Commit Graph

5503 Commits

Author SHA1 Message Date
Sean Kim
0dd326592a Undo: Add explicit filtering for IDs and RNA structs marked as skippable
In the past, around the time that 2.80 was released, 4a08b974f4
introduced the idea of filtering out certain editor changes inside
the paint modes and edit mode (e.g. changing brush sizes in the editor).

This commit is the first in a series to attempt to refine this behavior
so that only certain editor settings are filtered out from the undo
stack.

In total, it does the following:
* Adds the Brush datablock to the list of IDs that do not have undo
  pushes.
* Adds support to filter out RNA structs that do not have the
  `STRUCT_UNDO` property applied (currently, just the 3D Cursor).

This has the following effects:
* Changing brush settings inside the Image Editor no longer causes
  undo pushes, becoming consistent with the other paint modes.
* Changing brush settings while in object mode in the outliner data
  block view no longer causes undo pushes.

Co-authored-by: Campbell Barton <campbell@blender.org>
2025-02-20 07:12:56 +01:00
Dalai Felinto
9d06f32761 Point Cloud: Select Random
Move the mask_random function to BLI_index_mask.hh, so it can be shared between curves, grease pencil and point cloud.

Copied/inspired by the curves select code.

Pull Request: https://projects.blender.org/blender/blender/pulls/134624
2025-02-19 17:23:37 +01:00
Dalai Felinto
1584cd9aa5 Cleanup: Rename point cloud to pointcloud / POINT_CLOUD to POINTCLOUD
Though "Point Cloud" written as two words is technically correct and should be used in the UI, as one word it's typically easier to write and parse when reading. We had a mix of both before this patch, so better to unify this as well.

This commit also renames the editor/intern/ files to remove pointcloud_ prefix.
point_cloud was only preserved on the user facing strings:

* is_type_point_cloud
* use_new_point_cloud_type

Pull Request: https://projects.blender.org/blender/blender/pulls/134803
2025-02-19 17:11:08 +01:00
Hans Goudey
0fd79c3613 Point Cloud: Implement join operator
Similar to !134691.

Pull Request: https://projects.blender.org/blender/blender/pulls/134702
2025-02-19 15:30:12 +01:00
Hans Goudey
5a6d2e1ce2 Curves: Implement join operator
Previously the object join operator wasn't implemented for the new
curves type. This commit implements the joining by passing the selected
curves geometry as instances to the realize instances function. That way
the complexity of the new code just relates to dealing with objects.

Pull Request: https://projects.blender.org/blender/blender/pulls/134691
2025-02-19 15:24:29 +01:00
Harley Acheson
e850a09762 UI: Add Icons to Represent Error Conditions
This PR adds three SVG Icons. One to represent that an icon is not
found - ICON_NOT_FOUND - so represent when an out-of-range value was
used to specify an icon. The second - ICON_CHAR_NOTDEF - is to
represent that a text character is not found in the specified font or
font stack. The third - ICON_CHAR_REPLACEMENT - is to indicate the
portion of a text string that contains invalid bytes.

Pull Request: https://projects.blender.org/blender/blender/pulls/134008
2025-02-19 01:11:24 +01:00
Harley Acheson
0dce68333f UI: Vertically Aligned Grip Icon
Add a variation of the current Grip icon that is vertically-aligned.
the current ICON_GRIP works great when it has lots of horizontal space,
but ICON_GRIP_V might be needed for horizontally constrained uses.

Pull Request: https://projects.blender.org/blender/blender/pulls/134777
2025-02-19 00:19:08 +01:00
Hans Goudey
a99f9496a0 Curves: Separate to object operator
Use the existing "remove_points_and_split" utility added
for grease pencil to implement the operator for the curves
object type. The whole structure is similar to the recently
added point cloud separate operator (4cd3540579).

Pull Request: https://projects.blender.org/blender/blender/pulls/134763
2025-02-18 19:31:30 +01:00
Hans Goudey
4cd3540579 Point Cloud: Implement separate operator
Similar to existing operators, moves the selected
geometry to a new object.
2025-02-17 21:21:14 -05:00
Hans Goudey
b4c9b3e87f Cleanup: Move transform editors module to C++ namespace
Pull Request: https://projects.blender.org/blender/blender/pulls/134701
2025-02-18 01:27:04 +01:00
Dalai Felinto
ec6383de96 Point Cloud: Delete operator
Note: The point cloud bounding box is not being updated once the points are deleted.

This is a known issue with BKE_pointcloud_nomain_to_pointcloud and Hans is looking into it.

Code inspired/built based on the Delete Geometry node.

Pull Request: https://projects.blender.org/blender/blender/pulls/134622
2025-02-18 00:28:14 +01:00
Dalai Felinto
dec8bf8e76 Point Cloud: Implement edit mode undo system
Implement a basic undo system making use of implicit
sharing to avoid copies for stored attribute arrays.

Functionally this has no benefit over memfile undo,
but current undo system architecture requires each
edit mode to implement an undo type.

(Reviewed and co-authored by Hans Goudey)

Pull Request: https://projects.blender.org/blender/blender/pulls/134623
2025-02-17 23:11:31 +01:00
Hans Goudey
dd03a322fe Point Cloud: Implement selection pick operator 2025-02-17 12:11:07 -05:00
Hans Goudey
45094542ff Point Cloud: Implement duplicate operator 2025-02-17 12:11:07 -05:00
Hans Goudey
62b568d393 Point Cloud: Implement box, circle, lasso select tools
Signficantly simplified versions of the similar curves code.
These require #134623 to function.
2025-02-16 22:48:35 -05:00
Hans Goudey
75be98a4dc Point Cloud: Implement "Set Attribute" operator
Similar to the mesh and curves operators of the same name.
2025-02-16 21:28:53 -05:00
Hans Goudey
c1c67c918e Refactor: Various C++ cleanups to object data transform
Make `XFormObjectData` a real virtual struct instead of using
C style over-allocation. Use C++ arrays and math types.
2025-02-16 20:31:09 -05:00
Campbell Barton
efd46c86a9 Cleanup: pass arguments by const reference instead of value 2025-02-16 18:39:30 +11:00
Dalai Felinto
1e87818808 Point Cloud: Select All/None/Invert
Select All operator and boiler plate for future point cloud operators.

The selection code is basically copied/inspired by the curves selection
code. A lot of it could probably be moved to shared attribute selection
functions.

Note, while this patch is working well, there are some caveats
to test it:

* Shortcuts are being defined (you can see them in the Preferences). Yet
  they are not working for whatever reason.

* There is no way to visualize the selection. I've been testing it by
  using a Nodes tool that changes the material based on selection.

Pull Request: https://projects.blender.org/blender/blender/pulls/134450
2025-02-15 12:36:39 +01:00
Hans Goudey
568c791e22 Cleanup: Use StringRef for uiBut tooltips
And replace nullptr arguments for tooltips in UI button
creation functions with std::nullopt. Though the distinction
between "no tooltip" and "empty tooltip" doesn't seem to exist,
it seems safer to keep the distinction since it existed with null before.
2025-02-14 15:12:48 -05:00
Hans Goudey
4727dfd627 Cleanup: Remove unnecessary const qualifiers in function declarations 2025-02-14 14:32:57 -05:00
Hans Goudey
0b891a68b1 Sculpt: Improve node tools performance for simpler changes
Currently node tools always adds a dependency graph update tag. In
sculpt mode this causes the paint BVH to be rebuilt, which causes a
complete rebuild of the sculpt mode draw data. Both are quite expensive
relative to most other operations. Also, node tools currenly always
uses the "geometry" sculpt undo type, which causes its own depsgraph
update tag.

Arguably a depsgraph geometry reevaluation shouldn't cause a rebuild of the
BVH and draw data, but that's a limitation that's out of scope for now.
Most tools in sculpt mode avoid adding a depsgraph tag when they don't
change mesh topology for this reason.

This PR gives node tools the ability to check if the output mesh has a
different topology than the input. When the topology is the same,
we can use one of the specialized sculpt undo types for positions,
masks, or face sets. Though when more than one of these attributes changes,
we're still forced to still use the geometry undo type because sculpt undo
steps can only handle a single type of change.

In the end this results in much better performance for most simple node
tools that just deform the mesh or change masks or face sets.

Pull Request: https://projects.blender.org/blender/blender/pulls/133842
2025-02-14 16:45:50 +01:00
Bastien Montagne
8525c0a28b Merge branch 'blender-v4.4-release' 2025-02-14 13:00:24 +01:00
Sybren A. Stüvel
c74f9e65ec Fix #134190: NLA track not evaluating when toggling its 'mute' setting
Add a new callback `setting_post_update` to the `bAnimChannelType`
that gets called after that setting was altered via the channel list
buttons and via `ANIM_channel_setting_set()`.

This is used when changing the NLA track SOLO and MUTE options, to
ensure that the dependency graph relationships get rebuilt.

This fixes #134190.

Pull Request: https://projects.blender.org/blender/blender/pulls/134347
2025-02-14 12:52:02 +01:00
Julian Eisel
cc8cc48a0a Cleanup: UI: Move related tree view functions closer together
These functions are closely related, keep them together.
2025-02-13 12:11:50 +01:00
Brecht Van Lommel
c7a33a62a2 Cleanup: Directly include DNA_userdef_types.h and BLI_listbase.h
Instead of relying on them being included indirectly.

Pull Request: https://projects.blender.org/blender/blender/pulls/134406
2025-02-12 23:01:08 +01:00
Harley Acheson
5956752eb7 UI: Themeable RedAlert, Error, Warning, Info Colors
The "Red Alert" color is currently hard-coded, which causes problems in
themes.  It also has an Enum value of 0, which precludes using this
value as "unset". We also use Error, Warning, and Info colors that are
part of the Info Editor.  This PR moves these out of the Info Editor
and into the "State" part of the theme. And then makes TH_REDALERT use
the TH_ERROR color.

Pull Request: https://projects.blender.org/blender/blender/pulls/131127
2025-02-12 20:59:47 +01:00
Julian Eisel
ed0d01c5af UI: Remember scroll offset for tree-views
f0db870822 added support for tree-views to remember state, but only to
remember their custom height for the start. This change makes the scroll
offset be remembered too.

Not remembering the scroll offset can be very annoying in some cases,
e.g. when working with bone collections and changing the active tab in
the properties editor often. In realistic, non-trivial bone collection
set ups this can lead to a lot of repeated scrolling.

Cherry-picked for the 4.4 release since this solves a real usability
issue with trivial changes. Discussed with Thomas and others.
2025-02-10 17:43:53 +01:00
Julian Eisel
e2b1f1f818 UI: Remember scroll offset for tree-views
f0db870822 added support for tree-views to remember state, but only to
remember their custom height for the start. This change makes the scroll
offset be remembered too.

Not remembering the scroll offset can be very annoying in some cases,
e.g. when working with bone collections and changing the active tab in
the properties editor often. In realistic, non-trivial bone collection
set ups this can lead to a lot of repeated scrolling.
2025-02-10 15:56:10 +01:00
Sebastian Parborg
cad4b39af3 Merge branch 'blender-v4.4-release' 2025-02-08 12:03:13 +01:00
Sebastian Parborg
ea380b1efe Revert "Sound: Sync up the screen refresh timer to the audio when seeking"
This reverts commit c952b12a6e.

This caused segfaults when playing back animations and seeking.
See #133542
2025-02-08 12:01:51 +01:00
Sebastian Parborg
7a0f2ce8b1 Merge branch 'blender-v4.4-release' 2025-02-07 19:01:22 +01:00
Falk David
971f3e0699 Fix #132826: Grease Pencil: Missing "Paste by Layer" option
The Grease Pencil `Clipboard` only stored a single `CurvesGeometry`. This meant
that the `Paste by Layer` operation (from 4.2 LTS) couldn't be implemented.

This PR adds an `Array` of `ClipboardLayer`s to the  `Clipboard`. Each layer stores
the name of the Grease Pencil layer that it was copied from and the `CurvesGeometry`.

The `grease_pencil.paste` operator has a new property `type` (`ACTIVE` or `LAYER`)
that decides how to paste the strokes.

Using the `ACTIVE` type, the strokes of all the `ClipboardLayer`s get merged and then
pasted to the active layer.
Using the `LAYER` type, we first try to find layers to paste the `ClipboardLayer`s into.
We just look for matching layer names. If no matching layer is found, the strokes are
pasted into the active layer instead.

This should be consistent with how Grease Pencil used to behave in 4.2. LTS.

Pull Request: https://projects.blender.org/blender/blender/pulls/134168
2025-02-07 16:17:16 +01:00
Hans Goudey
d216476458 Cleanup: Use StringRef for UI search menu code
Also use Vector to store menu search items instead of a linked
list. And extend the change into the autocomplete API slightly.
The main benefit is to avoid measuring the length of strings over
and over, but the code also gets simpler.
2025-02-05 18:27:44 -05:00
Philipp Oeser
eecf5787c1 Fix #119932: Weight paint loop selection fails when bones are rotated
Previous approach was using non-evaluated meshes to find the closest edge from a face index retrieved from the selection buffer.
This can fail though if the mesh is deformed or even altered to not have the same indices anymore (e.g. generating/masking modifiers).

In order to make this work, added `ED_mesh_pick_edge` which switches the selection context to edges directly
and picks from those. No need to map anything back and forth between original and evaluated, the selection buffer contains the original indices already.

Further logic (following the face loop) is untouched (and happens on the original geometry which is fine)

Should go into 4.2 LTS as well

Pull Request: https://projects.blender.org/blender/blender/pulls/132803
2025-02-05 15:13:48 +01:00
Julian Eisel
21e626ced3 Refactor: Assets: Improve asset system APIs for asset operators
Brush and pose asset operators were doing some avoidable roundtrips
through asset types, lookups and rather low level operations. This
indicates that the asset system APIs need some improvements. Moving
lower-level logic there can help avoiding errors, since implementation
details are kept inside the corresponding module.

- Avoid lookups for asset library reference in operator code, make asset
  library itself construct it.
- Avoid redundant lookups for asset library definition (was looking up
  the asset library definition in the Preferences from the library
  reference type, just to turn it into the reference type again).
- Add utility for refreshing loading asset libraries
- Add utility for saving asset catalogs for an asset
- Remove unused function
2025-02-04 17:28:23 +01:00
Sybren A. Stüvel
2b5946da4e Anim: make copy-paste of keyframes slot-aware
Copy-paste of keyframes is now slot-aware. See [1] for the design.

[1]: https://developer.blender.org/docs/features/animation/tools/action-editor-copy-paste/

In short:

- Copy-paste still works broadly as it used to. Only the visible
  F-Curves are pasted into.
- Slot identifiers matter when copying from multiple slots. When
  copying from one slot, they don't.
- Selection of channels (either F-Curves or Slots) determines where
  keys get pasted into.
- Pasting will either copy from the slot with the same identifier
  (when identifiers matter), or paste whatever was copied (when they
  do not).
- If both F-Curves and slots are selected, only the selected F-Curves
  get pasted into, and slots without any selected F-Curves are ignored
  (i.e. target is only defined by selected F-Curves, or only by
  selected slots, never by a mixture).

Fixes #129690

Pull Request: https://projects.blender.org/blender/blender/pulls/133979
2025-02-04 16:12:57 +01:00
Sebastian Parborg
c952b12a6e Sound: Sync up the screen refresh timer to the audio when seeking
This fixes the case when the screen update timer would not be reset
when seeking leading to screen updates happening mid frame.
For example when jumping to a keyframe during playback.

Note that this doesn't reset the timer when no audio is playing.
It would be nice to have it happen there as well. But it is probably not
too noticeable.

Pull Request: https://projects.blender.org/blender/blender/pulls/133542
2025-02-04 15:30:20 +01:00
Hans Goudey
73b25ba12e Cleanup: Use StringRef for some WM and UI APIs
Instead of const char * or StringRefNull.

Pull Request: https://projects.blender.org/blender/blender/pulls/134004
2025-02-04 13:53:30 +01:00
Christoph Lendenfeld
358a0479e8 Anim: create pose assets to different libraries
Similar to how brush assets are created and managed this
PR allows to export pose assets into a different library.
Because of this there is a limitation to this where each
asset is stored in a separate blend file.
This may be lifted in the future as there are planned changes in
the design phase: #122061

### Create Asset

Now available in the 3D viewport in the "Pose" menu: "Create Pose Asset".
The button in the Dope Sheet will now call this new operator as well.

Clicking either of those will open a popup in which you can:

* Choose the name of the asset, which library and catalog it goes into.
* Clicking "Create" will create a pose asset on disk in the given library.

It is possible to create files into an outside library or add it in the current file.
The latter option does a lot less since it basically just creates the
action and tags it as an asset.

If no Asset Shelf **AND** no Asset Browser is visible anywhere in Blender,
the Asset Shelf will be shown on the 3D viewport from which
the operator was called.

### Adjust Pose Asset

Right clicking a pose asset that has been created in the way described
before will have options to overwrite it.
Only the active object will be considered for updating a pose asset

Available Options (the latter 3 under the "Modify Pose Asset" submenu):
* Adjust Pose Asset: From the selected bones, update ONLY channels that
are also present in the asset. This is the default.
* Replace: Will completely replace the data in the Pose Asset from
the current selection
* Add: Adds the current selection to the Pose Asset. Any already existing
channels have their values updated
* Remove: Remove selected bones from the pose asset

Currently this refreshes the thumbnail. In the case of custom
thumbnails it might not be something want

### Deleting an existing Pose Asset

Right click on a Pose Asset and hit "Delete Pose Asset". Works in the shelf
and in the asset library. Doing so will pop up a confirmation dialog,
if confirming, the asset is gone forever. Deleting a local asset is basically the
same as clearing the asset. This is a bit confusing because you get
two options that basically do the same thing sometimes,
but "Delete" works in other cases as well.
I currently don't see a way around that.

Part of design #131840

Pull Request: https://projects.blender.org/blender/blender/pulls/132747
2025-02-04 11:29:05 +01:00
Campbell Barton
007d46ef6d Cleanup: rename "opengl" to "gpu" for 3D viewport utilities 2025-02-04 21:19:28 +11:00
Campbell Barton
972a8c7b76 Cleanup: unused window argument to view3d_region_operator_needs_opengl 2025-02-04 21:17:10 +11:00
Julian Eisel
7acd7e1246 UI: Rewrite asset shelf preview loading
- Fixes preview flickering on actions like undo/redo in the asset shelf (#93726), not yet for the
  file browser.
- Fixes #130861.

Makes the asset shelf use the asynchronous preview loading system of the UI instead of the file
browser one. The issues above where mostly caused by the file browser caching design.

The asset system and its UIs can now manage previews independently of the file browser back-end.
This is another step towards making the asset system independent of the file browser, see
https://developer.blender.org/docs/features/asset_system/fundamentals/from_file_browser_to_asset_system/.
Code to query asset previews through file browser types is removed.

Quite some work was done to prepare the UI preview system for this, to make it on par with the file
browser preview system. E.g.: 9d83061ed4, 315e7e04a8, 5055adc1c0, 16ab6111f7.

Note that the same change should be done to the asset/file browser, but this requires more work.

Pull Request: https://projects.blender.org/blender/blender/pulls/131871
2025-02-03 13:13:53 +01:00
YimingWu
44f2c4836f Fix #132743: Grease Pencil: Support drawing primitives on the back
The "On Back" option in the viewport draw mode allows new strokes to be
placed behind existing strokes, grease pencil will now recognize this
option when using primitives drawing tool.

Pull Request: https://projects.blender.org/blender/blender/pulls/132787
2025-01-31 17:46:27 +01:00
Brecht Van Lommel
3725fad82f Cleanup: Various clang-tidy warnings in editors
Pull Request: https://projects.blender.org/blender/blender/pulls/133734
2025-01-31 17:03:17 +01:00
Jonas Holzman
22582bf6f0 UI: Node Editor Color Drag & Drop Support
This patch adds support for drag and dropping colors (from color buttons) into
the Compositing, Shading and Geometry node trees.

Additional support was added for dragging and dropping colors with an Alpha
component (which was previously ignored), both in the context of the Node Editor
and for Color Buttons in general. This handles cases like drag and dropping a
color from an RGB to an RGBA button, which recreates the color with a default
Alpha value of 1.0.

Pull Request: https://projects.blender.org/blender/blender/pulls/129026
2025-01-30 12:37:15 +01:00
Sybren A. Stüvel
6d832ee5b3 Anim: refactor keyframe copy/paste code
Refactor the keyframe copy-paste code to prepare for supporting action slots.

This is a non-functional change, as the slots are stored but otherwise completely ignored. This way the refactor to the new data structure can be reviewed & tested before actually changing the behaviour.

Related: #129690
Pull Request: https://projects.blender.org/blender/blender/pulls/133497
2025-01-30 10:28:45 +01:00
Hans Goudey
ca64f2f7e7 Cleanup: Use StringRef instead of StringRefNull 2025-01-29 12:49:41 -05:00
Julian Eisel
f5b1a4625d UI: Allow drawing icons as drag previews, use for dragging assets
Instead of requiring an image buffer to draw a bigger preview image
while dragging, allow passing an icon ID and draw that as preview. This
is also how we draw previews elsewhere. Use this for attaching the asset
previews to draggable buttons.

A small user visible change is that previews from the asset browser will
always draw at the default size (multiplied by the interface scale)
while dragging. Previously it used the same size as the asset browser
preview size, which I don't think was useful really. With small sizes
the preview while dragging got unnecessarily small too, with big sizes
it got in the way.

Needed for #131871.
2025-01-24 22:32:27 +01:00
Julian Eisel
315e7e04a8 UI: Avoid double scaling of preview images, improve filtering
When loading preview images from disk, we'd first scale them to the
standard preview image size (in `icon_copy_rect()`) and then scale them
again to the drawing size when eventually drawing to screen. The first
scaling would happen on the CPU, which is slow, and without filtering.

Now the image is stored in its original size and only scaled when
drawing, which uses scaling on the GPU with mipmaps and bi-linear
filtering. While a bit more blurry, the resulting image has less
artifacts and represents the original image better. Keeping the images
unscaled means memory footprint is bigger, we could cap the size if
necessary.

Noticed while working on #131871. Asset shelf previews would have more
artifacts than before.

See pull request for comparisons.

Pull Request: https://projects.blender.org/blender/blender/pulls/133559
2025-01-24 19:46:33 +01:00