When a keymap operator is not found, color the label and input field
in red. This can help identify issues when migrating preferences and
some operators no longer exist.
Screenshots in the pull request.
Pull Request: https://projects.blender.org/blender/blender/pulls/130675
Ref: #132179
Renames:
- `Editing.act_seq` -> `Editing.act_strip`
- `SequenceModifierData` -> `StripModifierData`
- Its member `mask_sequence` is now `mask_strip`.
- `MetaStack.parseq` -> `MetaStack.parent_strip`
- Remaining function names/parameters that were not dealt with in #132748
- Various references to `seq` or `sequence` throughout code and docs when
referring to a strip
Also moves `_get` to the end of the renamed function names where
applicable for standardization (unless "by" or "from" are used).
There should be no changes to current behavior.
Pull Request: https://projects.blender.org/blender/blender/pulls/138077
This operator is very similar to the existing "Join as Shapes" operator,
which updates or adds shape key array values with the positions of
objects with the same name, but instead of creating new shape keys,
it just updates existing ones. The new operator is called "Update from
Objects" in the UI.
Internally, some logic was moved to a poll function shared between the
two operators, and a new argument for whether to ensure keys exist was
added to their shared implementation.
Part of #135095.
Pull Request: https://projects.blender.org/blender/blender/pulls/136853
Previously UV sync-select in face mode would isolate UV selection
so dragging a face would disconnect it from adjacent faces.
Now the sticky mode is respected for face selection.
This is needed for #136817 so storing per-selection doesn't result
in a user visible change in behavior.
This is implements option 1 of #129309. It contains a few changes:
* Split `BHead8` into `SmallBHead8` and `LargeBHead8`. The latter is the new one
and uses `int64_t` for array sizes instead of just `int`. That applies to to
buffer size in bytes (`len`) and the array size (`nr`).
* The first .blend file header (the first few bytes of the file) are updated
according to #129309.
* Support reading files with that use `BHead4`, `SmallBHead8` and `LargeBHead8`.
* New option in the preferences that controls whether new files are written with
the older `SmallBHead8` or the new `LargeBHead8`. The new file format is
disabled by default. Potential unofficial 32 bit builds (#67184) always write
`BHead4`, but can read all types (in theory anyway, can't test it).
Note that there are other places in Blender that don't fully support arrays this
large. E.g. I noticed that the spreadsheet currently can't scroll all the way
down.
The experimental option can be removed once we are in the 5.0 branch, at which
point only 4.5 will be able to open the files saved with 5.0.
Co-authored-by: Bastien Montagne <bastien@blender.org>
Pull Request: https://projects.blender.org/blender/blender/pulls/129751
Calling UV stitch from menu executes `exec` function instead of modal() due
to wrong opcontext. Set `operator_context=INVOKE_REGION_WIN` so that
clicking operator from menu invokes `stitch_invoke()` which later calls
modal operation.
Pull Request: https://projects.blender.org/blender/blender/pulls/138075
This changes removes Vulkan from experimental. It should be feature
parity with OpenGL with the exception of USD/Hydra.
Some backports to USD/Hydra developments are being made #133717
and should land soon.
This change only updates UI text that mentions the state of the
backend.
Thanks for the community so far for testing and reporting issues!
Pull Request: https://projects.blender.org/blender/blender/pulls/138086
This PR adds a separate "Grease Pencil" render pass. Once
the "Grease Pencil" option is checked in the passes list, the
Grease Pencil engine will render to a new render pass for various
composition uses.
Notes:
- Occluded Grease Pencil geometry is not rendered.
- In most cases, using an "Alpha Over" with the rest will result
in the same render as the "Combined" output. The exception is
when there are Grease Pencil layers that use a blending mode
that changes the chromaticity of the alpha channel.
Pull Request: https://projects.blender.org/blender/blender/pulls/137638
Numpad * is being used for grease pencil object to isolate active layer
while inside edit/paint mode and mouse is over viewport. This PR
includes same keyitem into dopesheet keymap, so that shortcut
can be used in dopesheet editor context.
Pull Request: https://projects.blender.org/blender/blender/pulls/132054
This PR adds Grease Pencil type filter in the view layer, so users can
control whether Grease Pencil objects should be rendered or not. When
the option is turned off, Grease Pencil rendering is skipped.
Pull Request: https://projects.blender.org/blender/blender/pulls/137667
This allows users to implement arbitrary camera models using OSL by writing
shaders that take an image position as input and compute ray origin and
direction.
The obvious applications for this are e.g. panorama modes, lens distortion
models and realistic lens simulation, but the possibilities are endless.
Currently, this is only supported on devices with OSL support, so CPU and
OptiX. However, it is independent from the shading model used, so custom
cameras can be used without getting the performance hit of OSL shading.
A few samples are provided as Text Editor templates.
One notable current limitation (in addition to the limited device support)
is that inverse mapping is not supported, so Window texture coordinates and
the Vector pass will not work with custom cameras.
Pull Request: https://projects.blender.org/blender/blender/pulls/129495
This implement the design detailed in #135935.
A new per object property called `Shadow Terminator Normal Offset` is
introduced to shift the shadowed position along the shading normal.
The amount of shift is defined in object space on the object datablock.
This amount is modulated by the facing ratio to the light. Faces
already facing the light will get no offset. This avoids most light
leaking artifacts.
In case of multiple shading normal, the normal used for the shift
is arbitrary. Note that this is the same behavior for other biases.
The magnitude of the bias is controlled by `Shadow Terminator Normal Offset`.
The amount of faces affected by the bias is controlled using
`Shadow Terminator Geometry Offset` just like cycles.
Tweaking the `Shadow Terminator Geometry Offset` allows to avoid too much
shadow distortion on surfaces with bump mapping.
Cycles properties are copied from the Cycles object datablock to the
blender datablock. This break the python API for Cycles.
The defaults are set to no bias because:
- There is no good default. The best value depends on the geometry.
- The best value might depend on real-time displacement.
- Any bias will introduce light leaking on surfaces that do not need it.
- There is an additional cost of enabling it, which is proportional
to the amount of pixels on screen using it.
Pull Request: https://projects.blender.org/blender/blender/pulls/136935
Ensure the code doesn't delete items from the same collection it is
looping over.
This is done by copying the `self.artifact_reuse_table` dictionary items
and looping over that, making it possible to delete from the original
dictionary.
Co-authored-by: Gianluca Giampuzzo
This merges the `GRAPH_OT_keyframe_jump` operator into the more generic
`SCREEN_OT_keyframe_jump` operator. (the former introduced with #108549)
The functionality of both operators is retained by running
a `switch/case` based on the editor type.
Doing so, we can filter out the Dope Sheet as well which fixes#93944
The `GRAPH_OT_keyframe_jump` is preserved, but when it is called,
it generates a warning stating it should not be used anymore.
It then calls directly into the `SCREEN_OT_keyframe_jump` to
ensure functionality doesn't drift apart.
Fixes#136176Fixes#93944
Pull Request: https://projects.blender.org/blender/blender/pulls/137542
Just small tweaks that should have been addressed when the editor
border theme setting was introduced.
* Fix: Match Top Bar and Status Bar headers with editor border.
* Fix: Properties Editor navigation bar and tabs outline tweak for
readability.
* Use light color for editor outline/active.
Pull Request: https://projects.blender.org/blender/blender/pulls/137955
615100acda added support to
`NODE_OT_add_image` to open multiple images, This makes the NW
operator redundant, also `NODE_OT_add_image` can open multiple
images at drag-n-drop. The only difference is that this operator adds
the new image nodes as collapsed nodes.
Pull Request: https://projects.blender.org/blender/blender/pulls/128443
In a previous commmit (1), custom wire width for armatures was disabled
on macOS and a corrisponding warning was added to the UI due to a
limitation at the time leading to rendering artifacts #124691.
These limiations appear to have been sorted in Blender 4.4 and so
custom wire widths now work on macOS. So this commit removes the
warning message form the UI.
(1) a451971026
Pull Request: https://projects.blender.org/blender/blender/pulls/137651
This pull request adds options to hide and show strips in the Sequencer
Preview, using the same shortcuts. Included "Show/Hide" operators in the Strips
menu of preview mode. It only works on strips that are visible in the preview
at the current frame. The Unmute operator now shows all hidden strips in
the preview at the current frame, since it's not possible to select hidden strips
in sequencer preview.
See video in PR description.
Pull Request: https://projects.blender.org/blender/blender/pulls/137781
This adds two new python properties to `GreasePencilStrokePoint`
* `select_handle_left`: The selection of the left handle of this point
* `select_handle_right`: The selection of the right handle of this point
These could already be written to using `drawing.attributes[".selection_handle_left"]`
and `drawing.attributes[".selection_handle_right"]`, but this makes it
easier to work on individual points from the higher-level
python API.
Resolves#137639.
Pull Request: https://projects.blender.org/blender/blender/pulls/137730
In new asset browser popover "Import Settings" there are new options
for instancing. Naming of properties wasn't clear enough at a glance, and
it reuses terms "Link" and "Append" which are used way too frequently and
can be mistaken for something else. This commit clarifies what parameters
do in labels.
See Images attached in PR description.
Pull Request: https://projects.blender.org/blender/blender/pulls/137295
This adds a new Instance Bounds nodes which provides an easy and
efficient way to get the bounding box of each instance.
Nested instances or not taken into account to compute the bounding
box. That would result in a major performance degredation because
one would have to basically realize all instances to do that.
Also see #135933 for some examples.
Pull Request: https://projects.blender.org/blender/blender/pulls/135933
Previously the device selection was only shown when Blender was started
with the Vulkan backend. However most users don't know that this feature
exists. By also showing the device selection when the backend is changed
in the preferences, will motivate users to revisit the system tab and
see what can be selected.
Another option is to have the device selection fully working even when
running using OpenGL. Technically possible but it requires to mingle Vulkan
with OpenGL data in gpu globals.
Pull Request: https://projects.blender.org/blender/blender/pulls/137646
Adds a C++ based FBX importer, using 3rd party ufbx library (design task:
#131304). The old Python based importer is still there; the new one is marked
as "(experimental)" in the menu item. Drag-and-drop uses the old Python
importer; the new one is only in the menu item.
The new importer is generally 2x-5x faster than the old one, and often uses
less memory too. There's potential to make it several times faster still.
- ASCII FBX files are supported now
- Binary FBX files older than 7.1 (SDK 2012) version are supported now
- Better handling of "geometric transform" (common in 3dsmax), manifesting
as wrong rotation for some objects when in a hierarchy (e.g. #131172)
- Some FBX files that the old importer was failing to read are supported now
(e.g. cases 47344, 134983)
- Materials import more shader parameters (IOR, diffuse roughness,
anisotropy, subsurface, transmission, coat, sheen, thin film) and shader
models (e.g. OpenPBR or glTF2 materials from 3dsmax imports much better)
- Importer now creates layered/slotted animation actions. Each "take" inside
FBX file creates one action, and animated object within it gets a slot.
- Materials that use the same texture several times no longer create
duplicate images; the same image is used
- Material diffuse color animations were imported, but they only animated
the viewport color. Now they also animate the nodetree base color too.
- "Ignore Leaf Bones" option no longer ignores leaf bones that are actually
skinned to some parts of the mesh.
- Previous importer was creating orphan invisible Camera data objects for
some files (mostly from MotionBuilder?), new one properly creates these
cameras.
Import settings that existed in Python importer, but are NOT DONE in the new
one (mostly because not sure if they are useful, and no one asked for them
from feedback yet):
- Manual Orientation & Forward/Up Axis: not sure if actually useful. FBX
file itself specifies the axes fairly clearly. USD/glTF/Alembic also do
not have settings to override them.
- Use Pre/Post Rotation (defaults on): feels like it should just always be
on. ufbx handles that internally.
- Apply Transform (defaults off, warning icon): not sure if needed at all.
- Decal Offset: Cycles specific. None of other importers have it.
- Automatic Bone Orientation (defaults off): feels like current behavior
(either on or off) often produces "nonsensical bones" where bone direction
does not go towards the children with either setting. There are discussions
within I/O and Animation modules about different ways of bone
visualizations and/or different bone length axes, that would solve this
in general.
- Force Connect Children (defaults off): not sure when that would be useful.
On several animated armatures I tried, it turns armature animation
into garbage.
- Primary/Secondary Bone Axis: again not sure when would be useful.
Importer UI screenshots, performance benchmark details and TODOs for later
work are in the PR.
Pull Request: https://projects.blender.org/blender/blender/pulls/132406
In the past couple months, the basic operations needed for a new object
type were implemented, as well as basic edit mode tools. With that, the
object type is in a good enough state that it doesn't need to be hidden
behind an experimental option. That also resolves some inconsistency,
because the object type is already created by geometry nodes and used by
importers; it's weird that you can't add it manually as original data.
This also removes the "bounds" drawing flag for the object created from
the add menu. It's unnecessary now and there was even a TODO comment.
Pull Request: https://projects.blender.org/blender/blender/pulls/137546
The "Make Panel Toggle" operator does not check if active item is an input socket,
leading to a situation where it can be called on Boolean output sockets.
Doing this creates weird behavior where the panel and associated
operators believe it has a toggle, but is not reflected in the UI drawing.
Other weird behaviors include being able to rearrange output sockets
and apply the operator again to another output socket.
This patch adds a check in the operator's poll function to prevent it
from being called on output sockets.
Pull Request: https://projects.blender.org/blender/blender/pulls/137526
With the move to the new snapping system,
the snapping flags were no longer stored on the editor but on the scene.
While that is good for all editors that deal with animation,
it also affected the Driver Editor since that is effectively a Graph Editor.
However since the driver editor doesn't deal with frames,
it is unlikely that settings should be shared with other animation editors.
With this PR the Driver Editor gets it's own snapping flag,
which means snapping can be controlled without affecting
other animation editors.
This also removes snapping options
* Snap to markers doesn't make sense, there are no markers in drivers
* Snap to seconds also makes no sense
Only snap to frames, i.e. whole numbers is kept with the option
to snap directly to whole numbers or offset the current position
by a whole number.
Pull Request: https://projects.blender.org/blender/blender/pulls/136826
Previously in 5fe1051839 the "Active
Spline" panel was moved to the viewport but not updated correctly for it
to display when active object is of "SURFACE" type. Now it will show for
both curve and surface types.
So far it was only possible to relocate a whole library, now one can
also relocate a single linked ID (pulling in all of its dependencies).
This is essentially linking the new data, remapping local usages of the
old linked data to the new one, removing no more used IDs, and updating
liboverrides if needed.
This patch completely reworks the slip operator from the ground up,
reorganizing code to be simpler and adding more clarifying documentation.
Major Changes:
- Add modal keymap to the operator along with an interactive status bar.
- Show offset overlays to the left and right of strips whenever slipping.
- Add option to "clamp" slipped strips.
- Rework input to be accumulative, avoiding "jumps" when transitioning in/out
of precision mode.
Fixes:
- Properly draw header when initializing operator before any events have been
sent, and reorganize event flow so that all events have an immediate effect.
- Properly clamp subframe slips.
More information in PR.
Pull Request: https://projects.blender.org/blender/blender/pulls/137072
Found this during #137299
Python error observed when calling batch rename operator on sequencer
strips. `change_effect_input` operator doesn't have any enum property.
Remove operator_enum to fix the error.
Pull Request: https://projects.blender.org/blender/blender/pulls/137331