This commit takes the 'Slotted Actions' out of the experimental phase.
As a result:
- All newly created Actions will be slotted Actions.
- Legacy Actions loaded from disk will be versioned to slotted Actions.
- The new Python API for slots, layers, strips, and channel bags is
available.
- The legacy Python API for accessing F-Curves and Action Groups is
still available, and will operate on the F-Curves/Groups for the first
slot only.
- Creating an Action by keying (via the UI, operators, or the
`rna_struct.keyframe_insert` function) will try and share Actions
between related data-blocks. See !126655 for more info about this.
- Assigning an Action to a data-block will auto-assign a suitable Action
Slot. The logic for this is described below. However, There are cases
where this does _not_ automatically assign a slot, and thus the Action
will effectively _not_ animate the data-block. Effort has been spent
to make Action selection work both reliably for Blender users as well
as keep the behaviour the same for Python scripts. Where these two
goals did not converge, reliability and understandability for users
was prioritised.
Auto-selection of the Action Slot upon assigning the Action works as
follows. The first rule to find a slot wins.
1. The data-block remembers the slot name that was last assigned. If the
newly assigned Action has a slot with that name, it is chosen.
2. If the Action has a slot with the same name as the data-block, it is
chosen.
3. If the Action has only one slot, and it has never been assigned to
anything, it is chosen.
4. If the Action is assigned to an NLA strip or an Action constraint,
and the Action has a single slot, and that slot has a suitable ID
type, it is chosen.
This last step is what I was referring to with "Where these two goals
did not converge, reliability and understandability for users was
prioritised." For regular Action assignments (like via the Action
selectors in the Properties editor) this rule doesn't apply, even though
with legacy Actions the final state ("it is animated by this Action")
differs from the final state with slotted Actions ("it has no slot so is
not animated"). This is done to support the following workflow:
- Create an Action by animating Cube.
- In order to animate Suzanne with that same Action, assign the Action
to Suzanne.
- Start keying Suzanne. This auto-creates and auto-assigns a new slot
for Suzanne.
If rule 4. above would apply in this case, the 2nd step would
automatically select the Cube slot for Suzanne as well, which would
immediately overwrite Suzanne's properties with the Cube animation.
Technically, this commit:
- removes the `WITH_ANIM_BAKLAVA` build flag,
- removes the `use_animation_baklava` experimental flag in preferences,
- updates the code to properly deal with the fact that empty Actions are
now always considered slotted/layered Actions (instead of that relying
on the user preference).
Note that 'slotted Actions' and 'layered Actions' are the exact same
thing, just focusing on different aspects (slot & layers) of the new
data model.
The "Baklava phase 1" assumptions are still asserted. This means that:
- an Action can have zero or one layer,
- that layer can have zero or one strip,
- that strip must be of type 'keyframe' and be infinite with zero
offset.
The code to handle legacy Actions is NOT removed in this commit. It will
be removed later. For now it's likely better to keep it around as
reference to the old behaviour in order to aid in some inevitable
bugfixing.
Ref: #120406
In the Action editor header, change the "Show All Slots" filter to
become "Only Show Slot of Active Object". The default state remains
"off".
This means that any new/upgraded Action editor will show all slots in
the Action by default. I think this is a good idea, especially since
cb6ed12ef1 makes related data-blocks share
the same Action, and thus the Action will have a mixture of Object and
non-Object animation. I suspect that it'll help in understanding the new
functionality of slotted Actions when they are most visible, i.e. when
the multiple slots are all shown.
Since slotted Actions are so new, I don't think we need to add
versioning code to accomodate this change.
Pull Request: https://projects.blender.org/blender/blender/pulls/129011
Part of the brush assets project followups, see #116337.
Based on feedback, it seems important to indicate to the user when a brush has
unsaved changes.
There's no reliable updating mechanism we can use or hook into here, except for
RNA "update" callbacks. Brush data gets changed in many places in code, the only
way to do this seems manual tagging every time a brush property gets changed.
This PR introduces `BKE_brush_tag_unsaved_changes()` for this. I spent some time
going through all brush properties to ensure changes call the tagging function.
A known limitation with this will be that changes to dependencies won't be
indicated in the brush. E.g. Changing the texture attached to a brush won't make
the brush be indicated as changed.
The UI to indicate the changed brushes is being discussed still, see #128846.
Pull Request: https://projects.blender.org/blender/blender/pulls/128845
In a Curves (not Curve) object, the MeshSequenceCache modifier is not
available from the "Add Modifier" dropdown.
However, the Alembic importer adds such a modifier onto the Curves
objects it creates. It is also possible to transfer such a modifier from
another object, regardless of its type.
Thus, this seems not to be an issue of compatibility of the modifier
with the Curves object type, but an UI/UX oversight.
`BKE_object_support_modifier_type_check` already has a correct check for
this, so just adding CURVES support to the appropriate menu.
Same is true for the POINTCLOUD type, so adding that as well.
Pull Request: https://projects.blender.org/blender/blender/pulls/128756
Removes unused GPv2 functions in blenkernel.
Notes:
- Functions for layer masks are still in use, but annotations never
have layer masks in the first place. Would be good to remove the data
structures so we can remove the functions too.
- Some multi-frame edit functions are also still nominally used, but
multi-frame editing is not an active feature for annotations. This
should also be removed.
Pull Request: https://projects.blender.org/blender/blender/pulls/128709
The old text seemed to suggest that an Action Slot can only be created at
the moment of assigning the Action to something. That is not the case.
The operator just works on the assigned Action, and if none is assigned,
there is nothing it can do.
This renames the mode identifiers to be consistent with e.g. the context mode identifiers and other names used for the new Grease Pencil.
For `object.mode`:
* `PAINT_GPENCIL` -> `PAINT_GREASE_PENCIL`
* `SCULPT_GPENCIL` -> `SCULPT_GREASE_PENCIL`
* `VERTEX_GPENCIL` -> `VERTEX_GREASE_PENCIL`
* `WEIGHT_GPENCIL` -> `WEIGHT_GREASE_PENCIL`
For the internal `ob->mode` flag:
* `OB_MODE_PAINT_GPENCIL_LEGACY` -> `OB_MODE_PAINT_GREASE_PENCIL`
* `OB_MODE_SCULPT_GPENCIL_LEGACY` -> `OB_MODE_SCULPT_GREASE_PENCIL`
* `OB_MODE_VERTEX_GPENCIL_LEGACY` -> `OB_MODE_VERTEX_GREASE_PENCIL`
* `OB_MODE_WEIGHT_GPENCIL_LEGACY` -> `OB_MODE_WEIGHT_GREASE_PENCIL`
Resolves#127374.
Pull Request: https://projects.blender.org/blender/blender/pulls/128604
The `paint.brush_colors_flip` option was not exposed in the vertex color
panel.
This adds the toggle in the panel and also adds the keymap `X` to flip
the colors.
The tint color and panel was not used consistently.
In Vertex Paint mode we're using the unified paint settings,
but in Draw mode, we only use the brush color for tinting.
This fixes the issue by using the unified paint settings
for all the uses of the vertex color.
Removes many of the operators, panels, and menus used exclusively by Grease Pencil v2 that are no longer needed in v3.
No functional changes are expected.
Some operators are still used by the annotations system and have to be kept around. These may be renamed in future.
Pull Request: https://projects.blender.org/blender/blender/pulls/128521
Hides the brush asset shelf by default in weight paint, grease pencil
weight paint and grease pencil vertex paint mode. These only have one
bundled brush per tool available.
After bringing back some tools for brushes in certain modes
(3798852071), we want to hide the asset shelf in modes where there's
only one brush bundled per tool. While having these tools support
brushes can be useful, we don't expect to bundle more brushes soon. So
avoid a mostly empty asset shelf for a single brush by hiding it by
default and keeping it hidden until the user expands it (bf52f6f723 made
it possible to remember the visibility per mode).
Part of #128066 and #116337.