Nodes recently gained the ability to group inputs into collapsible
panels. These were untranslated, so this commit:
- Adds the appropriate regex to extract node panels defined with
the `add_panel()` callback.
- Adds the `IFACE()` translation macro to the drawing code for the
nodes, as well as the properties.
Pull Request: https://projects.blender.org/blender/blender/pulls/112968
These four languages now have some translated strings, so time to show
them in Blender.
NOTE: effect will take place after next week's update in official
Blender builds.
This is because the menu entry was using different operator
properties from what the shortcut is defined for. It was needed
to make it so an operator which is called from the menu does not
have dependency on the mouse location.
Now it is achieved by resolving MOUSE side to RIGHT from the
operator's exec().
Ref #112598
Pull Request: https://projects.blender.org/blender/blender/pulls/113143
The `armature.bones["name"].color` property is *the* bone color, which is
intended to be used as the primary way of coloring bones. THis is now
reflected better in the UI.
The per-armature-object bone color (i.e. `ob.pose.bones["name"].color`) is
seen as a secondary.
Add the 'move bone to collection' operator to the pose mode menu. It was
already in the armature edit mode menu.
The operator was already available in the pose mode keymap, it just wasn't
discoverable via the menu.
Separate user configuration of subpixel antialiasing from the hinting
options. For example, this allows turning this on while hinting is
"None", or off when hinting is "Full".
Pull Request: https://projects.blender.org/blender/blender/pulls/113027
Currently, we're limited to the type of Bake Data, without any control over the channels that get baked.
With this change, the user now has a fine degree of control as to which types of f-curve data will be written to the baked action (i.e., location, rotation, scale & b-bone channels).
Co-author @cmbasnett
Pull Request: https://projects.blender.org/blender/blender/pulls/111997
Make the Ctrl+ACCENT_GRAVE hotkey call the 'show all bone collections'
operator (`armature.collection_show_all`), instead of 'show all armature
layers' (`armature.layers_show_all`).
This was the last reference to `armature.layers_show_all`, and the operator
has been removed.
In the Armature properties, rename the 'Skeleton' panel to 'Pose'. This
panel used to house the armature layers, but they have been transformed
into bone collections, which have their own panel. Also the term 'skeleton'
is not used in Blender, so having that as title here felt out of place.
There are some ideas to introduce different 'poses', to disconnect the
mesh binding pose from the animation reference pose. This rename sets
things up for exposing such functionality.
Add an overview of those bone collections the active/pinned bone is
assigned to.
This overview was originally there, showing the armature layers and the
bone group. This is now replaced by a list of the bone's collections. The
only possible interaction is unassigning the bone & toggling visibility
of the bone collections.
Move operators that act on the active bone collection to a 'specials'
context menu, just like other UILists.
The menu now contains:
- Solo the active bone collection (i.e. make it visible and hide others).
- Show all bone collections.
Avoid an error when drawing the Lattice properties panel. The code for
drawing mesh attributes warnings didn't account for the fact that lattices
also have vertex groups, and thus that particular code can be called
without an active mesh.
With armature layers it was possible to, with one click, show a single
layer and hide all the others. This is now possible with bone collections
as well.
For that I added a new operator `armature.bone_collection_solo_visibility`,
with a button next to the list of bone collections. The icon is
`SOLO_ON`, which is also used in the NLA.
Blender's "Copy to Selected" feature only copies single properties, while
bone colors consist of four properties (palette + 3 custom colors). These
can now be copied with a single click.
Based on feedback from users this PR brings back the most commonly used
brush shortcuts in sculpt mode. Essentially reverting some of the
changes from #108712
There are multiple reasons behind this decision:
- Anyone coming from a previous version will instinctively reassign the
brush shortcuts to the same keys as before, introducing shortcut
conflicts as a result. Having the shortcuts there by default makes this
case less likely as it makes available brush shortcuts more obvious.
- The default `paint.brush_select` operator is hard to set up manually
and is offering behavior that isn't available with the
`wm.tool_set_by_id` which is far easier to create from the UI
- There are too many brushes available to know which ones are the most
common ones.
There are some additional changes:
- `S` is now used for the Smooth brush.
- Draw brush is now assigned to `V` to avoid conflicts on `X`.
- `Shift T` is using the Scrape instead of Flatten brush.
- `C` is using the Clay Strip instead of Clay brush.
Removing the brush shortcuts can be revisited later once the brush
management is overhauled.
Ref !112898.
Some small adjustments based on user requests from the community.
- The shortcut on 4 for Object Mode was much preferred.
As a compromise the mode pie menu moved to 5.
- The region selection shortcut from the default keymap was not added.
It's now available on Ctrl Shift Alt LMB.
Ref !112628.
This is a followup fixes related to #105298
This PR adds shortcuts to toggle the sidebar, toolbar, channels and
other regions across various editors with the Ctrl-LeftBracket &
Ctrl-RightBracket shortcuts.
An additional shortcut to toggle the Asset Shelf in the 3D Viewport via
Shift Spacebar was also added. This shortcut will be important for
various workflows in the future.
To avoid shortcut conflicts and improve consistency, Ctrl-L is now
consistently being used for select_linked operations.
Ref !112042.
Updated splash screen with different options depending on whether the
user is new or upgrading. Simplifies the process for new users and
makes the choices more distinct when upgrading. Returning users also
get a link to "What's New".
Pull Request: https://projects.blender.org/blender/blender/pulls/111123
- "Tapping Alt...": remove newline in tooltip.
- Add descriptions for the From Left and From Right of the Shear
Keyframes operator's direction items, instead of just "foo":
- "Shear the keys using the left key as reference", and
- "Shear the keys using the right key as reference".
- "Affects the value" -> "Affect", use the imperative.
- "Increase or decrease the value of selected keys \n
in relationship to their average"
-> "Scale selected key values by their combined average":
remove the newline and rephrase the unclear description. New
description by Harley Acheson.
- "Redefine equalizer graphs": this is an operator name, it should be
title case.
- "USD Skeleton Import" warning: inconsistent whitespace.
- "%s: Joint weights and joint indices size mismatch size mismatch for
prim %s": remove duplicated "size mismatch".
- "USD export: couldn't copy texture tile from %s to %s": remove
duplicate whitespace, change "couldn't" to "could not" to respect
the style guide.
- "Temp. Diff." -> expand the abbreviation to "Temperature Difference"
- "Registering node tree class:" do not use formatting just to reduce
redundancy in a few messages, but write it explicitly each time.
This is more legible, and much better for translations.
- "Absolute time alignment while translating" -> "Absolute time
alignment when transforming keyframes" because this applies to all
transforms, not translation only.
- "# characters defines the [...] length of frame numbers" ->
"define" (typo), "padding" is more specific than length.
Pull Request: https://projects.blender.org/blender/blender/pulls/112975