As discussed in #105407, it can be useful to support returning
a fallback value specified by the user instead of failing the driver
if a driver variable cannot resolve its RNA path. This especially
applies to context variables referencing custom properties, since
when the object with the driver is linked into another scene, the
custom property can easily not exist there.
This patch adds an optional fallback value setting to properties
based on RNA path (including ordinary Single Property variables
due to shared code and similarity). When enabled, RNA path lookup
failures (including invalid array index) cause the fallback value
to be used instead of marking the driver invalid.
A flag is added to track when this happens for UI use. It is
also exposed to python for lint type scripts.
When the fallback value is used, the input field containing
the property RNA path that failed to resolve is highlighted in red
(identically to the case without a fallback), and the driver
can be included in the With Errors filter of the Drivers editor.
However, the channel name is not underlined in red, because
the driver as a whole evaluates successfully.
Pull Request: https://projects.blender.org/blender/blender/pulls/110135
In order to prepare for introduction of fallbacks, refactor the
function to return its status as an enumeration value. Also, move
the index range check inside the function from python-specific code.
The same is done for other geometry types. This allows us to use C++ types in
the run-time data more easily and avoids dumping runtime data into .blend files.
Pull Request: https://projects.blender.org/blender/blender/pulls/116840
Added support to Drag and Drop to file handlers, part of #111242.
If file handlers are registered with an import operator they can now be
invoked with drag and drop path data.
Import operators must either declare a `filepath` StringProperty or both
a `directory` StringProperty and a `files` CollectionProperty depending
on if they support single or multiple files respectively.
Multiple FileHandlers could be valid for handling a dropped path. When
this happens a menu is shown so the user can choose which exact handler
to use for the file.
Pull Request: https://projects.blender.org/blender/blender/pulls/116047
- Move code to C++ namespace for blenkernel
- Remove unnecessary prefixes based on namespace change
- Remove use of `RawVector` for function-scoped static variable
- Use `StringRef` instead of char pointer
- Use safer `STRNCPY` instead of `strcpy` in tests
- Give span instead of vector to users of API
Pull Request: https://projects.blender.org/blender/blender/pulls/116808
Bone collection visibility now respects their hierarchy.
A bone collection is only visible when it is marked as visible and all
its ancestors (so parents, greatparents, etc.) are visible. Root bone
collections have no ancestors by definition, and only consider their own
visibility.
The effective ancestors' visibility is stored on each bone collection,
in its `BONE_COLLECTION_ANCESTORS_VISIBLE` flag. This makes it possible
to determine the effective visibility from just the flags of the bone
collection itself.
The `BONE_COLLECTION_ANCESTORS_VISIBLE` flag is now stored, with the
other flags, in `BoneCollection::flags`. This means that it's stored in
DNA, even though it's derived data and should actually be stored in a
runtime struct. However, `BoneCollection` doesn't have any runtime
struct yet, and I don't feel that the introduction of this flag is a
good enough reason to introduce that just yet.
Pull Request: https://projects.blender.org/blender/blender/pulls/116784
Rename `ANIM_bonecoll_is_visible(armature, bone)` to
`ANIM_bone_in_visible_collection(armature, bone)`, as that reflects the
actual functionality.
No functional changes.
Bundling many tests in a single binary reduces build time and disk space
usage, but is less convenient for running individual tests command line
as filter flags need to be used.
This adds WITH_TESTS_SINGLE_BINARY to generate one executable file per
source file. Note that enabling this option requires a significant amount
of disk space.
Due to refactoring, the resulting ctest names are a bit different than
before. The number of tests is also a bit different depending if this
option is used, as one uses gtests discovery and the other is organized
purely by filename, which isn't always 1:1.
Co-authored-by: Sergey Sharybin <sergey@blender.org>
Pull Request: https://projects.blender.org/blender/blender/pulls/114604
Along with the 4.1 libraries upgrade, we are bumping the clang-format
version from 8-12 to 17. This affects quite a few files.
If not already the case, you may consider pointing your IDE to the
clang-format binary bundled with the Blender precompiled libraries.
Simplifies the code in this area, makes it work better with other C++
code. The max length argument isn't used anymore. But at that point we
wouldn't necessarily have a unique name anyway, which opens up for other
failures.
Make it possible to nest bone collections. The data structure on the
armature is still a flat array. It is organised as follows:
- Sibling collections (i.e. ones with the same parent) are stored
sequentially in the array.
- Each bone collection keep track of the number of children, and the
index of the first child.
- Root collections (i.e. ones without parent) are stored as the first
elements in the array.
- The number of root collections is stored on the Armature.
This commit also contains the following:
- Replaced the flat UIList of bone collections with a tree view.
- Updated the M/Shift+M operators (move/assign to collection) to work
with hierarchical bone collections.
- Updated RNA interface to expose only root collections at
`armature.collections`. All collections are available on
`armature.collections.all`, and children at `bonecollection.children`.
- Library override support. Only new roots + their subtrees can be added
via overrides.
See https://projects.blender.org/blender/blender/issues/115934
Co-authored with @nathanvegdahl and @nrupsis.
Pull Request: https://projects.blender.org/blender/blender/pulls/115945
There are some tragic design flaws with the Microsoft STL
implementation of `std::dequeue`. Unless we implement our
own similar data structure or use an implementation from
another library, the change isn't worth it.
This reverts commit b26cd6a4b9.
This reverts commit cc11ba33d9.
This reverts commit c929d75054.
This reverts commit bd3d5a750d.
Some common headers were including this. Separating the includes
will ideally lead to better conceptual separation between CustomData
and the attribute API too. Mostly the change is adding the file to
places where it was included indirectly before. But some code is
shuffled around to hopefully better places as well.
The main goal is removing bmesh.hh from BKE_paint.hh, since that
includes it in many more files than necessary. Also remove more
includes from sculpt_intern.hh.
This adds support for so called "layout panels" which are panels that are created as part
of `uiLayout`. The goal is to make it easier to have expandable sections as part of a UI.
The initial use case for this are panels in the geometry nodes modifier. This patch provides
a better solution compared to what was attempted in #108565.
### Problems with Existing Approaches
Currently, there are two ways to create these expandable sections:
* One can define a new `Panel` type for each expandable section and use the `parent_id`
to make this a subpanel of another panel. This has a few problems:
* `uiLayout` drawing code is more scattered, because one can't just use a single function
that creates the layout for an entire panel including its subpanels.
* It does not work so well for dynamic amounts of panels (e.g. like what we need for
the geometry nodes modifier to organize the inputs).
* Typically, Blender uses a immediate-ui approach, but subpanels break that currently
and need extra handling.
* The order of panels is not very explicit.
* One can't interleave subpanels and other ui elements, subpanels always come at the
end of the parent panel.
* Custom solution using existing `uiLayout`. This is done in the material properties. It
also has a few problems:
* Custom solutions tend to work slightly different in different places. So the UI is less unified.
* Can't drag open/close multiple panels.
* The background color for subpanels does not change.
### Solution
A possible solution to all of these problems is to add support for panels to `uiLayout` directly:
```cpp
/* Add elements before subpanel. */
if (uiLayout *panel_layout = uiLayoutPanel(layout, ...)) {
/* Add elements in subpanel, but only of the panel is open. */
}
/* Add elements after subpanel. */
```
Integrating subpanels with `uiLayout` has some benefits:
* Subpanels are treated like any other sub-layout and don't have unnecessary boilerplate.
* It becomes trivial to have a dynamic number of potentially nested subpanels.
* Resolves all mentioned problems of custom subpanel solutions.
### Open/Close State
The most tricky thing is to decide where to store the open/close state. Ideally, it should
be stored in the `region` because then the same layout panel can be opened and closed
in every region independently. Unfortunately, storing the state in the region is fairly
complex in some cases.
For example, for modifier subpanels the region would have to store an open/close state
for each panel in each modifier in each object. So a map with
`object pointer + modifier id + panel id` as key would be required. Obviously, this map
could become quite big. Also storing that many ID pointers in UI data is not great and
we don't even have stable modifier ids yet. There also isn't an obvious way for how to
clear unused elements from the map which could become necessary when it becomes big.
In practice, it's rare that the same modifier list is shown in two editors. So the benefit of
storing the open/close state in the region is negligible. Therefor, a much simpler solution
is possible: the open/close state can be stored in the modifier directly. This is actually
how it was implemented before already (see `ui_expand_flag`).
The implementation of layout panels in this patch is *agnostic* to how the open/close
state is stored exactly, as long as it can be referenced as a boolean rna property. This
allows us to store the state in the modifier directly but also allows us to store the state
in the region for other layout panels in the future. We could consider adding an API that
makes it easy to store the state in the region for cases where the key is simpler.
For example: `uiLayoutPanel(layout, TIP_("Mesh Settings"), PanelRegionKey("mesh_settings"))`.
### Python API (not included)
Adding a Python API is fairly straight forward. However, it is **not** included in this patch
so that we can mature the internal API a bit more if necessary, before addon developers
start to depend on it. It would probably work like so:
```python
if panel := layout.panel("Mesh Settings", ...):
# Add layout elements in the panel if it's open.
```
Pull Request: https://projects.blender.org/blender/blender/pulls/113584
Mistake in 89e3ba4e25 and 451c054d9b. Though I'm not
exactly sure why, it looks like the result layer needs to be filled with
"default" values before the transfer.
When drawing on a frame that didn't have a keyframe, but did have a drawing,
Blender would report that there was no drawing to draw on.
The issue was some faulty logic on the invoke of the drawing code.
Now, this properly checks if a new frame needs to be inserted and
only reports an error in case auto-key is off and there is no drawing.
Pull Request: https://projects.blender.org/blender/blender/pulls/116417
Add a new normal mode called "Custom" which directly interpolates
a "custom_normal" attribute to the evaluated points for the final
normal. Extend the "Set Curve Normal" node with this mode and
give it the ability to set the custom normal value.
This is intentionally a very basic implementation of custom normals.
In particular, the storage is not rotation invariant. So the normals
are expected to be set procedurally at the end of the modifier stack.
On the other hand, it is very easy to understand and explain.
Pull Request: https://projects.blender.org/blender/blender/pulls/116066
Except for vertex groups and a few older color types, these
are generally replaced by newer generic attribute types.
Also remove some includes of DNA_mesh_types.h, since it's
included indirectly by BKE_mesh.hh currently.
This is the initial implementation for the volume grid sockets that has been
discussed during the November 2023 geometry nodes workshop.
It adds initial support for passing volume grids around in sockets. Furthermore,
it adds two new nodes. Both are initially hidden under the "New Volume Nodes"
experimental option until we have a few mode nodes.
* **Get Named Grid**: Gets or extracts a volume grid from a volume geometry
based on the grid's name.
* **Store Named Grid**: Puts a volume grid back into a volume with a name.
`SocketValueVariant` is extended to support grids besides single values and fields.
Next steps:
* Implement grid socket shape and inferencing (currently, they just look like
single values).
* Add implicit conversions between grid types.
* Implement nodes that operate on the grids (#116021).
* Improved spreadsheet and viewer support.
Links:
* https://devtalk.blender.org/t/volumes-in-geometry-nodes-proposal/31917
* https://devtalk.blender.org/t/2023-11-06-geometry-nodes-workshop-notes/32007#volumes-3
Co-authored-by: Jacques Lucke <jacques@blender.org>
Pull Request: https://projects.blender.org/blender/blender/pulls/115270