The main goal here is to rename things in a way that makes sense for
simulation baking, but also for the upcoming bake node.
This also removes some versioning code from 3.6 which initialized the
default bake path. Baked data from back then can't be loaded anymore
anyway, and the way the default path is generated is different now as well.
Pull Request: https://projects.blender.org/blender/blender/pulls/111845
Since the switch from bone layers to bone collections in
998136f7a7, visibility could not be
overridden anymore. Moreso, layer visibility could also be toggled even in linked
state in 3.6 [those changes get lost on file reload, but it was still
useful and expected behavior].
Both are now restored.
Pull Request: https://projects.blender.org/blender/blender/pulls/111775
Give a better error message when the user tries to register a node
having the same id as an internal one.
Before:
`RuntimeError: Error: Registering node class: 'NodeDummy', bl_idname 'NodeGroupInput' could not be unregistered`
After:
`RuntimeError: Error: Registering node class: 'NodeDummy', bl_idname 'NodeGroupInput' is an internal node`
This is a followup to #111615
Authored-By: @vitorboschi (Vitor Boschi)
Pull Request: https://projects.blender.org/blender/blender/pulls/111799
Mostly the issues were because drag and drop moving to a different
index in the parent didn't take into account the root panel. Also add
a null check for safety similar to b36367e663.
Library overrides crashed with on trying to access the interface root
panel. The root panel should not be exposed through RNA, but also
accessing its position property should be allowed.
Several fixes here:
- Fix position property getter when the item has no parent panel
(i.e. the root panel).
- Avoid infinite loops in the greedy override comparison: exclude the
loopback parent property.
- Don't return the root panel via the parent property in the first
place, just return nullptr.
Second attempt at fix, first one in #111755 broke the
bl_node_group_interface test due to incorrect handling of the nullptr
parent case (reverted by 68440742)
Pull Request: https://projects.blender.org/blender/blender/pulls/111782
Add an update function that ensures the key-configuration is reloaded.
Also prefer passing individual options instead of passing in
PreferencesExperimental to the key-map since it's no longer clear
which options impact shortcuts.
Library overrides crashed with on trying to access the interface root panel. The root panel should not be exposed through RNA, but also accessing its `position` property should be allowed.
Several fixes here:
- Fix `position` property getter when the item has no parent panel (i.e. the root panel).
- Avoid infinite loops in the greedy override comparison: exclude the loopback `parent` property.
- Don't return the root panel via the `parent` property in the first place, just return nullptr.
Pull Request: https://projects.blender.org/blender/blender/pulls/111755
Essentially calls `BKE_lib_override_library_resync`, with either to
current ID as resync root for a partial resync, or the actual hierarchy
root for a complete resync of the whole hierarchy.
It's not immediately clear for new users that editing the
"File Browser" colors will also adjust the "Asset Browser".
Similar to how it's already the case for UV/Image Editor,
mention in the name of the panel other editors that share
the same color settings.
* Dope Sheet > Dope Sheet/Timeline
* File Browser > File/Asset Browser
* Graph Editor > Graph Editor/Drivers
The only exception is Node Editor because eventually it
will get too long.
The sound equalizer is using the Audaspace FFT Convolver.
The blender part creates an array of descriptions of power per "band"
and orders the creation of Equalizer (ISound) in the Audaspace.
Modifier can be created on sound strips. It lets you define
amplification or attenuation over frequency range from 30Hz to 20 kHz.
The power is limited to -30 db - 30 db. This is done using curve
mapping widget.
Co-authored-by: menda <alguien@aqui.es>
Co-authored-by: Richard Antalik <richardantalik@gmail.com>
Pull Request: https://projects.blender.org/blender/blender/pulls/105613
The asset shelf type would be removed, but there may still be an active
asset shelf (or previously active shelves) in memory that reference this
type. Now unset this reference so the shelf is not considered for
display anymore. This way the shelves storage is preserved (and saved to
files) and settings like the visible catalogs will be kept for when the
type becomes available again.
Part 3/3 of #109135, #110272
Switch to new node group interfaces and deprecate old DNA and API.
This completes support for panels in node drawing and in node group
interface declarations in particular.
The new node group interface DNA and RNA code has been added in parts
1 and 2 (#110885, #110952) but has not be enabled yet. This commit
completes the integration by
* enabling the new RNA API
* using the new API in UI
* read/write new interfaces from blend files
* add versioning for backward compatibility
* add forward-compatible writing code to reconstruct old interfaces
All places accessing node group interface declarations should now be
using the new API. A runtime cache has been added that allows simple
linear access to socket inputs and outputs even when a panel hierarchy
is used.
Old DNA has been deprecated and should only be accessed for versioning
(inputs/outputs renamed to inputs_legacy/outputs_legacy to catch
errors). Versioning code ensures both backward and forward
compatibility of existing files.
The API for old interfaces is removed. The new API is very similar but
is defined on the `ntree.interface` instead of the `ntree` directly.
Breaking change notifications and detailed instructions for migrating
will be added.
A python test has been added for the node group API functions. This
includes new functionality such as creating panels and moving items
between different levels.
This patch does not yet contain panel representations in the modifier
UI. This has been tested in a separate branch and will be added with a
later PR (#108565).
Pull Request: https://projects.blender.org/blender/blender/pulls/111348
- Multiple issues in the Data Transfer modifier error messages:
- "None" -> "none", this word in the middle of a sentence, no need
for upper case.
- "amount of <element>" -> "number", more appropriate for discrete
counts.
- "doesn't" -> "does not", to respect Blender's style guide.
- "The grease pencil object need an Armature modifier" -> "needs",
grammar.
- "Armature modifier is not valid or wrong defined" -> "is invalid".
Unclear what "wrong defined" means.
- The "Recent Reports" text block has not been used since 2.81.
- "Not valid subdivisions found to rebuild lower levels" -> "No
valid...", typo.
- "extensions repository" -> "extension repository": typo.
- "... , but loose correct blending..." -> "lose": typo.
- "True when multiple enums ": trailing whitespace.
- "Number of ray per pixel" -> "rays": typo.
- "Curve Parameter node" -> "Spline ...": this is the actual name of
the node after its rename in 1cd9fcd98d.
Pull Request: https://projects.blender.org/blender/blender/pulls/111145
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
Move control over the color of bones from bone groups to the bones
themselves. Instead of using bone groups (which are defined on the pose,
and thus owned by the object), the color is stored on:
- the bone (`struct Bone`, or RNA `armature.bones['bone_name'].color`)
- a possible override on the pose bone (`struct bPoseChannel`, or RNA
`ob.pose.bones['bone_name'].color`).
When the pose bone is set to its default color, the color is determined
by the armature bone. In armature edit mode, the armature bone colors
are always used, as then the pose data is unavailable.
Versioning code converts bone group colors to bone colors. If the
Armature has a single user, the group color is stored on the bones
directly. If it has multiple users, the group colors will be stored on
the pose bones instead.
The bone group color is not removed from DNA for forward compatibility,
that is, to avoid immediate dataloss when saving a 3.6 file with 4.0.
This is part of the replacement of bone groups & armature layers with
bone collections. See the design task at #108941.
Pull request: https://projects.blender.org/blender/blender/pulls/109976
Registering a node with a `bl_idname` same as a built-in node will lead
to crash because `rna_Node_unregister` does not check `nt->rna_ext.data`
to see whether it's not null (which indicates whether this node is
registered with python or not). Now fixed.
Pull Request: https://projects.blender.org/blender/blender/pulls/111615
Move Auto-Offset toggle from Node Editor View menu
into the Editing > Node Editor section of User Preferences,
to reflect its use as a workflow option not configured
per editor or per file.
Pull Request: https://projects.blender.org/blender/blender/pulls/111589
Adds a userpref toggle for the edit mode overlays fresnel.
The edit mode fresnel is only a bit useful in edge cases, like
very dense photogrametry, and the problem is that it causes
more eye strain when modeling for many hours. And it's
benefit on shape readability is small compared to it's negative
impact on selection visibility. It makes the selection color to a
darker less saturated color instead of the theme color, which
leads to worse contrast between the selection and the mesh
or with the background, and also makes the unselected (black)
brighter, also reducing contrast. So it's off by default.
This was split up from https://projects.blender.org/blender/blender/pulls/110097
Pull Request: https://projects.blender.org/blender/blender/pulls/111494
While in a way one could argue calling code could check for such case,
in practice it is way handier for the search code itself to just return
'not found' value in such case, rather than crash!
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
Using a higher number of samples (enough samples to account for the last
second or two of playback for e.g.) can be useful when comparing minor
changes in overall playback speed, where the behavior of multi-threaded
operations can make the value jitter with 8 samples (default).
Using fixed-point arithmetic means the average FPS can be updated
by subtracting the oldest FPS sample before adding the new value,
instead of having to average an array of floats every draw.
Increasing the number of samples now only uses a little more memory
(20kb at most).
The error margin from using fixed-point arithmetic is under 0.5
microseconds per frame - more than enough precision for FPS display.
A commented define is included that shows the error margin when enabled.
Since vertex and face normals can be calculated separately, it simplifies
things to further separate the two caches. This makes it easier to use
`SharedCache` to avoid recalculating normals when copying meshes.
Sharing vertex normal caches with meshes with the same positions and
topology allows completely skipping recomputation as meshes are
copied. The effects are similar to e8f4010611, but normals are much
more expensive, so the benefit is larger.
In a simple test changing a large grid's generic attribute with geometry
nodes, I observed a performance improvement from 12 to 17 FPS.
Most real world situations will have smaller changes though.
Completely splitting face and vertex calculation is slightly slower
when face normals aren't already calculated, so I kept the option
to recalculate them together as well.
This simplifies investigating the changes in #105920 which resolve
non-determinism in the vertex normal calculation. If we can make the
topology map creation fast enough, that might allow simplifying this
code more in the future.
Pull Request: https://projects.blender.org/blender/blender/pulls/110479
This was hard coded to 8, which can still result in a number that
jitters making the overall FPS difficult to measure.
The default is still 8, but this is now a preference that can be
increased for values that don't jitter as much.
This was noted in code comments and checked in Python documentation
generation but not at build time.
Since these enums are identifiers that end up included in various places
enforce the `rna_enum_*_items` convention which was noted as
the convention but not followed strictly.
Partially reverts [0], avoids having to deal with multiple prefix types.
[0]: 3ea7117ed1
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.