Commit Graph

2099 Commits

Author SHA1 Message Date
Damien Picard
0ef4320362 I18n: Translate "Subprocesses" label in System preferences
Reported by Ye Gui in #43295.
2025-09-29 11:07:03 +02:00
Damien Picard
8abd92caf0 I18n: Translate file working colorspace operator menu in properties
The items in this operator menu are extracted using the default
translation context, so this commit changes the UI to use the same
context.
2025-09-29 11:07:03 +02:00
quackarooni
7e25ed26f0 Nodes: add "Mix Vector" to Shader Editor Add menu
The Mix node has multiple subtypes for handling different data types. (Float, Color, Vector, etc.)

Since these are commonly used operations, the different subtypes are made easily accessible
under the names "Mix Color" & "Mix Vector". These are mostly present in the various node
editors. (Shader, Geometry, & Compositing)

Notably, for Shader Nodes, however, only the "Mix Color" entry is present in the Add Menu.
This patch adds the missing "Mix Vector" entry under the "Vector" category of the
Shader Editor Add Menu.

Pull Request: https://projects.blender.org/blender/blender/pulls/142886
2025-09-28 14:21:44 +02:00
quackarooni
4498cb7baa Geometry Nodes: add "Mix Rotation" to Add menu
This patch exposes the "Rotation" subtype of the Mix node in the Geometry Node Add Menu.

This is in a similar vein to "Mix Color" & "Mix Vector", as it makes this subtype more easily
accessible and searchable in the menu.

Pull Request: https://projects.blender.org/blender/blender/pulls/142887
2025-09-28 14:20:14 +02:00
Hans Goudey
eef9a1b9ae Geometry Nodes: UV tangent node
This node outputs tangent values for face corners. There are two methods:
- **Exact** is the same MikkTSpace calculation used elsewhere in Blender.
- **Fast** (from #131308) is over 4x faster, and useful in many of
  the same situations, though not necessarily tangential to the surface.

The reason to include both methods is that there are use cases where the
quality of the tangents don't matter (though the results are actually very
similar visually), we just need some continuous values across faces.

Pull Request: https://projects.blender.org/blender/blender/pulls/145813
2025-09-27 18:57:18 +02:00
Nika Kutsniashvili
3e51b449be UI: Per-camera composition guide colors
Currently cameras composition guide colors are defined in theme, and not even by an individual
property. They follow 3D Viewport -> View Overlay color, which also defines many other things,
such as world origin cursor. By default it's black and it's difficult to change, because then other
things stand out. But using default black for composition guides is impossible.

This PR, instead, adds new Composition Guide Color property on camera, and uses it in camera view.
This not only fixes the issue mentioned above, but also allows different cameras in one scene to
have different overlay colors. This is very handy when you have, for example, two cameras, one of
which looks at the black corner, and another at the lit-up white one. Using a single black or white color
in this case makes the other one more difficult to see. Now, each camera can have its own color.

This PR only changes color for Composition Guides, and NOT for Safe Areas and sensor. Reasons are:
- It's important to differentiate between different concepts, having everything one color is distracting
- Safe areas are per-scene and shared with Sequencer preview. The camera shouldn't dictate color there.
I have separate plans about handling safe areas in the future.

Images in the PR.

Pull Request: https://projects.blender.org/blender/blender/pulls/143788
2025-09-27 13:25:34 +02:00
Jacques Lucke
b186e60759 Nodes: support node output visibility inferencing
Currently, only the visibility of input sockets can be changed dynamically based
on other menu inputs. However, under some circumstances, it can also be useful
to hide certain outputs. For example, the built-in Curve Arc primitive node does
that.

This patch adds support for automatic detection of unused outputs. How to detect
unused outputs is less straight forward compared to inputs. This patch uses the
rule that an output is unused if it always outputs a "fallback value" (typically
0) irrespective of the currently used inputs. If the output is independent of
all inputs, it stays visible though.

There is a new small utility node called "Enable Output". It replaces a value
with it's fallback value unless it is disabled. This simplifies setting up
unused outputs. In theory, a normal switch node can also be used, but that is
less usable and the user will have to hardcode the fallback value for each type
which is not something that is explicitly exposed yet.

Supporting dynamic output visibility is also a prerequisite for exposing some
menu node options as sockets (e.g. in the Arc node).

Pull Request: https://projects.blender.org/blender/blender/pulls/140856
2025-09-27 10:09:48 +02:00
Brecht Van Lommel
fff8d35e3f Color Management: Add option to control display emulation
In Render properties > Color Management > Display.

* Off: Directly output image as produced by OpenColorIO. This is not correct
  in general, but may be used when the system configuration and actual display
  device is known to match the chosen display.
* Automatic: Display images consistent with most other applications, to preview
  images and video for export. A best effort is made to emulate the chosen
  display on the actual display device.

The option is grayed out when the current OpenColorIO config and display/view
does not support emulation.

Ref #145022, #144911

Pull Request: https://projects.blender.org/blender/blender/pulls/146808
2025-09-26 17:05:18 +02:00
Sean Kim
31dfbc4bef Fix: Reset Curve applies incorrect slope
Missed in 635f42c023

Pull Request: https://projects.blender.org/blender/blender/pulls/146846
2025-09-26 16:58:33 +02:00
Sean Kim
0e2316c2bc Paint: Disable pressure sensitivity for certain brushes
A subset of brushes behave as "anchored" brushes, in that they do not
apply to the surface continually underneath the cursor, but have a
starting point and then are influenced by the mouse movement. These
brushes behave oddly with tablet pressure sensitivity, as they cannot
modulate over the course of the stroke without causing odd behavior.

Currently, the pressure is only sampled at the very beginning of the
stroke, which makes it difficult to control intuitively. Further work
can be done to improve this behavior (e.g. D6603).

The full list of brush types affected is below:
* Grab
* Snake Hook
* Elastic Deform
* Pose
* Boundary
* Thumb
* Rotate
* Cloth with Grab deformation

Resolves #83697

Pull Request: https://projects.blender.org/blender/blender/pulls/146825
2025-09-26 16:41:01 +02:00
Sean Kim
c94e1bf73d Fix: Python errors in brush falloff panel
Caused by 327a1925cf

Pull Request: https://projects.blender.org/blender/blender/pulls/146830
2025-09-26 14:08:17 +02:00
Christoph Lendenfeld
b2653be057 Anim: Place Pose Bone Gizmo at Custom Transform
This PR adds an option "Affect Gizmo" for custom shape transforms to affect
the transform gizmos. If enabled, this will place the gizmo at the
location and orientation of the "Override Transform" (i.e. in its local space).

For Orientations: The gizmo mode *is* respected. I.e. global mode is aligned to the world etc.
There is a special case for "Gimbal" where it will not follow the orientation of the
"Override Transform" bone. I think it makes sense to keep it that way since this
is about the channels of the bone you are actually manipulating.

The other option is "Use as Pivot" with which the bone is actually rotated
around the override bone. This can be useful for rigs in which shapekeys and
armature deformation is combined

Taken over from #136468
For design task #135429

Co-authored-by: Wayde Moss <wbmoss_dev@yahoo.com>
Pull Request: https://projects.blender.org/blender/blender/pulls/142847
2025-09-26 13:25:01 +02:00
Weizhen Huang
2b0a1cae06 Cycles: Add an option to use ray marching for volume rendering
Null Scattering currently has performance and noise issues, and it will
take time to address them. For now add the previous Ray Marching back as
an option.

Co-authored-by: Brecht Van Lommel <brecht@blender.org>
Pull Request: https://projects.blender.org/blender/blender/pulls/146317
2025-09-26 12:14:45 +02:00
Jacques Lucke
4e4976804e Core: Add packed linked data-blocks
This adds support for packed linked data. This is a key part of an improved
asset workflow in Blender.

Packed IDs remain considered as linked data (i.e. they cannot be edited),
but they are stored in the current blendfile. This means that they:
* Are not lost in case the library data becomes unavailable.
* Are not changed in case the library data is updated.

These packed IDs are de-duplicated across blend-files, so e.g. if a shot
file and several of its dependencies all use the same util geometry node,
there will be a single copy of that geometry node in the shot file.

In case there are several versions of a same ID (e.g. linked at different
moments from a same library, which has been modified in-between), there
will be several packed IDs.

Name collisions are averted by storing these packed IDs into a new type of
'archive' libraries (and their namespaces). These libraries:
* Only contain packed IDs.
* Are owned and managed by their 'real' library data-block, called an
  'archive parent'.

For more in-depth, technical design: #132167
UI/UX design: #140870

Co-authored-by: Bastien Montagne <bastien@blender.org>
Pull Request: https://projects.blender.org/blender/blender/pulls/133801
2025-09-26 10:53:40 +02:00
Omar Emara
73fcbaf7c4 VSE: Add Compositor modifier
This patch adds a new Compositor modifier that applies a compositing
node group on a sequencer strip. This patch also introduces the concept
of a compositor node tree space subtype, where we now have a Scene and a
Sequencer subtypes. Practically, this just means that node like the
Render Layers node will not be available in the node editor in the
Sequencer subtype.

Future improvements includes:

- The compositor context is recreated on every modifier application,
  while it should ideally be persistent somehow to make use of the
  compositor static cache. This might require work from the compositor
  side by moving the static cache outside of the context and make it
  thread safe if needed. See `Render.compositor` for an example on
  persistent context.
- GPU execution is not supported. This just needs a GPU context to be
  bound before execution, but the tricky part is getting a GPU context.
  See `render::Compositor::execute` for an example on bounding a GPU
  context and why it is less straight forward.
- Node inputs are not exposed on the sequencer modifier interface. An
  approach similar to Geometry Nodes modifier could be used, look at
  `update_input_properties_from_node_tree` for reference, but notice
  that Geometry Nodes naturally exempt the main Geometry socket because
  Geometry inputs can't be exposed, but for the compositor, we will have
  to exempt the main Color and Mask sockets manually. !145971

Co-authored-by: Aras Pranckevicius <aras@nesnausk.org>
Co-authored-by: Falk David <falk@blender.org>
Pull Request: https://projects.blender.org/blender/blender/pulls/139634
2025-09-26 08:40:42 +02:00
Campbell Barton
9c5fda87a5 Cleanup: use format specifier, full sentences 2025-09-26 05:10:23 +00:00
Campbell Barton
945590c1d9 Fix: un-escaped strings for node operators/UI
Correct error [0] constructing data paths without escaping.

[0]: 2a1a658492
2025-09-26 14:40:43 +10:00
Campbell Barton
b4fbc0c32d Cleanup: remove f-strings use, use double quotes, quiet pylint warnings 2025-09-26 14:31:05 +10:00
Pablo Vazquez
06b13c8fb4 UI: Splash: Adjust layout and add icons
Small layout and links adjustments to the splash screen.

- Extend list of templates to fit the new Storyboarding template.
- Extend the list of recent files by one row, so it matches templates.
- Add icons to templates.
- Rename `Donate` to `Donate to Blender`.
- Move donate link down so it's more prominent.
- Make separator visible.
- Add "Get Involved" link.
- Remove "Tutorials" link. The Support link already provides help, and
it's been a while since we no longer promote tutorials on blender.org.

See PR for details and screenshots.

Pull Request: https://projects.blender.org/blender/blender/pulls/146730
2025-09-26 00:45:10 +02:00
Pablo Vazquez
b74e696acc UI: Theme: Add Curve widget theme settings
Add theme settings for the Curve and CurveProfile widgets.

Even though the curve widget is used all over Blender, it never had its
own theme settings. It was using a mix of colors from the “regular”
toggle widget with text colors inherited from the editor.

Thanks to the recent cleanup and removal of so many redundant theme
options, we can now add new/missing settings without overwhelming
the theme.

See PR for details and screenshots.

Pull Request: https://projects.blender.org/blender/blender/pulls/146274
2025-09-25 17:44:33 +02:00
quackarooni
2a1a658492 Nodes: Swap Node Operator
Implement a native method to swap between different node and zone types.

This implementation repurposes the existing menu definitions as base
classes, from which both an "Add" and a "Swap" version would be generated
from. This allows both menus to have the same layout, but use their own
operators for handling the different node/zone types.

In this PR, support for all node editors has been implemented.

Invoking the menu is currently bound to `Shift + S`, same as the old
implementation in Node Wrangler. Since "Swap" is implemented as a
regular menu, features that menus already have such as type-to-search
and adding to Quick Favorites don't require any extra caveats to
consider.

Resolves #133452

Pull Request: https://projects.blender.org/blender/blender/pulls/143997
2025-09-25 16:12:02 +02:00
Hans Goudey
fc4fc2d16c Geometry Nodes: Make displaying "Manage" panel optional
Often displaying the "Manage" panel is not very useful, or at least it
isn't worth taking up the screen real-estate. This commit adds an option
for showing the panel in the modifier, and adds an option to the node
group which is used to initialize the modifier option when creating a
modifier for a node group asset.

Pull Request: https://projects.blender.org/blender/blender/pulls/146775
2025-09-25 16:00:07 +02:00
Pablo Vazquez
e77261f306 UI: Move Render Preview operators to View menu
Move operators inside the "Render Preview" menu back to the View menu.

This does not include "Render Viewport Keyframes", see #146749

See PR for details and screenshots.

Pull Request: https://projects.blender.org/blender/blender/pulls/146756
2025-09-25 12:24:35 +02:00
Pablo Vazquez
4193cb4f17 UI: Rename animation footers to Playback Controls
Rename the menu item "Footer" in Animation/VSE to "Playback Controls".

This only affects the menu item label under `View`, in the following editors:
* Dope Sheet
* Graph Editor
* NLA Editor
* Sequencer

The name "footer" has issues:

* It's not descriptive of what it does/contains.
* It can be moved to the top, so no longer a footer.
* When used in other editors, it may contain different things so it
  is unexpected what to find in it.

See PR for screenshots.

Pull Request: https://projects.blender.org/blender/blender/pulls/146727
2025-09-25 12:16:32 +02:00
Sean Kim
327a1925cf Paint: Rename curve and curve_preset
This commit renames the following DNA fields and corresponding RNA
properties to better represnt usage:

* `Brush.curve` to `Brush.curve_distance_falloff`
* `Brush.curve_preset` to `Brush.curve_distance_falloff_preset`

Pull Request: https://projects.blender.org/blender/blender/pulls/146254
2025-09-25 11:54:53 +02:00
Aaron Carlisle
d33e78bf06 UI: Movie Clip Editor: Consistent Header Layout
Align header layout with the Image Editor:

- Place ID selectors and transform controls in the center
- Place Display properties to the far right.
2025-09-24 20:40:12 -04:00
Aaron Carlisle
f16320e118 UI: Improve Movie Clip Display Aspect Ratio
- Disable animation support (consistent with image editor)
- Use property split layout
2025-09-24 20:20:15 -04:00
Aaron Carlisle
18d0532915 UI: Movie Clip Editor: Add Overlays Support
Move several clip and mask display options into a common Overlays popover,
consistent with other editors. Includes a global toggle (Shift-Alt-Z) to
show/hide all overlays at once.

Also adds the missing annotations toggle, cursor visibility toggle, and moves mask display options in
the Image Editor into the Overlays popover due to shared code paths.

See PR for images.

Pull Request: https://projects.blender.org/blender/blender/pulls/145895
2025-09-24 23:51:06 +02:00
Hans Goudey
db4d9067d0 Shape Keys: Options to mirror shape keys in update, join operators
As described in #135095, this adds a "mirror" option to the "Join as
Shapes" and "Update from Objects" operators, and additional menu items
with the option enabled. Like the operators, this is a convenience
feature that's functionally the same as selecting all shape keys with
changed data and running the existing "Flip" operator.

Pull Request: https://projects.blender.org/blender/blender/pulls/144098
2025-09-23 22:12:10 +02:00
Brecht Van Lommel
52c028e0b0 Shaders: Move repeat and closure/bundle nodes into Utilities submenu
It may be worth reconsidering how to organize these menus and add consistency
with geometry nodes. However we should at least avoid putting these as 5 new
top level entries.

Ref #141936

Pull Request: https://projects.blender.org/blender/blender/pulls/146607
2025-09-23 13:06:17 +02:00
Falk David
2b53ed9add Fix: VSE: Python errors when no sequencer scene is present
There were multiple places in the UI code that assumed
that the sequencer scene and tool settings exist, when
they might not.
2025-09-23 11:51:54 +02:00
Damien Picard
f2126e211f Fix: URL prefix for experimental preferences
Recent commit 4c2ea47aec changed the URL prefix for experimental
preferences, missing a "/" and making them look like:

`https://projects.blender.orgblender/blender/issues/83811`

instead of:

`https://projects.blender.org/blender/blender/issues/83811`

Ref !145215

Pull Request: https://projects.blender.org/blender/blender/pulls/146531
2025-09-23 10:00:09 +02:00
Campbell Barton
9ee1076fd4 Cleanup: warning from ruff 2025-09-23 09:41:14 +10:00
Dalai Felinto
420dfebbb8 UI: Add Modifier: Move Geometry Nodes last
With Blender 5.0 a few modifier assets are bundled. This makes the
Geometry Nodes modifier even more of a special modifier which isn't
intended for many people to use.

As such this PR moves it to the end to be a bit less prominent.

| 4.5 | PR | PR |
| - | - | - |
|<img width="217" alt="Screenshot 2025-09-22 at 16.10.17.png" src="attachments/c12fedc4-549e-4b7b-bc28-c990e17a679e">|<img width="182" alt="Screenshot 2025-09-22 at 16.11.18.png" src="attachments/ce80702e-95dd-441a-8d36-c41f64d03a64">|<img width="214" alt="Screenshot 2025-09-22 at 16.11.45.png" src="attachments/5b07d5e9-b133-4fc5-a5a4-a1989929e58e">|

The PR column shows the changes proposed here in two scenarios: with and another without Unassigned assets.

Ref: !146590
2025-09-22 18:59:36 +02:00
Dalai Felinto
851e5b55af VSE: Story Tools: Add Scene Strip Menu improvements
- Show unassigned scene assets directly under Assets.
- Use Icons for Assets label.
- Only show "Scenes" when there are Assets.
- Don't show scene assets on the "Scenes" list.

The design about changing the operator default behaviour will be
addressed separately. This patch only changes the UI.

Design ref: #145522
Ref: !146574
2025-09-22 17:19:03 +02:00
Tenkai Raiko
f8d579d153 Nodes: Add Radial Tiling Node
On its own, the main functionality of the Radial Tiling node
is the ability to divide a 2D Cartesian coordinate system into
as many radial segments as specified by the "Segments" input.
Each segment has its own affinely transformed coordinate system,
provided through the "Segment Coordinates" output, which can be
used to tile textures in a radially symmetric manner.

Additionally, a unique index is provided for every segment through
the "Segment ID" output, the width of each segment at Y-coordinate
of the "Segment Coordinates" output without normalization = 0 is
provided through the "Segment Width" output and the rotation value
of the affine transformation of the coordinate system of each segment
is provided through the "Segment Rotation" output.

The roundness of the coordinate lines of the "Segment Coordinates"
output can be controlled through the "Roundness" inputs.
This can be used to make the coordinate systems of the segments
a mix of Cartesian and polar coordinates.

Lastly, the lines of points of the "Segment Coordinates" output with
constant Y-coordinates have the shape of polygon with rounded corners,
which can be used to procedurally create rounded polygons.

Pull Request: https://projects.blender.org/blender/blender/pulls/127711
2025-09-22 16:02:37 +02:00
Philipp Oeser
af601e01fa Fix #145987: Brush selector available in Image Editor Mask mode
The keymap `km_image_paint` righfully includes both
`VIEW3D_AST_brush_texture_paint` and `IMAGE_AST_brush_paint` since
painting can be done in both Editors.

So we want to improve upon polling.

Three parent classes involved: `ImageAssetShelf`, `View3DAssetShelf`,
both inherit from `BrushAssetShelf`

`IMAGE_AST_brush_paint` (inherits from `ImageAssetShelf`) was already
checking for being in paint mode (so that Asset Shelf already wasnt
showing), but `VIEW3D_AST_brush_texture_paint` (inherits from
`View3DAssetShelf`) was permissive (doesnt have specialized poll, relies
on the "mother" classes `BrushAssetShelf` which only checks for an
active object and if that active objects `mode` equals the Assets Shelfs
"mode"). This can be true if you have an object in Texture Paint mode in
the 3DView.

So to make shelves like `VIEW3D_AST_brush_texture_paint` **not** pass
their poll in the Image Editor, add a specific poll case.

NOTE: the report also mentiones a crash when actually selecting a "bad"
brush from the "bad" asset shelf. Since that scenario is now impossible
to reach, the crash has not been investigated further.

Pull Request: https://projects.blender.org/blender/blender/pulls/146071
2025-09-22 15:56:52 +02:00
Mohamed Hassan
48ba7b7745 Compositor: Add a kernel convolution mode to glare node
This patch adds a kernel convolution mode to the Glare node, which is
basically a wrapper around the Convolve node for extra control.

Pull Request: https://projects.blender.org/blender/blender/pulls/145379
2025-09-19 14:33:08 +02:00
tariqsulley
c2319f8293 Modeling: support adding lattices to selected objects
Support adding lattices to selected objects,
deforming them with with the lattice modifier.

By default the lattice fits to the object bounds and is oriented
to the active object (if it's set).

Resolves #144076

Ref !144888
2025-09-19 11:33:12 +10:00
Pablo Vazquez
fa6be590d9 UI: Move OpenGL render operators to sub-menu
Move 3D Viewport and Sequencer OpenGL render operators into a
"Render Preview" sub-menu.

The goal is to make the operation more clear, and being able to add
new entries to render the active scene or Sequencer scene (handy when
using the new "Sync Scene").

This also reduces the length of the `View` menu which in some cases
can get quite long.

See PR for details and screenshots.

Resolves #146302

Pull Request: https://projects.blender.org/blender/blender/pulls/146316
2025-09-16 10:44:29 +02:00
Pablo Vazquez
ae7f3a0d18 Fix #146284: Missing Navigation Bar in Preferences
Follow up to !146169

- Add versioning so the new sidebar shows up in old files.
- Remove the hidden flag so it shows up in new Preferences editors.
- Add "Sidebar" toggle to the View menu, and expose region toggle.

Pull Request: https://projects.blender.org/blender/blender/pulls/146321
2025-09-15 18:11:37 +02:00
Sean Kim
5b02341a11 UI: Add ability to collapse paint pressure curves
This commit builds off of 5f8311f596 to support collapsing the custom
paint curve to reduce the amount of information shown to the user.

To support this, a new field is added to the `Paint` struct for this
visibility flag. This value is stored on a per-mode level, not a
per-brush level, as a user editing this curve is likely to not need
the visibility granularity on a per-brush basis.

Additionally, changes are included here to draw the curve button
itself as inactive if the parent layout it is part of is inactive.
Notably, this does not make the curve read only - it only changes
the appearance.

Pull Request: https://projects.blender.org/blender/blender/pulls/145699
2025-09-15 14:45:50 +02:00
Habib Gahbiche
1b4daf9d2e Nodes: remove "Use Nodes" in Shader Editor for Object Materials
"Use Nodes" was removed in the compositor to simplify the compositing
workflow. This introduced a slight inconsistency with the Shader Node
Editor.

This PR removes "Use Nodes" for object materials.

For Line Style, no changes are planned (not sure how to preserve
compatibility yet).
This simplifies the state of objects; either they have a material or
they don't.

Backward compatibility:
- If Use Nodes is turned Off, new nodes are added to the node tree to
simulate the same material:
- DNA: Only `use_nodes` is marked deprecated
- Python API:
  - `material.use_nodes` is marked deprecated and will be removed in
6.0. Reading it always returns `True` and setting it has no effect.
  - `material.diffuse_color`, `material.specular` etc.. Are not used by
EEVEE anymore but are kept because they are used by Workbench.

Forward compatibility:
Always enable 'Use Nodes' when writing blend files.

Known Issues:
Some UI tests are failing on macOS

Pull Request: https://projects.blender.org/blender/blender/pulls/141278
2025-09-14 17:53:54 +02:00
Eitan Traurig
a9a54c88b9 UV: add pack to custom region option to "Pack Islands" operator
This commit implements the design task #78398

- Box region
  - Set Custom UV Region (Ctrl-B).
  - Disabled with Custom Region checkbox in the menu or (Ctrl-Alt-B).
- Box Select (Pinned) changed to (Alt-B).
- When the Custom Region enum is chosen the islands are packed
  into the bounding box of the drawn region.

Ref !140020
2025-09-14 05:23:47 +00:00
Damien Picard
56d52a7070 I18n: Disambiguate "Value" in colors
In some languages, a color value (as in Hue, Saturation, Value), is
not the same as a numeric or other variable value.

Pull Request: https://projects.blender.org/blender/blender/pulls/145839
2025-09-12 18:31:03 +02:00
Damien Picard
eedc381f87 I18n: Disambiguate "Split" in the context of the sequencer
Issue reported by Joan Pujolar.
2025-09-12 18:30:56 +02:00
Damien Picard
ddbc6ed858 I18n: Allow translation of some messages using string formatting
- Add `iface_` translation functions and `translate=False` to a few UI
  elements.
- Add `rpt_` translation functions to a few reports.
2025-09-12 18:30:56 +02:00
Damien Picard
2963fc12f9 I18n: Disambiguate "Marker" in tracking editor
Most "Marker"s are time markers in the timeline, but these ones are
the tracking points in the Video Clip editor.
2025-09-12 18:30:56 +02:00
Pablo Vazquez
2898ef0a5c UI: Preferences: Move sections to a regular sidebar region
While perhaps it is more accurate to draw the sidebar navigation in a
"Navigation Bar" region, the navigation "tabs" are not real tabs, so
the darker background usually used for tabs doesn't look good here.

Draw the sections radio buttons in a regular sidebar region instead.

See PR for details and screenshots.

Co-authored-by: Brecht Van Lommel <brecht@blender.org>
Pull Request: https://projects.blender.org/blender/blender/pulls/146169
2025-09-12 18:20:11 +02:00
Nika Kutsniashvili
250384dd57 UI: Theme: Scrubbing/Markers shared region
Continues and depends on #145609, part of #140360 project.

Previously, all 5 animation/video editors had different properties
for Scrubbing/Markers region. This PR adds new Region panel for it,
so that all editors can share one color.

Text color in this region was coming from regular editor text color.
To differentiate between editors (as is the pattern already with other editors),
and allow more modular themeability of regions, new Text color is added
for that region as well.

Video in PR

Pull Request: https://projects.blender.org/blender/blender/pulls/146113
2025-09-12 16:25:56 +02:00