Similar to #104426, this adds a simple operator to set attribute values
for curves edit mode. The operator is very basic and is only meant to
be a first step for more attribute editing features. Some of the
functionality could be achieved with node tools, but without dynamic
socket types or access to the active attribute, it would be incomplete.
Some of the RNA property registration, retrieval, and setting is reused
from the mesh edit mode operator. The rest of the logic is similar but
harder to de-duplicate.
Pull Request: https://projects.blender.org/blender/blender/pulls/105076
Adds a "Select by Attribute" operator as mentioned in the discussion in
#105317. This is done in 4.0 to limit the breaking aspect of the removal
of face maps. The selection storage functionality is replaced by boolean
attributes. We already have a way to control the data in the boolean
attribute with the "Set Attribute" operator, but we didn't have a way to
convert the attribute into a selection.
This operator works on the active attribute if is a boolean attribute
and isn't on the face corner domain. It adds to the existing selection
similar to other existing operators.
While this behavior can be recreated as a node tool, we add it as a
builtin operator here to avoid limitations of the new node-based
tool system and to make the late-in-the-release-cycle change safer.
Pull Request: https://projects.blender.org/blender/blender/pulls/113772
Create menu similar to legacy GP to expose insert keyframe operation in
user interface. Pressing `I` key will invoke this menu.
(We can further add "key duplicate" and other relevant operation in this menu)
Pull Request: https://projects.blender.org/blender/blender/pulls/113663
Continue allowing spacebar search for all dropdown and context menus,
but also add the ability to allow some menus to have type to search,
like Add Modifiers, Objects, Nodes.
Pull Request: https://projects.blender.org/blender/blender/pulls/113520
This PR implements an initial drawing tool that can already be used for testing.
While this is not fully feature complete (compared to the current grease pencil draw tool) the following is already implemented:
* Pressure support for radius and opacity.
* Material color and vertex color support.
* New active smoothing algorithm based on curve fitting.
* Simplify algorithm as a post-process step.
Some deliberate limitations include:
* The drawing plane is always the front plane. Drawing on surfaces is also not supported.
*
The current approach has not been optimized for performance yet. The goal was to have a straightforward implementation
first and then focus on performance later.
There are numerous parameters in the code that are hard-coded for now. These should be exposed at some point, potentially as user settings.
Pull Request: https://projects.blender.org/blender/blender/pulls/110093
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.
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.
The poll made it so the Armature Overlays popover would
appear even in object mode only for this setting. Move
it to the general overlays next to other general/object
mode settings.
Closes#112765
Pull Request: https://projects.blender.org/blender/blender/pulls/112862
The builtin asset catalog paths weren't properly updated after more
nesting was added to the geometry nodes add menu. This commit
resolves that and a few other issues extending menus like nested
menus in mesh edit mode. Unfortunately this requires some boilerplate
code duplicating the menu structure currently.
Remove duplicate `object.make_override_library` entry in Object menu.
It was in both the "Relations" and the "Library Override" menu.
Remove it from "Relations".
Also add separator and move it up since it is now the intended way
of handling relations.
Pull Request: https://projects.blender.org/blender/blender/pulls/112685
To create a connection with the icon that shows up in
ID templates and decorators once library is overriden.
Affects Outliner context and Object menu in 3D Viewport.
Similar to the Asset menu.
Replace the 'armature layers' operator (which would toggle visibility of
armature layers) with the 'bone collections' menu (which allows assigning
to and unassigning from bone collections). The functionality of these
operators is quite different, but it unifies the behaviour between
armature pose and edit modes.
Selecting which bone collections are visible in the 3D Viewport may be
reintroduced after nestable bone collections are implemented. Otherwise
the list of bone collections will likely become unwieldy.
In armature edit mode, replace the 'bone layers' operator with the 'move
to bone collection' operator. This operator now works in both pose mode
and edit mode, and is available with the 'M' hotkey in either mode.
Remove the Ctrl+G shortcut (remnant of the bone group assignment operator),
and change the 'Pose / Bone Collections' menu so that it handles linked
and overridden data properly. Shift+M now shows that menu too.
Changes the `asset_poll()` and `draw_context_menu()` methods for asset
shelves to use the `AssetRepresentation` type, instead of `AssetHandle`.
The latter should be removed, so it's better to avoid using it in the
asset shelf BPY to avoid future compatibility breakage. This is possible
now with d421ebac5e.
Since [0] mixing weight-paint & pose modes made weight-paint overlay
options inaccessible. Display both popovers in the 3D view header
in this case.
[0]: 4fa4f5432d
This operator is a combination of the previous delete operator `frame` mode
and the `active_frames_delete_all` operator.
This also add the delete menu and key binds.
Use the asset icon for the "Mark Asset" operator in menus.
Using icons is not only good for accessibility, but also to create
a connection with the Asset Browser and the icon shown in the
data-block template once marked as asset.
Pull Request: https://projects.blender.org/blender/blender/pulls/112111
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
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
Armature layers (the 32 little dots) and bone groups are replaced with
Bone Collections:
- Bone collections are stored on the armature, and have a name that is
unique within that armature.
- An armature can have an arbitrary number of bone collections (instead
of the fixed 32 layers).
- Bones can be assigned to zero or more bone collections.
- Bone collections have a visibility setting, just like objects in scene
collections.
- When a bone is in at least one collection, and all its collections in
are hidden, the bone is hidden. In other cases (in any visible
collection, or in no collection at all), the bone visibility is
determined by its own 'hidden' flag.
- For now, bone collections cannot be nested; they are a flat list just
like bone groups were. Nestability of bone collections is intended to
be implemented in a later 4.x release.
- Since bone collections are defined on the armature, they can be used
from both pose mode and edit mode.
Versioning converts bone groups and armature layers to new bone
collections. Layers that do not contain any bones are skipped. The old
data structures remain in DNA and are unaltered, for limited forward
compatibility. That way at least a save with Blender 4.0 will not
immediately erase the bone group and armature layers and their bone
assignments.
Shortcuts:
- M/Shift+M in pose/edit mode: move to collection (M) and add to
collection (shift+M). This works similar to the M/Shift+M menus for
objects & scene collections.
- Ctrl+G in pose mode shows a port of the old 'bone groups' menu. This
is likely to be removed in the near future, as the functionality
overlaps with the M/Shift+M menus.
This is the first commit of a series; the bone collections feature will
be improved before the Blender 4.0 release. See #108941 for more info.
Pull request: https://projects.blender.org/blender/blender/pulls/109976
Enables three options of wireframe color for all shading modes: theme color, object color
and random color. Previously this was exclusive to the wireframe shading mode.
Pull Request: https://projects.blender.org/blender/blender/pulls/111502
When creating a new main window, the `context.object` attribute wouldn't
exist, causing an error message to be printed.
Rather than checking if the attribute extists, query the mode from
context directly (this is always available), rather than querying it
through the active object.
This makes the asset shelf available as a standard, non-experimental
feature. Currently no script makes use of it, so it will still not be
available. However the pose library will be updated to use this for its
UI instead.
Initially the asset shelf was committed as experimental feature, even
though it seemed ready for non-experimental. After double checking with
some people (Dalai and Brecht) we decided to go ahead with this.
There are still some futher changes planned, see #107881.
Listing the "Blender Foundation" as copyright holder implied the Blender
Foundation holds copyright to files which may include work from many
developers.
While keeping copyright on headers makes sense for isolated libraries,
Blender's own code may be refactored or moved between files in a way
that makes the per file copyright holders less meaningful.
Copyright references to the "Blender Foundation" have been replaced with
"Blender Authors", with the exception of `./extern/` since these this
contains libraries which are more isolated, any changed to license
headers there can be handled on a case-by-case basis.
Some directories in `./intern/` have also been excluded:
- `./intern/cycles/` it's own `AUTHORS` file is planned.
- `./intern/opensubdiv/`.
An "AUTHORS" file has been added, using the chromium projects authors
file as a template.
Design task: #110784
Ref !110783.