This allow users to show/hide:
* Library name / refresh.
* Assets names.
* Filter.
To set them in Python use:
display_options={'NO_NAMES', 'NO_FILTER', 'NO_LIBRARY'}
With contributions by Julian Eisel.
Differential Revision: https://developer.blender.org/D12476
Creating some primitives allows for a scale value (via python) that will
scale the object accordingly. For objects with a radius parameter
(like cylinders, spheres, etc.) passing a scale different to (1,1,1)
would result in unexpected behavior.
For example:
`>>> bpy.ops.mesh.primitive_uv_sphere_add(radius=2, scale=(1,1,2))`
We would expect this to create a sphere with a radius of 2
(dimensions 4,4,4) and then be scaled *2 along the z-axis
(dimensions 4,4,8). But this would previously create a scaled sphere
with dimensions (2,2,4).
The scale was simply divided by two. Maybe because the "radius"
parameter for creating the primitives was confusingly named "diameter"
(but used as the radius).
The fix adds a scale parameter to `ED_object_new_primitive_matrix`
and also renames the wrongly named "diameter" parameters to "radius".
Reviewed By: campbellbarton
Maniphest Tasks: T84638
Ref D10093
Change data structure of keylists. Reducing the balancing overhead and therefore increases performance.
| **Function** | **Master** | **Patch** |
|`draw_summary_channel`| 0.202105s| 0.083874s |
When adding items to the keylist it will store it in a linked list. This linked list is
accompanied with the length (key_len) and a `last_accessed_column`. last_accessed_column is a cursor
that improve the performance when adding new items as they are mostly ordered by frame numbers.
last_accessed_column is reset when a new fcurve/mask/... is added to the keylist.
Before searching or array access. the listbase needs to be converted to an array.
`ED_keylist_prepare_for_direct_access`. After that the caller can use
`ED_keylist_find_*` or `ED_keylist_array*` functions.
The internal array can also be accessed via the `ED_keylist_listbase` function.
The items inside the array link to the previous/next item in the list.
Reviewed By: sybren
Differential Revision: https://developer.blender.org/D12052
This patch allows dropping material assets from material slot under the mouse
cursor. Before this change the material slot had to be hand-picked from the
properties panel.
For consistency it is chosen to do this in any shading mode as the tooltip shows
what is exactly going to happen during release.
The feature also works for other object types than Meshes as it uses the drawn surface on the
GPU to detect the material slots. Performance of this patch has been tested with AMD GCN3.0
cards and are very responsive.
Reviewed By: fclem, Severin
Differential Revision: https://developer.blender.org/D12190
When joining two strokes in paint mode using the auto merge option, the join was very hard if the thickness was too different.
This patch adds a smooth to the join in order to get better transition.
Also fixed the problem to join existing strokes very far from actual stroke.
Some cleanup and rename of old code is included in order to make code more readable.
Reviewed By: pepeland
Differential Revision: https://developer.blender.org/D12362
Selection was already accessible but not active.
Add utility functions:
- ANIM_nla_context_track to access the active track,
following the convention of ANIM_nla_context_strip.
- ANIM_nla_context_*_ptr versions of these functions,
needed to for creating context members to access the ID pointer.
Part of fix for T90723.
- New operator property to toggle edge panning in the keymap:
This is disabled by default to avoid edge-panning in cases where it
gets distracting, such as adding a new node. Only the explicit
translate operator(s) (GKEY or drag) have this enabled now.
- Restore the initial view rect on edge pan cancel:
The initial view rect is now stored in the edge pan operator data.
When an operator with edge panning is cancelled it can now call the
`UI_view2d_edge_pan_cancel` function to restore the original View2D
rect.
- Less delay in node editor scrolling:
Delay is useful when scrolling through long lists, such as in the
outliner, but makes node scrolling feel sluggish and unresponsive.
The lower scroll speed here makes a faster response the better option.
- Zoom influence feature:
Somewhat slower scrolling in UI-space when zoomed out. With the 0.5
zoom influence factor nodes behave as if zoom factor is halved,
otherwise it gets too fast when zoomed out. Previously scrolling would
always be constant-speed in UI space, now it's half-way between UI
space and node (view) space.
This change reduces the GPU context switches when drawing keyframes.
In the previous situation the keyframe blocks and keyframe keys were
drawn per channel. With this patch first all the keyframe blocks are
drawn for all channels and after that the keyframe keys are collected
for all channels and send to the GPU in a single draw call.
This patch changes the drop named material tooltip to give feedback to
the user what is going to happen when they invoke the change.
There are 3 states:
* "": Operator will be canceled as not all data is present (dropping on
background.)
* "Drop <named material> on <object name> (slot <slot number>, replacing
<current material in slot>).
* "Drop <named material> on <object name> (slot <slot number).
Reviewed By: Severin
Maniphest Tasks: T90371
Differential Revision: https://developer.blender.org/D12106
For T78995 we want to change the data structure of keylists to
improve performance. (Probably a Vector with bin-search capabilities).
This patch hides the internal structure of the keylists behind `AnimKeylist`
structure. This allows us to change the internals without 'breaking' where it is
being used.
The change adds functions to create, free, find and walk over the
keylist.
Reviewed By: sybren
Maniphest Tasks: T78995
Differential Revision: https://developer.blender.org/D11974
Originally the operator name was drawn next to the dragging content.
After that there was an option to add custom, static text with the
dragging content. This patch allows dynamic text to be drawn.
The custom text was implemented as out parameter of the poll function
what made the code unclear. This patch introduces a tooltip function
that separates tooltip generation from the poll function.
NOTE: the text should always be returned in its own memory block. This
block will be freed after it is copied in the drag struct.
Reviewed By: Severin
Differential Revision: https://developer.blender.org/D12104
These operators shouldn't be available in the Asset Browser.
https://developer.blender.org/T83556
Added a comment to each operator poll assignment to explicitly mention
the intention. That should also remind devs to decide if the operator
should apply for both file & asset browsing when copy & pasting operator
definition code.
Before this, all asset view templates showing the same asset library
would show the same assets, even if they should show different ID types.
That was a major limitation since the design did forsee that this
template can be put anywhere in the UI to display various sub-sets of
assets.
Initially I did the ID type filtering close to the asset-list reading,
because I wanted to optimize reading so that we would only actually read
asset information from disk of the ID type to be shown. But this will be
quite complex and I'm not sure if I'll get to work on this anytime soon.
So this commit moves the filtering to the template display level solving
this limitation.
Note: This also adds the code to filter by tags, together with the ID
type. But it's not actually used anywhere yet.
Add overlay option to disable grid drawing.
Reuse drawing code from other editors (timeline editor)
Add argument `display_minor_lines` to function
`UI_view2d_draw_lines_x__discrete_frames_or_seconds`
This way minor line drawing can be disabled and so it doesn't cause
too much visual noise. Also spacing seems to be too fine, so VSE uses 3x
what is defined in preferences.
Reviewed By: fsiddi, Severin
Differential Revision: https://developer.blender.org/D11790
Extract the slider gui implemented for the pose slide tools.
Generalise it so it can be used by other tools as well.
Reviewed by: Sybren A. Stüvel
Differential Revision: https://developer.blender.org/D9314
Ref: D9314
I'm trying to move away from general files with lots of things in them,
and instead have many small & focused files. I find that easier to
work with since everything has clear responsibilities, even if there is
some minor overhead in managing all these files.
I also try to differentiate more clearly between public and internal
files. So source files and internal headers are in a `intern/`
sub-directory, public functions are in a number of headers one level
higher.
For convenience and to make this compatible with our existing general
headers in `editors/include`, I made the `ED_asset.h` there include all
these public headers.
This is of course a bit of an experiment, let's see how it works in
practice.
Also corrected the name of `ED_asset_can_make_single_from_context()`.
This was an open TODO, I wanted to have code for translating asset
library references from and to enum values in a central place, and
access that in the same way from both the Asset Browser and the
Workspace RNA code.
* Adds own file for the related functions.
* Adds doxygen comments.
* Updates RNA callbacks to properly use these functions.
* Let these functions call each other, avoid duplicating logic.
Would previously pass a few properties that are available via the
asset-handle now. This asset-handle is also required for some of the
asset API, e.g. the temporary ID loading. This will probably be needed
before too long.
While the asset-handle design is supposed to be temporary (see
35affaa971), I prefer keeping the fact that it's nothing but a file
entry pointer an implementation detail that is abstracted away. So this
introduces getters for the file data we typically access for
asset-handles.
The asset view UI template is a mini-version of the Asset Browser that
can be placed in regular layouts, regions or popups. At this point it's
made specifically for placement in vertical layouts, it can be made more
flexible in the future.
Generally the way this is implemented will likely change a lot still as
the asset system evolves.
The Pose Library add-on will use the asset view to display pose
libraries in the 3D View sidebar.
References:
* https://developer.blender.org/T86139
* https://code.blender.org/2021/06/asset-browser-project-update/#what-are-we-building
* https://code.blender.org/2021/05/pose-library-v2-0/#use-from-3d-viewport
Notes:
* Important limitation: Due to the early & WIP implementation of the
asset list, all asset views showing the same library will show the
same assets. That is despite the ID type filter option the template
provides. The first asset view created will determine what's visible.
Of course this should be made to work eventually.
* The template supports passing an activate and a drag operator name.
The former is called when an asset is clicked on (e.g. to apply the
asset) the latter when dragging (e.g. to .blend a pose asset). If no
drag operator is set, regular asset drag & drop will be executed.
* The template returns the properties for both operators (see example
below).
* The argument list for using the template is quite long, but we can't
avoid that currently. The UI list design requires that we pass a
number of RNA or custom properties to work with, that for the Pose
Libraries should be registered at the Pose Library add-on level, not
in core Blender.
* Idea is that Python scripts or add-ons that want to use the asset view
can register custom properties, to hold data like the list of assets,
and the active asset index. Maybe that will change in future and we
can manage these internally.
As an example, the pose library add-on uses it like this:
```
activate_op_props, drag_op_props = layout.template_asset_view(
"pose_assets",
workspace,
"active_asset_library",
wm,
"pose_assets",
workspace,
"active_pose_asset_index",
filter_id_types={"filter_action"},
activate_operator="poselib.apply_pose_asset",
drag_operator="poselib.blend_pose_asset",
)
drag_op_props.release_confirm = True
drag_op_props.flipped = wm.poselib_flipped
activate_op_props.flipped = wm.poselib_flipped
```
So far all UI lists had to be defined in Python, this makes it possible
to define them in C as well. Note that there is a whole bunch of special
handling for the Python API that isn't there for C. I think most
importantly custom properties support, which currently can't be added
for C defined UI lists.
The upcoming asset view UI template will use this, which needs to be
defined in C.
Adds a new file `interface_template_list.cc`, which at this point is
mostly a dummy to have a place for the `ED_uilisttypes_ui()` definition.
I plan a separate cleanup to move the UI-list template to that file.
This button type shows a preview image above centered text, similar to
the File Browser files in Thumbnail Display Mode or the default Asset
Browser display. In fact we may want to port these over to use the new
button type at some point.
Will be used by the asset view UI template that will be added in a
following commit. That is basically a mini version of the Asset Browser
that can be displayed elsewhere in the UI.
If a text button is activated that is not in view (i.e. scrolled away),
the scrolling will now be adjusted to have it in view (with some
small additional margin). While entering text, the view may also be
updated should the button move out of view, for whatever reason. For the
most part, this feature shouldn't be needed and won't kick in, except
when a clicked on text button is partially out of view or very close to
the region edge. It's however quite important for the previously
committed feature, that is, pressing Ctrl+F to start searching in a UI
list. The end of the list where the scroll button appears may not be in
view. Plus while filtering the number of visible items changes so the
scrolling has to be updated to keep the search button visible.
Note that I disabled the auto-scrolling for when the text button spawned
an additional popup, like for search-box buttons. That is because
current code assumes the button to have a fixed position while the popup
is open. There is no code to update the popup position together with the
button/scrolling.
I also think that the logic added here could be used in more places,
e.g. for the "ensure file in view" logic the File Browser does.
For pose libraries, we need to be able to apply a pose whenever
activating (clicking) an item in the Pose Library asset view and blend
it by dragging (press & move). And since we want to allow Python scripts
to define what happens at least when activating an asset (so they can
define for example a custom "Apply" operator for preset assets), it
makes sense to just let them pass an operator name to the asset view
template. The template will be introduced in a following commit.
This is more of a first-pass refactor for the UI list template. More
improvements could be done, but that's better done separately. Main
purpose of this is to make the UI list code more manageable and ready
for the asset view template.
No functional changes for users.
* Split the huge template function into more manageable functions, with
clear names and a few structs with high coherency.
* Move runtime data management to the template code, with a free
callback called from BKE. This is UI data and should be managed at
that level.
* Replace boolean arguments with bit-flags (easily extendable and more
readable from the caller).
* Allow passing custom-data to the UI list for callbacks to access.
* Make list grip button for resizing optional.
* Put logic for generating the internal UI list identifier (stored in
.blends) into function. This is a quite important bit and a later
commit adds a related function. Good to have a clear API for this.
* Improve naming, comments, etc.
As part of further cleanups I'd like to move this to an own file.
Introduce new pose library, based on the Asset Browser. Contrary to the
old pose library (in `editors/armature/pose_lib.c`), which stored an
entire library of poses in an `Action`, in the new library each pose is
its own `Action` datablock. This is done for compatibility with the
asset browser, and also to make it easier to attach preview images,
share datablocks, etc. Furthermore, it opens the door to having
animation snippets in the pose library as well.
This commit contains the C code for the pose library; in order to fully
use it, an addon is required as well (which will be committed shortly).