Due to lack of forward compatibility, tool_settings.snap_uv_element
could return empty if a 4.0 file is opened in 3.6.
This causes a Python error when trying to identify the element's icon.
Avoid this python error.
This adds a new "Active Camera" input geometry node, per #105761.
The node outputs the the scene's current active camera. It is available
from Input > Scene > Active Camera in the geometry nodes Add menu.
Typical usage would be to connect this node to an Object Info node to
obtain its transform. This works as expected when the camera's
transform is animated, and also when there are markers on the timeline
that change the active camera.
In order to support the aforementioned changes in the active camera,
this implementation adds depsgraph relations for all cameras referenced
by timeline markers. This eliminates the complexity of updating the
depsgraph whenever the scene switches to a different active camera,
but of course it comes at the cost of including more objects than
strictly necessary in the depsgraph for scenes that switch cameras.
Dynamically updating the depsgraph upon camera changes could be a
future improvement if there proves to be sufficient need for it.
Pull Request: https://projects.blender.org/blender/blender/pulls/113431
Adds new curves support to "Draw Curve" operator. This is a direct copy
and replace of the old code to the new editors directly, with a change to
create the new data structure instead of the old one. There is no attempt
at code deduplication, since that would complicate removing the old
curve type when it comes time.
To replace the "2D curve" option a new operator property is added
for projecting to the Z=0 plane.
Pull Request: https://projects.blender.org/blender/blender/pulls/115864
- "Frame Step" -> "Number of frames to skip forward while baking each
frame": expand description which was just copying the prop name.
- "b-bone" -> "B-Bone": title case.
- "Volumes Lighting" -> "Volume Lighting": typo.
- "Volumes Shadows" -> "Volume Shadows": typo.
- "Insert Blank Keyframe (All Layer)" -> "(All Layers)": typo.
- "the an" -> "an", typo.
- "Inverse" -> "Invert": use verb instead of noun for an action.
- "Desination" -> "Destination": typo.
- "Hides all other F-Curves other than the ones being framed": remove
extra "other".
- "Remove Bone from Bone collections" -> "Collection", singular because
the operator is only applied to the active collection. Also title
case on "Collection".
- "Change Stroke material with selected material" -> "Assign the
active material slot to the selected strokes": rephrase by reusing
the message from the non-Grease Pencil materials.
- "VisAction", "VisArea" -> "Visibility Action", "Visibility Area":
expand abbreviation. This is not exposed in the UI right now but
will show up in the API docs.
- "Stop Mode Right / Global Down" -> "Stop Move" (typo).
- "... for node input %s": remove extra space.
- "Move along their normal" -> "Move shadows along their normal":
rephrase unclear sentence.
- "Stat Vis" -> "Mesh Analysis": stands for "Statistical
visualization"? Unclear and not shown anywhere. Reuse the label
specified in the UI code instead.
- " Output data...": remove leading space.
- "Attribute domain for the selection and group id inputs": title case
on "Selection" and "Group ID" as that is how they appear in the UI.
- "Ior" -> "IOR": uppercase acronym, for consistency.
Pull Request: https://projects.blender.org/blender/blender/pulls/115964
This de-duplicate some passes in the raytracing
pipeline and make it more ready for adoption
of arbitrary closure evaluation. This last part
means the removal of some per closure type
options.
The put in common the tile classification step
that is now done only once for all 3 closure
type. Also add some speedup to the tile
compaction phase that is now only twice
faster.
The horizon-scan setup was also de-duplicated
and run only if needed, which can save up to
0.5ms is complex scenes.
However, this moves the max-roughness and and
resolution scaling to a common parameter.
This is to be able to support arbitrary closure
evaluation where multiple closure with conflicting
parameters could be evaluated in one tracing pass.
Pull Request: https://projects.blender.org/blender/blender/pulls/116009
Adds initial support for File Handler registration with the python API
for design task #68935. File Handlers will allow developers to associate
additional UI behavior and capability to operators traditionally used
only within the file browser.
The initial commit should have no user visible changes, but will serve
as the foundation for providing file drag & drop capabilities to
operators that can manage files (#111242).
See the PR for an example of python usage.
See design task #68935 for remaining work to be explored in the future.
Pull Request: https://projects.blender.org/blender/blender/pulls/112466
Remove "Invert Visible" from the face sets menu, since those concepts
are no longer tied together, except for some convenience features to
toggle visibility of some face sets.
On the code side, the `SCULPT_OT_face_set_invert_visibility` operator
is replaced by `PAINT_OT_visibility_invert`. It inverts vertex visibility
instead of face visibility, which mostly has the same results, except
for multires sculpting where it no longer "downgrades" visibility to
base mesh faces.
This PR adds the drawing placement modes from GPv2.
The drawing placement defines the depth (origin, view, surface, etc.) and a plane (view, cursor, xz, etc.).
This introduces a new helper class `DrawingPlacement` that does all of the internals to find the correct projection and just exposes a simple function to project from screen space to the drawing plane/surface.
Note: Drawing on other strokes currently doesn't work, because GPv3 can't be rendered to image yet. We use the depth buffer of the grease pencil render result to find the right depth.
Pull Request: https://projects.blender.org/blender/blender/pulls/115602
Changes:
- Renamed Split Viewer Node to Split Node
- Split Node is now under `Utilities` (similar to Switch node)
- Versioning: split viewer from 4.0 and before is replaced with the new split node connected to a new viewer node.
Pull Request: https://projects.blender.org/blender/blender/pulls/114245
Updating NLA menu to be more inline with VSE / other Animation editors.
Remove "Edit" drop down, and instead split operators into "Track" & "Strip" Menus. Update Add menu to be more concise.
Pull Request: https://projects.blender.org/blender/blender/pulls/114805
While in weight paint mode, `ob.vertex_groups.active` can be None.
This happens when selecting a non-deforming bone, or a deforming bone
that doesn't have a group yet.
Now check for this.
Pull Request: https://projects.blender.org/blender/blender/pulls/115666
This operator (`SCULPT_OT_reveal_all`) is redundant with
the "Hide Show" operator (`PAINT_OT_hide_show`). Since
the latter was recently changed to be much faster, remove the
former and update keymaps and menus. The industry compatible
keymap actually already contains the hide/show operator.
Pull Request: https://projects.blender.org/blender/blender/pulls/115629
Currently, in weight paint mode, there is an icon for
face and vertex selection mode, but there isn't one
for the default mode where the user can select a bone
in any tool by alt clicking.
This lack of indication might lead to confusion for the users
when they are not able to select a bone by
alt clicking during weight painting.
By adding a bone selection icon when there is a pose
mode armature, we can communicate to the user that:
1. they can select a bone while the bone selection icon is active.
(when they are not in face or vertex selection mode)
2. they have forgot to select an armature when entering
weight paint mode by not showing the bone selection
icon at all when there is no pose mode armature.
When the bone selection icon is inactive,
the user can't select a bone.
(alt clicking selects face and vertex mode's respective element)
When no armature is selected when entering weight paint mode,
the bone selection icon doesn't show up indicating that the user
has forgot to select an armature.
(The user is also unable to select a bone by alt clicking.)
## Selection tool for bone selection mode
Currently, while selection tools exist for face and vertex
selection mode, one doesn't exist for the default mode
(bone selection mode). As the default mode will be getting
a clear indicator that it will function as a bone selection mode,
I added a selection tool entry for the bone selection mode.
Face and vertex selection modes has the shortcut 1 and 2,
so it seemed natural to give bone selection mode the shortcut of 3.
Pull Request: https://projects.blender.org/blender/blender/pulls/115409
This PR includes the popup menu used to select a material pressing `U` key.
The menu is used in Draw, Sculpt and Vertex paint mode in GPv2 but this patch only includes Draw mode because other modes are not avaliable in GPv3 yet.
Related to #114203
Pull Request: https://projects.blender.org/blender/blender/pulls/114694
- New Operator: GREASE_PENCIL_OT_layer_hide
- New Operator: GREASE_PENCIL_OT_layer_reveal
- Added menus to Edit and Draw Modes
- Added Keymap via _template_items_hide_reveal_actions()
Note: Operator names were changed for consistency with other layers operators that use _layer_ on their names
Pull Request: https://projects.blender.org/blender/blender/pulls/114348
Between Blender versions, properties of some operators may be removed.
When this happens, when importing the keymap from the previous version,
a series of warnings may appear in the console. For example:
```
Warning: property 'alt_navigation' not found in item 'TRANSFORM_OT_translate'
Warning: property 'alt_navigation' not found in item 'TRANSFORM_OT_rotate'
Warning: property 'alt_navigation' not found in item 'TRANSFORM_OT_resize'
Warning: property 'alt_navigation' not found in item 'VIEW3D_OT_edit_mesh_extrude_move_normal'
...
```
Therefore, it seems to be convenient to edit these properties when
versioning.
This commit implements a `remove_properties` utility that makes this
removal simpler.
Pull Request: https://projects.blender.org/blender/blender/pulls/114936
The new grid socket (#115270) will make these nodes obsolete and
provide more elegant ways of implementing the features. Removing
these nodes now to clean up and make future changes simpler.
Pull Request: https://projects.blender.org/blender/blender/pulls/115567
Related commit: 82aa300e1c / 5596f7982182aa300e1c made it so that if only linked images are used, painting
would be prohibited. But since painting in Material mode actualy paints
across all materials it could happen that one particular image is linked
whereas another image isnt. In this case, painting on the linked image
would not be prohibited.
Two issues:
- [1] logic in above commit(s) seems slightly wrong, we could still pass
the check for linked images (also no image here should also not result
in a positive check I think).
- [2] code in `project_paint_prepare_all_faces` would still work with
linked images in slots, so
-- `ProjPaintState` -> `image_tot` was incremented
-- `ProjPaintImage` was created
-- this then ends up in the undo push - and crashes on undo
So now [1] is rectified and for [2] we skip faces with associated linked
images.
In addition, slots with linked images are now also greyed out in the UI
(`VIEW3D_PT_slots_projectpaint`) to give some sort of hint. For the
future it would probably also be good to dissallow selection of such
paint slots, but that is for another commit.
Pull Request: https://projects.blender.org/blender/blender/pulls/115263
This restrict the usage of distant light if the world shader
contains absorption phenomenon.
Why this is needed is described in #114062.
At the same time, this removes the parameter for enabling
volume light as this is now an auto-detected optimization.
This also contains a few small cleanups.
Pull Request: https://projects.blender.org/blender/blender/pulls/115284
When pressing `I` in the viewport, the colors of the FCurve channels were no longer set correctly.
Caused by #113504
Fix by removing the flag that determined that in the first place,
and read straight from the user preferences. Then move the code
that sets the mode on the FCurve into the function that actually creates it.
For 99% of cases the code went to the user preference flag `AUTOKEY_FLAG_XYZ2RGB`
and if that was set, the `INSERTKEY_XYZ2RGB` would be set. The only case where this
was not from the user preferences was from custom keying sets.
There was an override flag for FCurve colors on custom keying sets.
I removed that with this patch since the use case is not apparent
and custom keying sets are hardly used.
Pull Request: https://projects.blender.org/blender/blender/pulls/115297
Add an "Index Switch" node which is meant as a simpler version of
the "Menu Switch" from #113445 that doesn't allow naming items
or displaying them in a dropdown, but still allows choosing between
an arbitrary number of items, unlike the regular "Switch" node.
Even when the Menu Switch is included (which should be in the
same release as this), it may still be helpful to have explicit mapping
of indices, and a fair amount of the internals can be shared anyway.
Pull Request: https://projects.blender.org/blender/blender/pulls/115250
Currently we have options to transfer the paint mask, face sets, and
color attributes to the new mesh created by voxel remesh. This doesn't
make use of the generic attribute design, where it would be clearer to
transfer all attributes with the same methods. That's reflected in the
code as well-- we do duplicate work for the mask and vertex colors, for
example.
This commit replaces the transfer options with a single checkbox for
all attributes. All attribute types on all domains are transferred with
basically the same method as the "Sample Nearest" node from geometry
nodes-- they take the value from the nearest source element of the same
domain. Face corners are handled differently than before. Instead of
retrieving the mixed value of all the corners from the nearest source
vertex, the value from the nearest corner of the nearest face.
---
Some timing information, showing that when interpolating the same
data, the attribute propagation is significantly faster than before.
Edge and corner attributes would add some cost (edges more than
corners), but might not always be present.
Before
```
voxel_remesh_exec: 3834.63 ms
BKE_shrinkwrap_remesh_target_project: 1141.17 ms
BKE_mesh_remesh_reproject_paint_mask: 689.35 ms
BKE_remesh_reproject_sculpt_face_sets: 257.14 ms
BKE_remesh_reproject_vertex_paint: 54.64 ms
BKE_mesh_smooth_flag_set: 0.15 ms
```
After
```
voxel_remesh_exec: 3339.32 ms
BKE_shrinkwrap_remesh_target_project: 1158.76 ms
mesh_remesh_reproject_attributes: 517.52 ms
```
Pull Request: https://projects.blender.org/blender/blender/pulls/115116
* Rename "Type" to "Shape" in user interface. RDNA already used
the term Shape (Still need to push this from office)
* Show LightProbe overlay settings
* Rename "Cubemap" to "Sphere"
* Rename "Planar" to "Plane"
Pull Request: https://projects.blender.org/blender/blender/pulls/114406