Store the 'expanded/collapsed' state of the bone collection tree view in
the DNA data of the bone collections themselves. This way the tree state
is restored when loading the file.
This commit also adds some code to the abstract tree view classes, for
supporting synchronisation of the extended/collapsed state between it
and external data. It follows the same approach as the handling of the
active element.
RNA wrappers have been added to make it possible for Python code to
expand/collapse parts of the tree.
Library overrides are supported for this property, so the
expanded/collapsed state of linked armatures can be locally saved. If
there is no override, the `is_expanded` property is still editable;
changes will not be saved to file in that case, though.
Pull Request: https://projects.blender.org/blender/blender/pulls/116940
- Adding new repositories now differentiates between "Online" & "Local"
where adding a local repository doesn't prompt for a URL.
- Support removing repositories and their files (uses confirmation
defaulting to "Cancel" to avoid accidents).
- Show an error icon next to repositories that have invalid settings,
these repositories are now ignored until the settings are corrected,
required fields are highlighted red when they're unset & required.
- Rename "directory" to "custom_directory" since an automatic path is
used when not set - created in the users scripts directory.
- Use toggles for custom-directory & remote URL instead of relying on
the value to be left an empty string for alternative behavior.
Additional icons for face corner, pointcloud points needed for general
usage. Unselected camera, view locked, and view unlocked for #111076.
Changes to mod_mask for #117467. pointcloud_data changed only for
alignment change. Running Update Icons also changed mod_explode.
Pull Request: https://projects.blender.org/blender/blender/pulls/117732
Caused by #113504
The `type` property has been removed from the operator,
but of course that is a breaking change in 4.1.
(e.g. reported here: #117547)
At the time of making the patch,
I wasn't sure how to handle all cases but it turns out its not complicated.
I've added back the property with the following logic.
* Try to get the `KeyingSet` from the `type`.
* `type` defaults to 0 which means the `ANIM_keyingset_get_from_enum_type`
will get it from the scene.
* If the scene doesn't have one, or a valid index isn't passed in the `KeyingSet`
will be a `nullptr` in which case it inserts from the user preferences.
Pull Request: https://projects.blender.org/blender/blender/pulls/117718
This implements the `stroke_arrange` operator for grease pencil v3.
This behaves the same as `GPENCIL_OT_stroke_arrange` but renamed to `stroke_reorder`.
It should be more clear what the operator does.
Note: This also adds new key binds.
Co-authored-by: Falk David <filedescriptor@noreply.localhost>
Pull Request: https://projects.blender.org/blender/blender/pulls/116682
With this patch, materials are kept intact in simulation zones and bake nodes
without any additional user action.
This implements the design proposed in #108410 to support referencing
data-blocks (only materials for now) in the baked data. The task also describes
why this is not a trivial issue. A previous attempt was implemented in #109703
but it didn't work well-enough.
The solution is to have an explicit `name (+ library name) -> data-block`
mapping that is stored in the modifier for each bake node and simulation zone.
The `library name` is necessary for it to be unique within a .blend file. Note
that this refers to the name of the `Library` data-block and not a file path.
The baked data only contains the names of the used data-blocks. When the baked
data is loaded, the correct material data-block is looked up from the mapping.
### Automatic Mapping Generation
The most tricky aspect of this approach is to make it feel mostly automatic.
From the user point-of-view, it should just work. Therefore, we don't want the
user to have to create the mapping manually in the majority of cases. Creating
the mapping automatically is difficult because the data-blocks that should
become part of the mapping are only known during depsgraph evaluation. So we
somehow have to gather the missing data blocks during evaluation and then write
the new mappings back to the original data.
While writing back to original data is something we do in some cases already,
the situation here is different, because we are actually creating new relations
between data-blocks. This also means that we'll have to do user-counting. Since
user counts in data-blocks are *not* atomic, we can't do that from multiple
threads at the same time. Also, under some circumstances, it may be necessary to
trigger depsgraph evaluation again after the write-back because it actually
affects the result.
To solve this, a small new API is added in `DEG_depsgraph_writeback_sync.hh`. It
allows gathering tasks which write back to original data in a synchronous way
which may also require a reevaluation.
### Accessing the Mapping
A new `BakeDataBlockMap` is passed to geometry nodes evaluation by the modifier.
This map allows getting the `ID` pointer that should be used for a specific
data-block name that is stored in baked data. It's also used to gather all the
missing data mappings during evaluation.
### Weak ID References
The baked/cached geometries may have references to other data-blocks (currently
only materials, but in the future also e.g. instanced objects/collections).
However, the pointers of these data-blocks are not stable over time. That is
especially true when storing/loading the data from disk, but also just when
playing back the animation. Therefore, the used data-blocks have to referenced
in a different way at run-time.
This is solved by adding `std::unique_ptr<bake::BakeMaterialsList>` to the
run-time data of various geometry data-blocks. If the data-block is cached over
a longer period of time (such that material pointers can't be used directly), it
stores the material name (+ library name) used by each material slot. When the
geometry is used again, the material pointers are restored using these weak name
references and the `BakeDataBlockMap`.
### Manual Mapping Management
There is a new `Data-Blocks` panel in the bake settings in the node editor
sidebar that allows inspecting and modifying the data-blocks that are used when
baking. The user can change what data-block a specific name is mapped to.
Pull Request: https://projects.blender.org/blender/blender/pulls/117043
The benefits are O(1) access to the string size, clearer ownership,
and easily accessible utility functions. For now, only change functions
where the string is clearly non-null. It's not clear in what cases some
other functions recieve null strings.
* Add documentation / comments
* Apply const where possible to cache_init function codepath
* Minor cleanup of conditionals and initialization
Contains changes that were deferred from #117316
Pull Request: https://projects.blender.org/blender/blender/pulls/117651
- Remove unnecessary use of "shelf" namespace inside that namespace
- Remove unused function declaration
- Don't bother passing a pointer to a pointer to the region data,
that didn't accomplish anything and added unnecessary complexity
Adds vertex groups and basic operator support to the `GreasePencil` data
block.
Vertex groups in the `GreasePencil` ID are used as the source of truth
for vertex groups names and ordering in the UI. Individual drawings also
have vertex group lists, but they should not be modified directly by
users or the API. The main purpose of storing vertex group names in in a
drawing's `CurveGeometry` is to make it self-contained, so that vertex
weights can be associated with names without requiring the
`GreasePencil` parent data.
Vertex group operators are implemented generically for some ID types.
Grease Pencil needs its own handling in these operators. After
manipulating `vertex_group_names` the `validate_drawing_vertex_groups`
utility function should be called to ensure that drawings only contain a
true subset of the `GreasePencil` data block.
Operators for assigning/removing/selecting/deselecting vertices are also
implemented here. To avoid putting grease pencil logic into the generic
`object_deform.cc` file a number of utility functions have been added in
`BKE_grease_pencil_vgroup.hh`.
Fixes#117337
Pull Request: https://projects.blender.org/blender/blender/pulls/117476
This significantly simplifies memory management, mostly by avoiding
the need to free the memory manually. It may also improve performance,
since std::string has an inline buffer that can prevent heap
allocations and it stores the size.
Pull Request: https://projects.blender.org/blender/blender/pulls/117695
For icons that represent collapsible and collapsed content we use a
variety of icons: chevrons and closed triangles of varying
proportions. This PR makes everything use a chevron for consistency.
Pull Request: https://projects.blender.org/blender/blender/pulls/116240
As discussed in the UI Module Meeting we don't have an acceptable use
case for dialogs that use the Blender logo. Removing this image from
the project since this is now exposed through dialog customization.
Pull Request: https://projects.blender.org/blender/blender/pulls/117676
This simplifies the C++ API for making layout panels. Now it is also more similar to the Python API.
`uiLayoutPanel` is like `layout.panel` and `uiLayoutPanelProp` is like `layout.panel_prop`.
Both, `uiLayoutPanel` and `uiLayoutPanelProp`, now exist in two variants. One that takes a label
parameter and one that does not. If the label is passed in, only the panel body layout is returned.
Otherwise, the header and body are returned for more customization.
Pull Request: https://projects.blender.org/blender/blender/pulls/117670
When clicking on an expandable item in the tree view, it used to
automatically expand that item. This has now been removed; clicking just
makes that item the active one.
This impacts all tree views. The authors of the following ones have been
consulted on this, and all agreed it was a good idea:
- Asset Catalogs
- Bone Collections
- Grease Pencil Layers
- Node Panels
- Light Linking (uses tree view, but just to present a flat list)
Current method only considers first selected collection in the outliner
tree. This restricts user from selecting objects of multiple selected
collections. To fix this, first gather all the selected collections in
list with the help of `outliner_collect_selected_collections` traverse
function. Then iterate through layer collections to select base/objects
Pull Request: https://projects.blender.org/blender/blender/pulls/113831
When a string shouldn't be used or is invalid, use std::nullopt to
make it clear it's value shouldn't be used.
Without this it's possible to accidentally use an empty string
which will silently fail.
This pull request adds the ability for users to specify input samples
on a per brush basis. The existing field in the main `Paint` struct
forces all brushes of a particular tool type to use the same value.
A new field was added to the `Brush` struct to allow for this value
to be specified there instead, and a corresponding unified value in
`UnifiedPaintSettings` has been created to allow users to use the
same value across all brushes.
Addresses #108109
Pull Request: https://projects.blender.org/blender/blender/pulls/117080
For some reason the "get" function actually allocates the button's
operator properties container. This may or may not make sense to
do, but while it happens, the function name might as well make
that clear.
Removal of "confirm" operator callback for confirmation customization,
in favor of new method that shares existing operator dialog code and
allows python configuration.
Pull Request: https://projects.blender.org/blender/blender/pulls/117564