Breaking change since the operator name changes.
Users have been confused about this for a long time.
The term "bake" in the context of animation usually means
to add keys at a given interval without changing the shape of the curve.
The fact that the curve isn't editable after baking was the main issue.
In order to stop the confusion the operator is renamed to "Keys to Samples"
to indicate that there is a conversion happening and that there are no keys afterwards.
The Un-Bake operator has also been changed to "Samples to Keys"
The operator description has been updated to mention that after the conversion
the data is no longer editable.
The "Bake Sound to F-Curves" has been renamed to "Create Samples from Sound"
Pull Request: https://projects.blender.org/blender/blender/pulls/111049
This patch has been originally authored by Ares Deveaux #106526
Scale the selected key segments to their average
Unlike just scaling using the transform tools, this scales to the average of each individual F-Curve segment.
Co-authored-by: Ares Deveaux <aresdevo@gmail.com>
Pull Request: https://projects.blender.org/blender/blender/pulls/111744
There are no more bone groups, and the colors have been moved to the
bones themselves (042c5347f4). Now the
armature property that controls whether they're shown or not also refers
to 'bone colors' instead of 'group colors'.
Add a 'Custom Properties' sub-panel to the Bone Collections panel.
Custom properties for bone collections were introduced in 9eee076a29,
this just adds the GUI.
Ref: #108941
The basic idea is very simple. Whenever a supported menu is open, one can just
start typing and this opens a search that contains all the (nested) menu entries.
The main downside is that this collides with accelerator keys. Those are the
underlined characters in each menu. For now, we just enable this new searching
behavior in a few selected menus: Node Add Menu, View3D Add Menu and
Modifier Add Menu.
This new functionality can be enabled for a menu by setting
`bl_options = {'SEARCH_ON_KEY_PRESS'}` to true in the menu type.
The status bar shows `Type to search...` when a menu is opened that supports search.
Pull Request: https://projects.blender.org/blender/blender/pulls/110855
Change the existing "Is Shade Smooth" node to be named "Is Face Smooth"
and add a new "Is Edge Smooth" node. Also give the "Set Shade Smooth"
node the ability to set face or edge smoothness.
The fact that the nodes process "smooth" data reversed from the builtin
"sharp" attributes can be reversed with versioning in a separate commit.
While it's tempting to abstract the sharpness status into a single node,
face and edge smoothness are accessed separately in edit mode, and the
subtlety of interacting with data on different domains would make that
confusing. Instead, a separate "Is Shade Smooth" node group asset will
give all the sharp elements taking into account both builtin attributes.
The fact that sharpness is stored separately on two domains makes the
best design for simple operations non-obvious. For example, you should be
able to remove all sharpness or make everything flat with a single node.
The behavior depends on whether the two attributes exist and the
combination of values between the domains.
---


Pull Request: https://projects.blender.org/blender/blender/pulls/112029
In paint modes, show a selector for the active canvas, similar
to how other editors (UV/Image, Nodes, Action) do it.
Available canvas in each mode:
* Weight Paint: Vertex Groups
* Vertex Paint: Color Attributes
* Texture Paint: Canvas (material, image)
* Sculpt Paint: Color Attributes, canvas in experimental sculpt paint)
Pull Request: https://projects.blender.org/blender/blender/pulls/111756
Add the features missing from #107176
* Irradiance integration.
* Self-shadows.
* Receive shadows from shadow maps.
Shadow tagging works by iterating all the froxels in a
compute shader and tagging the exact same position
that will be sampled by the volume scatter shader.
Froxels that are fully transmissive, have no scattering,
or are behind opaque geometry, are skipped.
It also adds a LoD bias parameter for shadow tagging,
driven by the volumetric tile size.
This works for punctual shadows, but directional lights
would need a way to support re-direction between levels
at sampling time, which is out of the scope of this PR.
Pull Request: https://projects.blender.org/blender/blender/pulls/110809
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
Refactor the Add menu in Texture Nodes, with manually created menus,
inspired by Geometry Nodes and more recently Shader and Compositor.
Minor sorting adjustments by splitting categories in groups, with
separators in between groups, and sorted alphabetically.
Unlike other node editors, this menu will not feature assets for the time
being. Doing so would add (more) burden of maintenance to a system
that is deemed end-of-life, and likely to be rewritten before long.
Part of #111746
Pull Request: https://projects.blender.org/blender/blender/pulls/111838
In the property editor "Modifier" tab, open the new modifier
from 6da4b87661 menu with the Shift-A shortcut.
A new operator is added that opens the menu because there
doesn't seem to be a way to make the shortcut dependent
on the property editor tab otherwise.
Pull Request: https://projects.blender.org/blender/blender/pulls/111982
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
Part of #91973
Moving the snapping code for the
* Graph Editor
* Action Editor
* and NLA editor
into the common system that lives on the scene.
This includes the Magnet icon for turning
snapping on and off.
The old settings translate to the new in the following way:
* `Frame Step` -> `Frame`
* `Second Step` -> `Second`
* `Nearest Frame` -> `Frame` + `Absolute Time Snap`
* `Nearest Second` -> `Second` + `Absolute Time Snap`
* `Nearest Marker` -> `Nearest Marker`
Since this moves the location of the snapping settings
from the editor to the scene, it changes the behavior.
Previously each editor could have different snapping
settings, where now they are all synced.
Pull Request: https://projects.blender.org/blender/blender/pulls/109015
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
Refactor the Add menu in Shading nodes, with manually created menus,
inspired by Geometry Nodes and more recently the Compositor.
Minor sorting adjustments by splitting categories in groups, with
separators in between groups, and sorted alphabetically. Shading
node group assets are also populated in the menus.
This is the first part of the re-organization of the Add menu,
part of #111746
Pull Request: https://projects.blender.org/blender/blender/pulls/111798
Reverse the order of items in the Timeline "View" and "Marker" menus.
These menus assume reversed order since this editor is usually at the
bottom. This change will keep them as expected after #109798.
Pull Request: https://projects.blender.org/blender/blender/pulls/111758
This is a combination of two PRs from Ares Deveaux: #106521 and #106522
This adds a new operator that allows shearing keys
based on the position of the segment ends.
By pressing `D` while the operator is in modal you can
switch if the operator takes the left or the right segment end as a reference.
Co-authored-by: Ares Deveaux <aresdevo@gmail.com>
Pull Request: https://projects.blender.org/blender/blender/pulls/111735
Improve discoverability of items and consistency with other editors.
Split menu into groups, divided by separators, sorting alphabetically
within each group of items. Following how it is done in Geometry Nodes.
Pull Request: https://projects.blender.org/blender/blender/pulls/111481
Since #109976 was merged, one would run into the following when opening
Bone Relations panel in Properties:
```
/build_linux/bin/4.0/scripts/startup/bl_ui/properties_data_bone.py:228
rna_uiItemR: property not found: Bone.layers
```
So now remove the UI code there (since Bone.layers are no more...)
Pull Request: https://projects.blender.org/blender/blender/pulls/111730
* Align similar settings in the same column.
* Remove redundant words from similar setting labels.
* Use two-column flow for Collection and Strip colors.
* In Bone Color Sets:
* align column for a more compact layout
* Rename "Select" label to "Selected", likely a typo.