Pencil
-- Empty
-- Force Field
-- Collection Instance
- Select
-- Select All by Type
-- Select Grouped
-- Select Linked
- ...
So in order to make this work, `USER_MENU_TYPE_OPERATOR` /
`bUserMenuItem_Op` is reused (but extended with a string to the property
in question). (Alternatively, a new type could be introduced -- but
would share most of the code with the type that is reused in this
patch).
Depending on being used with an enum or not [detected by the usage of
that new string] we then either call `uiItemFullO_ptr` or
`uiItemMenuEnumFullO_ptr` in `screen_user_menu_draw`.
NOTE: support for other enums (property enums such as pivot point or
transform orientations) will follow in a separate commit (building upon
6a13b6324b, trying to solve the way these draw as menus)
NOTE: opening User Preferences with such "new" Quick Favorites even
works (just not drawn with a menu)
Pull Request: https://projects.blender.org/blender/blender/pulls/107616
Only use the term len & maxlen when they represent the length & maximum
length of a string. Instead of the available bytes to use.
Also include the data they're referencing as a suffix, otherwise it's
not always clear what the length is in reference to.
This patch will add support to select all channels between active channel
and last-clicked channel without deselecting previous selection. `Shift` key is
now assigned for the range selection and `ctrl` key to extend the selection. This
changes will make multi-selection similar as outliner tree-elements. New function is
created `animchannel_select_range` to handle the range selection of channels.
Old Differential revision: https://archive.blender.org/developer/D17079
Pull Request: https://projects.blender.org/blender/blender/pulls/104565
The current implementation goes like this
* default to a 0-1 range
* you can set `is_bidirectional` to get a -1/1 range
* if the slider is bidirectional the overshoot goes both ways, otherwise only on the positive side
The issue is that it is not possible to have a 0-1 range but overshoot both ways.
This is useful for example on the "Blend to Default" operator, where 0 means current position and 1 default.
But overshoot also makes sense for this operator since the other way just scales away from default.
So this patch:
* removes `is_bidirectional`
* adds `float range[2]` to `tSlider` and a setter for it
* rewrite some logic to handle arbitrary ranges
* split the `allow_overshoot` flag into one flag for either side
Pull Request: https://projects.blender.org/blender/blender/pulls/107406
Apple Silicon uses tile rendering and can discard tiles if it
is covered. The retopology overlay made some changes to the
shader that introduced some blocking and striping artifacts when
the overlay was disabled.
This PR changes the minimum used offset to reduce the drawing
artifacts. Tweaking the GLSL shader itself didn't work.
Fix#105830
Pull Request: https://projects.blender.org/blender/blender/pulls/107611
This adds support for building simulations with geometry nodes. A new
`Simulation Input` and `Simulation Output` node allow maintaining a
simulation state across multiple frames. Together these two nodes form
a `simulation zone` which contains all the nodes that update the simulation
state from one frame to the next.
A new simulation zone can be added via the menu
(`Simulation > Simulation Zone`) or with the node add search.
The simulation state contains a geometry by default. However, it is possible
to add multiple geometry sockets as well as other socket types. Currently,
field inputs are evaluated and stored for the preceding geometry socket in
the order that the sockets are shown. Simulation state items can be added
by linking one of the empty sockets to something else. In the sidebar, there
is a new panel that allows adding, removing and reordering these sockets.
The simulation nodes behave as follows:
* On the first frame, the inputs of the `Simulation Input` node are evaluated
to initialize the simulation state. In later frames these sockets are not
evaluated anymore. The `Delta Time` at the first frame is zero, but the
simulation zone is still evaluated.
* On every next frame, the `Simulation Input` node outputs the simulation
state of the previous frame. Nodes in the simulation zone can edit that
data in arbitrary ways, also taking into account the `Delta Time`. The new
simulation state has to be passed to the `Simulation Output` node where it
is cached and forwarded.
* On a frame that is already cached or baked, the nodes in the simulation
zone are not evaluated, because the `Simulation Output` node can return
the previously cached data directly.
It is not allowed to connect sockets from inside the simulation zone to the
outside without going through the `Simulation Output` node. This is a necessary
restriction to make caching and sub-frame interpolation work. Links can go into
the simulation zone without problems though.
Anonymous attributes are not propagated by the simulation nodes unless they
are explicitly stored in the simulation state. This is unfortunate, but
currently there is no practical and reliable alternative. The core problem
is detecting which anonymous attributes will be required for the simulation
and afterwards. While we can detect this for the current evaluation, we can't
look into the future in time to see what data will be necessary. We intend to
make it easier to explicitly pass data through a simulation in the future,
even if the simulation is in a nested node group.
There is a new `Simulation Nodes` panel in the physics tab in the properties
editor. It allows baking all simulation zones on the selected objects. The
baking options are intentially kept at a minimum for this MVP. More features
for simulation baking as well as baking in general can be expected to be added
separately.
All baked data is stored on disk in a folder next to the .blend file. #106937
describes how baking is implemented in more detail. Volumes can not be baked
yet and materials are lost during baking for now. Packing the baked data into
the .blend file is not yet supported.
The timeline indicates which frames are currently cached, baked or cached but
invalidated by user-changes.
Simulation input and output nodes are internally linked together by their
`bNode.identifier` which stays the same even if the node name changes. They
are generally added and removed together. However, there are still cases where
"dangling" simulation nodes can be created currently. Those generally don't
cause harm, but would be nice to avoid this in more cases in the future.
Co-authored-by: Hans Goudey <h.goudey@me.com>
Co-authored-by: Lukas Tönne <lukas@blender.org>
Pull Request: https://projects.blender.org/blender/blender/pulls/104924
Code was exposing apparently internal functions to the public header, so
it could reuse it in other View2D files. Worse even, a struct was
defined twice in different source files and they would have to be kept
in sync, just because there is no shared header file.
Such internal header files are useful and don't really cause any harm.
Use bl_run_operators to detect cases when operators would crash
when run in an expected context for the following operators:
- GIZMOGROUP_OT_gizmo_select
- GIZMOGROUP_OT_gizmo_tweak
- GPENCIL_OT_time_segment_move
- OBJECT_OT_add_named
- OBJECT_OT_data_instance_add
- OBJECT_OT_drop_named_material
- SCULPT_OT_mask_by_color
- SEQUENCER_OT_delete
- SEQUENCER_OT_rename_channel
- SEQUENCER_OT_retiming_handle_move
- SPREADSHEET_OT_change_spreadsheet_data_source
- UI_OT_drop_color
Note that some of these situations users were unlikely to encounter,
however there were cases script authors could run into such as deleting
sequence strips without a region or masking by color without a 3D view.
The RNA function `fcurve.keyframe_points.add(N)` was purely implemented
in the RNA wrapper. It now sits in `ED_keyframes_add(fcu, N)` where it
can be used by other C code as well.
It's in the editors code, as regular keyframe insertion is there as
well.
No functional changes.
The issue happens because the algorithm used to calculate the center of
the selection first needs to create a TransData array. In this array,
the code calculates the "mirrored" elements which can be quite slow in
dense meshes.
The solution is replace this slow algorithm used for calculating the pivot
point with the fast algorithm used to calculate the position of transform
gizmos.
Pull Request: https://projects.blender.org/blender/blender/pulls/107203
Apply the changes suggested at #103782
It includes:
- Draw dot at the origin the active gizmo
- Hide other gizmos while dragging (except the move arrows)
Other changes:
- Draw shadow for the move and scale circle gizmos (while transforming)
Pull Request: https://projects.blender.org/blender/blender/pulls/104624
Introduces *ARegionType.poll()* as a way to dynamically add/remove a region. The region is still there internally, but is not accessible to the user.
Previously editors would to this manually, by either removing/adding regions altogether, or hiding them, unsetting their alignment (so no AZones are added I assume) and removing their event handlers. Polling makes this much simpler.
We plan to use this in #102879.
This patch refactors multiple editors to use region polling:
- File Browser
- Sequencer
- Clip Editor
- Preferences
Notes:
- Previously, editors would lazy-create some of the regions. Versioning is added here to ensure they are always there. Could be a separate patch.
- Some editors reuse a region in different display modes, and so additional work needs to be done to reinit regions they become available or the mode changes. Typically `V2D_IS_INIT` is unset for that, which isn't great. Could be improved, but not a new issue.
Behavior change:
- When the Preferences are opened as a regular editor, the "execution" region in the preferences that displays the *Save Preferences* button would still be there, but empty with a scrollbar.
This patch makes it disappear entirely.
## Implementation
- Introduces `ARegionType.poll()`
- Before a window is drawn, all contained regions have their poll checked, and the result is stored in a flag (`RGN_FLAG_POLL_FAILED` - runtime-only flag).
- If the result of the poll changes, the area is re-initialized and event handlers are added/removed.
- UI code checks the flag as needed.
Pull Request: https://projects.blender.org/blender/blender/pulls/105088
Adds the ability to pack UVs back into the original bounding box.
Choose UV Editor > Menu > UV > Pack Islands
Then change "Pack To" to "Original bounding box"
This adds the select more/less operators to the weight paint mode face selection.
Just like in edit mode, press `CTRL`+`Numpad Plus/Minus` to use them.
They have also been added to the `Select` menu.
Pull Request: https://projects.blender.org/blender/blender/pulls/105607
This adds the select more/less operators to the weight paint mode vertex selection.
Just like in edit mode, press CTRL+Numpad Plus/Minus to use them.
They have also been added to the Select menu.
Pull Request: https://projects.blender.org/blender/blender/pulls/105633
The goal is to solve confusion of the "All rights reserved" for licensing
code under an open-source license.
The phrase "All rights reserved" comes from a historical convention that
required this phrase for the copyright protection to apply. This convention
is no longer relevant.
However, even though the phrase has no meaning in establishing the copyright
it has not lost meaning in terms of licensing.
This change makes it so code under the Blender Foundation copyright does
not use "all rights reserved". This is also how the GPL license itself
states how to apply it to the source code:
<one line to give the program's name and a brief idea of what it does.>
Copyright (C) <year> <name of author>
This program is free software ...
This change does not change copyright notice in cases when the copyright
is dual (BF and an author), or just an author of the code. It also does
mot change copyright which is inherited from NaN Holding BV as it needs
some further investigation about what is the proper way to handle it.
When hitting the "normalize" button in the graph editor, set the y extents of the view to the extents of the `FCurves`.
Previously you had to search for your curves after pressing that button.
Pull Request: https://projects.blender.org/blender/blender/pulls/105857
No user visible changes expected.
With this, empty rows will be added to the tree view so that the
background box is at least a few lines high (like with UI lists). If the
view is used as a drop target, data can be dropped on these empty rows
too then.
This was requested for the Cycles light linking project.
No functional changes.
The lack of organization in the values of the constants that indicate
the properties was prone to errors.
One error that can be noticed is that the values of
`P_ORIENT_AXIS_ORTHO` and `P_VIEW2D_EDGE_PAN` were the same.
(not really a problem though)
Add a Gaussian smoothing operator to supersede the current
smoothing operator in the graph editor.
Advantage over the current implementation:
* Supports modal operations
* Is independent of key density
* More options in the redo panel
* More predictable Impulse Response
Option in the redo panel to change
Filter Width: How far out on each side of a key the code checks
to average key values
Sigma: The shape of the bell curve, lower values make a sharper bell curve
reducing the smoothing effect.
Too High values will make the code behave like an average filter as the
curve in the -1/1 range will almost be flat.
On a technical note, the operator needs to store additional data when running in modal
to avoid allocating/deallocating data on every modal run.
For that reason the `tGraphSliderOp` struct has been extended with
`void *operator_data` and `void (*free_operator_data)(void *operator_data)`.
The former is the data and the latter is a function responsible for freeing that data.
Pull Request: https://projects.blender.org/blender/blender/pulls/105635
These often want to store a non-const reference to its owner, i.e. the
object that created them. I don't really like removing const here, but
it makes sense to enable this use case.
Remove `enum eAnimFilterFlags` from `ED_keyframing.h`, the function
parameters that pass them around, and the code that uses them to filter
things.
Only one of the enum values was actually used, `ANIMFILTER_KEYS_LOCAL`.
It indicates whether to only consider keys on the datablock itself (when
set), or in the case of objects, also consider keys on its materials or
shapekeys (when cleared). However, this flag was *always* set, making it
possible to remove the code that handled it.
Finally there was only one function that received a `filters` parameter
that could be different across calls: it would either have value
`ANIMFILTER_KEYS_LOCAL` or `0`. However, the only flag it actually tested
for was `ANIMFILTER_KEYS_MUTED`, which was never actually set. So all of
that could be removed as well.
Just for grepping-through-history sake, these are the flags that were
removed:
- `ANIMFILTER_KEYS_LOCAL`
- `ANIMFILTER_KEYS_MUTED`
- `ANIMFILTER_KEYS_ACTIVE`
- `ANIMFILTER_KEYS_NOMAT`
- `ANIMFILTER_KEYS_NOSKEY`
Note: this is NOT about the flags defined in `ED_anim_api.h`, in `enum
eAnimFilter_Flags`. Note the different names, the one that's removed
doesn't have an `_`.
No functional changes.
Pull Request: https://projects.blender.org/blender/blender/pulls/106028
Previously UI view items would support custom drop controllers (so they
could react to data being dragged over them and dropped). This is now
more generalized so the views themselves can do this as well.
Main changes:
- Support calculating a bounding box for the view, so this can be used
for recognizing mouse hovering.
- Rename "drop controller" to "drop target", this is more clear, less
abstract naming.
- Generalize drop controllers/targets. There is a new
`ui::DropTargetInterface` now.
- Add support for drop targets in the `ui::AbstractView` base class, so
custom views can use this.
Pull Request: https://projects.blender.org/blender/blender/pulls/105963
The Cycles light linking branch is using the tree view UI but it seemed
to use the "wrong" layout. It wasn't clear that the layout has to be
reactivated before building the view.
Make it harder to use the API wrong now by requiring the layout as
argument, so the building can ensure it's active.
Auto-depth is no longer reset during consecutive touch-pad motion.
Details:
- Add wmEvent::flag, WM_EVENT_IS_CONSECUTIVE to detect consecutive
track-pad & NDOF motion events. Expose via RNA as Event.is_consecutive.
- Consecutive events are broken by button/key presses and mouse motion.
- Add `WM_event_consecutive_data_*` functions, so operators can store
data between consecutive events.
- Add `ED_view3d_autodist_last_*` functions to access the last autodist
pivot point for view operators to use.
Various UI code would store the `AssetHandle` in a way that turns out to
be unsafe. The file-data is part of the file browser caching system that
releases file-data when a certain maximum of items is in the cache. So
even while just iterating over the assets, earlier iterated asset
handles may become invalid. Now asset handles are really treated as
volatile, short lived objects.
For the asset-view, the fix was more involved. There we need an RNA
collection of asset-handles, because the UI list code requires that. So
we create a dummy collection and get the asset handles as needed by
index. This again meant that I had to keep the index of the collection
and the asset-list in sync, so all filtering had to be moved to the UI
list.
I tried duplicating the file-data out of the cache instead, but that
caused problems with managing the memory/ownership of the preview
images.
`AssetHandle` should be removed and replaced by `AssetRepresentation`,
but this would be an even more disruptive change (breaking API
compatibility too).
Fixes#104305, #105535.
Pull Request: #105773
Hello, this is a small PR to check that my understanding of #102427 is correct before moving on to the rest of the issue.
This PR contains the updated UI of the `Sculpt` menu only. Other menus will be submitted for review later.
Currently exposed operators:
* Move
* Rotate
* Scale
* Box Trim (Trim Mode ="Difference")
* Lasso Trim (Trim Mode ="Difference")
* Box Add (Trim Mode ="Join")
* Lasso Add (Trim Mode ="Join")
* Line Project
* Smooth
* Surface Smooth
* ~~Scale (Could be left out?)~~
* Inflate
* Random
* Relax Topology
* Relax Face Set Boundaries
* Sharpen
* Enhance Details
* Erase Displacement
The original issue specifies `Relax Face Set Boundaries` and `Erase Displacement`. I'm not quite sure if this is done in the UI code or somewhere else.
Reviewed By: Joseph Eagar & Julian Kaspar
Pull Request: https://projects.blender.org/blender/blender/pulls/104718
Pick select is only meant to change a single element from a single
data-block. However, the operator worked on each object individually
rather than first finding the closest point, then processing the
selection. Change the operator to find the closest point across all
objects, then deselect if necessary, then select the closest point.
Pull Request: https://projects.blender.org/blender/blender/pulls/105495
Add overlay option for retopology, which hides the shaded mesh akin to Hidden Wire, and offsets the edit mesh overlay towards the view.
Related Task #70267
Pull Request #104599