Add a ensure_utf8 argument to WM_clipboard_text_get so callers don't
have to handle validation themselves.
Copying non-utf8 text into the Python console and buttons was possible,
causing invalid cursor position and a UnicodeDecodeError accessing
ConsoleLine.body from Python.
For File Browser "System" and "Volumes" lists, the item names cannot be
changed by users yet the tooltip says "Double click to rename". This PR
just removes that text for these non-editable lists.
Pull Request: https://projects.blender.org/blender/blender/pulls/106873
The goal is to make it more explicit and centralized operation to
assign and steal buffer data, with proper ownership tracking.
The buffers and ownership flags are wrapped into their dedicated
structures now.
There should be no functional changes currently, it is a preparation
for allowing implicit sharing of the ImBuf buffers. Additionally, in
the future it is possible to more buffer-specific information (such
as color space) next to the buffer data itself. It is also possible
to clean up the allocation flags (IB_rect, ...) to give them more
clear naming and not have stored in the ImBuf->flags as they are only
needed for allocation.
The most dangerous part of this change is the change of byte buffer
data from `int*` to `uint8_t*`. In a lot of cases the byte buffer was
cast to `uchar*`, so those casts are now gone. But some code is
operating on `int*` so now there are casts in there. In practice this
should be fine, since we only support 64bit platforms, so allocations
are aligned. The real things to watch out for here is the fact that
allocation and offsetting from the byte buffer now need an explicit 4
channel multiplier.
Once everything is C++ it will be possible to simplify public
functions even further.
Pull Request: https://projects.blender.org/blender/blender/pulls/107609
No user visible changes expected (since grid-views are only used in
branches right now).
This just makes grid view UIs feel more "stable" while scaling areas,
since things don't move around as much anymore. The tradeoff is that
there may be some empty space on the right, if there's not enough space
for a full column. This is how the file browser already behaves, and can
be mitigated by a smaller preview size.
The text under previews would be quite close to the preview, so that
there was more space below it than above. Center it vertically in the
available space now. Also, the horizontal padding was only applied to
the right side of the text rectangle, meaning horizontally centered text
would be too far left. Apply the padding equally, this doesn't affect
available space for the text too much.
See #108018 for before/after pictures.
Pull Request: https://projects.blender.org/blender/blender/pulls/108018
The highlighting of preview tiles would be too strong in asset view
templates and grid views (only used in branches so far). This is because
two buttons are overlayed on top of each other, and both would
highlight. Ensure the overlayed preview tile button doesn't use any
highlighting.
The UI list and asset view preview size calculations were out of sync,
so the UI list made more space than the preview actually used. Making
them match made the previews quite large though, so compensate that by
scaling the layout down.
Remove the related TODO comment, since this uses a common function for
getting the preview size now.
Before/after:
 
Pull Request: https://projects.blender.org/blender/blender/pulls/108017
Caused by 99e5024e97
Above commit changed behavior in that it only flagged the `uiBlock` with
`UI_BLOCK_POPUP_MEMORY` in case a Menu's title was provided to
`ui_popup_menu_create_block`. Now when is the title provided? This
depends on the `bl_label` set in the menu class. But this is not always
the case, there are some menus that have a blank `bl_label` (as seen
with `VIEW3D_MT_edit_mesh_context_menu` for example -- this specifies its
own label inside the draw function depending on vertex/edge/face mode).
Thus the provided title is not really reliable as source information to
do the flagging (also see for example
a38b98478a), flagging should **always** be
done [and only check a title for actually inserting in the puphash].
Choosing an entry in a menu will still handle puphash later (see
`button_activate_exit`) though multiple menus without a label might fight for the
same storage of the menu memory. Using idname instead (or in combination with
the label) for the hash could be looked at to solve this.
Pull Request: https://projects.blender.org/blender/blender/pulls/107427
Two new messages are extracted:
- "New" in the context of paint curves. Used for the template_ID to
create a new curve;
- "PaintCurve", the default name of a newly-created paint curve.
Pull Request: https://projects.blender.org/blender/blender/pulls/107888
See: https://projects.blender.org/blender/blender/issues/103343
Changes:
1. Added `BKE_node.hh` file. New file includes old one.
2. Functions moved to new file. Redundant `(void)`, `struct` are removed.
3. All cpp includes replaced from `.h` on `.hh`.
4. Everything in `BKE_node.hh` is on `blender::bke` namespace.
5. All implementation functions moved in namespace.
6. Function names (`BKE_node_*`) changed to `blender::bke::node_*`.
7. `eNodeSizePreset` now is a class, with renamed items.
Pull Request: https://projects.blender.org/blender/blender/pulls/107790
Having some arguments be input/output and others output only was
confusing, a function that detects a range from a position
can simply calculate the range - modifying the input position isn't
needed.
Instead, note that word select puts the cursor at the end by convention.
Also use `r_` prefix for output only arguments.
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 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.
The length passed to IDP_NewString included the nil terminator
unlike IDP_AssignString. Callers to IDP_AssignString from MOD_nodes.cc
passed in an invalid size for e.g. There where also callers passing in
the strlen(..) of the value unnecessarily.
Resolve with the following changes:
- Add `*MaxSize()` versions of IDP_AssignString & IDP_NewString which
take a size argument.
- Remove the size argument from the existing functions as most callers
don't need to clamp the length of the string, avoid calculating &
passing in length values when they're unnecessary.
- When clamping the size is needed, both functions now include the nil
byte in the size since this is the convention for BLI_string and other
BLI API's dealing with nil terminated strings,
it avoids having to pass in `sizeof(value) - 1`.
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.
Selecting filter in NLA/Graph Editor causes scrolling in the region
below it. This PR makes `UI_but_ensure_in_view` not occur if the block
has UI_BLOCK_CLIP_EVENTS.
Pull Request: https://projects.blender.org/blender/blender/pulls/107404
This patch adds several tools and options to the weight paint mode of Grease Pencil.
* Blur tool: smooths out vertex weights, by calculating a gaussian blur of adjacent vertices.
* Average tool: painting the average weight from all weights under the brush.
* Smear tool: smudges weights by grabbing the weights under the brush and 'dragging' them.
* With the + and - icons in the toolbar, the user can easily switch between adding and subtracting weight while drawing weights.
* With shortcut `D` you can toggle between these two.
* The auto-normalize options ensures that all bone-deforming vertex groups add up to 1.0 while weight painting.
* With `Ctrl-F` a radial control for weight is invoked (in addition to the radial controls for brush size and strength).
* With `Ctrl-RMB` the user can sample the weight. This sets the brush Weight from the weight under the cursor.
* When painting weights in vertex groups for bones, the user can quickly switch to another vertex group by clicking on a bone with `Ctrl-LMB`.
For this to work, follow these steps:
* Select the armature and switch to Pose Mode.
* Select your Grease Pencil object and switch immediately to Weight Paint Mode.
* Select a bone in the armature with `Ctrl-LMB`. The corresponding vertex group is automatically activated.
Pull Request: https://projects.blender.org/blender/blender/pulls/106663
Add WM_window_pixels_read & WM_window_pixels_read_sample that
use front-buffer pixel reading when supported.
Note that direct access to reading from the front-buffer is still needed
for writing thumbnails - where redrawing can cause problems
(see code-comments).
- Use off-screen drawing when reading from the front-buffer isn't
supported.
- Add a capabilities flag for reading the front-buffer which is always
disabled on WAYLAND.
- Add GPU_offscreen_read_pixels_region, used for reading a sub-region of
an off-screen buffer - use for color-picking a single pixel.
A buffer is a technical term most often referred to using the metaphor
of a "clipboard" in applications. However, the "clipboard" is usually
the system clipboard, used to carry data accross applications. To
avoid confusion, this replaces "clipboard" by "internal clipboard"
when not dealing with the system clipboard.
In addition, a few places still used the "[copy/paste] buffer"
terminology, so they are replaced with "internal clipboard as well.
The replacement from "[copy/paste] buffer" to "clipboard" was
undertaken in previous commits da6d6f99a8, 14b60c3a1c. This
commit should tackle the remaining occurrences.
Pull Request: https://projects.blender.org/blender/blender/pulls/106060
Adds "quick tooltips" to quickly see the name of a tab in the Properties
editor. (See patch for visuals.)
From own experience users are often confused about the name of the different
tabs, and I always found the delay to see it in the tooltip annoying. These
quick tooltips have been introduced for the toolshelf and solve this issue
nicely here. There is still a delay so that simple mouse movements won't
trigger the tooltips, but they show up a lot faster than normal tooltips now.
This may have the side-effect that icon only enum-item buttons will show the
enum name when there is no RNA property description. Previously we wouldn't
show this, even if available.
Pull Request: https://projects.blender.org/blender/blender/pulls/106906
This came up in #106591 which reported that changing a Light Group would
not work when alt-clicking the property field (which is the usual method
to edit a property for multiple objects at once).
This is because string properties were not supported in
`ui_selectcontext_apply` which is now done.
Similar to 1318660b04 [which added support for pointer properties].
Adding general support for string properties means this method can now
be used for many more things:
- changing all sorts of ID names (objects, meshes, ...)
- many settings in modifiers (e.g. vertexgroups)
- geometry nodes modifier properties (e.g. attribute names)
- ...
Fixes#106591
Pull Request: https://projects.blender.org/blender/blender/pulls/106599
This patch refactors the texture samples code by mainly splitting the
eGPUSamplerState enum into multiple smaller enums and packing them
inside a GPUSamplerState struct. This was done because many members of
the enum were mutually exclusive, which was worked around during setting
up the samplers in the various backends, and additionally made the API
confusing, like the GPU_texture_wrap_mode function, which had two
mutually exclusive parameters.
The new structure also improved and clarified the backend sampler cache,
reducing the cache size from 514 samplers to just 130 samplers, which
also slightly improved the initialization time. Further, the
GPU_SAMPLER_MAX signal value was naturally incorporated into the
structure using the GPU_SAMPLER_STATE_TYPE_INTERNAL type.
The only expected functional change is in the realtime compositor, which
now supports per-axis repetition control, utilizing new API functions
for that purpose.
This patch is loosely based on an older patch D14366 by Ethan Hall.
Pull Request: https://projects.blender.org/blender/blender/pulls/105642