Currently when a strip has a transform that does not fill the whole
render area, first the image of the strip is transformed, and then
any modifiers are applied on that. This is mostly in the new
Compositor modifier, where procedural textures, gradients, image
coordinates "stick to the screen" instead of following the transformed
strip.
This changes the behavior so that first the modifiers are applied
to the strip image, and then the strip is transformed. This is
potentially a visually breaking change:
- This can alter visual look of existing strip, especially if they are
scaled. Previous behavior was first scale filtering, then modifier;
now it is first modifier, then scale filtering.
- Most obvious change is Compositor modifier (which is new in 5.0).
- Compositor modifier can actually expand the input image (e.g. Blur
node with "expand bounds" option set), and that works.
- Note that Masks continue to be applied in global/screen space. There
can be small look differences with rotated/scaled strips that use
masks, due to Mask application now needing to do filtered mask image
lookups.
- If anyone needs previous behavior (modifier is applied on the
"whole screen"), they can put transformed strip into a meta strip,
and apply the modifier on the meta strip itself.
Compositor modifier examples with images in the PR.
Pull Request: https://projects.blender.org/blender/blender/pulls/146181
Adds a new operator that jumps time by a given number of frames or seconds, forward or backward.
Surprisingly, it was lacking in Blender, and prompted many users (including me) to create extensions.
This PR adds two properties: `time_jump_unit` for choosing whether to jump by frames or seconds
and `time_jump_delta` property that defines by how many frames or seconds the operator should jump,
as well as an actual operator that changes the current frame (`screen.time_jump`).
`time_jump_delta` is a float that gives users the ability to jump by half a second, for example, or by subframes.
Default is set to 1 second, which translates to as many frames jump as frame rate / frame base.
The operator is intentionally not bound by frame range, and can go in negative frames as well.
This is very important because it's extremely common to set frame range to the current workload,
but wish to see animation beyond that.
Operators are added in the new footer for animation editors alongside with pop-up menu where
properties can be changed.
Shortcuts are also added: Ctrl+Left/Right Arrow, which was surprisingly free in Blender.
Now timeline controls are:
- **Right Arrow**: Next Frame
- **Ctrl + Right Arrow**: Jump Forward (by default also Next Second)
- **Shift + Right Arrow**: Jump to End
Pull Request: https://projects.blender.org/blender/blender/pulls/140677
When trying to align bones of 2 different armatures, with different mirror settings
it would crash.
The reason it crashed is that a pointer was not set to anything.
The whole function is not set up to do multi object editing and assumes that all bones gotten
from `selected_editable_bones` are part of the same armature. This is explained by the
comment above that explains that any unselected bones returned from this function are
assumed to be the mirrored bones.
Pull Request: https://projects.blender.org/blender/blender/pulls/147521
As mentioned in !146730, blender.org does not provide a list of
tutorials anymore, instead, the "Support" section has links to user
communities, enterprise support, and mentions tutorials as part of
a community activity.
Also add "Get Involved", which is a hub for inviting contributors in
all areas.
Pull Request: https://projects.blender.org/blender/blender/pulls/147414
Recent changes made the 3D Cursor hard to see in some situations,
according to user feedback.
Roll-back most changes to bring back the old style and improve
readability and contrast.
* Keep the same size as the old cursor.
* Keep the crosshair inside the circle.
* Use red-white for the circle as before.
See PR for details and screenshots.
Pull Request: https://projects.blender.org/blender/blender/pulls/147404
This behavior seems to have been there since initial implementation of
this function in aed1320b24, 8 years ago.
However, it is clearly wrong, and would return wrong positives in many
cases (the Main RNA pointer itself is generated with a nullptr ID by
`RNA_main_pointer_create`, and a _lot_ of code generates RNA pointers
without any ID owner, as shown by a search e.g. on
`RNA_pointer_create_discrete(nullptr`).
WARNING: While logically correct, there is no real way to tell if this
change is not going to break some weird corner case based on wrong
assumption. in addition to unittests, this has also been checked against
several production files.
Indirectly caused by ada45519a7, the actual issue has been there for
years in the PointerRNA diffing code, which was way too basic and unsafe
in non-liboverride case.
Also fixed a copy/paste assert mistake in related code (same thing was
checked twice, instead of also checking another condition).
Finally, make the more general `RNA_struct_equals` call handle properly
cases where one or both of the given PointerRNA operands are Null ones.
The swap operators use `Node.location` for location calculations. This expresses
a node's location relative to their parent frames.
This can lead to inaccurate location calculations if nodes have different parent
frames. This was partly addressed by using the custom `temporary_unframe`
context manager. However, that method is sensitive to the order of steps
executed by the operator, making it easy to accidentally let a few location bugs
go through.
This patch fixes the issue by using `Node.location_absolute` which gives the
node's absolute location. This also gets rid of the need for
`temporary_unframe`, and makes the location calculations more straightforward.
Pull Request: https://projects.blender.org/blender/blender/pulls/147424
The issue here was that I wrongly assumed that the locale would always be available.
Instead just use our built-in function to add thousands-separators (which I didn't
find last time).
Pull Request: https://projects.blender.org/blender/blender/pulls/147515
Calling node menus in the context of a different editor can lead to
errors in many places (e.g. checking on space_data tree_type/
node_tree_sub_type), so to resolve, add a very general poll function to
the NodeMenu class.
Pull Request: https://projects.blender.org/blender/blender/pulls/147512
Ensure that Rigify correctly handles RNA properties as RNA properties.
Before, it mixed dictionary-style and attribute-style access, but
since 7276b2009a that is no longer
possible.
This means that the (un)registration of the RNA properties needs to
happen in two places: the add-on itself, and the code it generates in
the rig. To be able to inject the code into a blend file, Rigify needs
to access it as string. This commit introduces a new way of dealing
with this: it just has normal code, and uses Python's
[`inspect.getsource()`][getsource] to get that code as string for
injection into the rig file.
[getsource]: https://docs.python.org/3/library/inspect.html#inspect.getsource
The biggest chunk of code in this commit deals with the 'Copy
Parameters', 'Copy Type & Parameters', and 'Mirror Type & Parameters'
operators. Since it's no longer possible to access RNA properties as
dict-like custom properties, new code was written to recursively copy
`bpy.types.PropertyGroup` instances. Eventually this may end up in
Blender itself, but that would mean writing more thorough checks and
making sure it works in many cases. And it might be easier to
implement this on the C++ side, where it should just be a matter of
exposing one `IDP_CopyPropertyContent()` call to the Python API.
That's all for another Blender release, though -- for now this'll have
to do to fix up Rigify for 5.0.
Fixes: #146675
Pull Request: https://projects.blender.org/blender/blender/pulls/147199
The scale node X input has no label, while Y does. This is due to the
`.optional_label()` statement which seems to have accidentally been
added in 149a47ba57. To fix this, we just remove the statement.
Pull Request: https://projects.blender.org/blender/blender/pulls/147178
Remove the "Render Viewport Keyframes" mode of the `RENDER_OT_opengl`
operator. This was implemented 6 years ago to avoid camera strobing when
animating on 2s, and was (AFAIK) little used after that initial need
(mostly because of usability issues and limited functionality).
The Fix to Camera operator deals with this at an animation level; that's
a better solution, as it also works for regular (non-viewport) renders.
See #146749
Pull Request: https://projects.blender.org/blender/blender/pulls/147463
This fixes two annoyances when working on node groups: * One has to constantly
switch between the Group and Node tab in the sidebar. * Finding a specific group
input/output in the tree view can be annoying when there are lots of inputs.
This patch implements two features which simplify the process significantly: *
When selecting a group input/output node, activate the corresponding item in the
tree view.
* When the node has multiple sockets, use the one that's closest to the
cursor.
* Show the group interface tree view in the node properties when selecting a
Group Input/Output node.
This constains one UI change that may affect other areas: When a new tree view
is added on a redraw, the active element is now scrolled into view, instead of
the scroll bar just being at the very top. It seems generally good to me, but
could be made optional.
Pull Request: https://projects.blender.org/blender/blender/pulls/147365
If a VSE compositor modifier is used to do keying or introduce an alpha
somehow to the image, the alpha is not used when blending. This is
because the VSE evaluator assumes all modifiers except Mask could not
introduce an alpha channel. So we need to extend the check to also make
an exception for the compositor modifier.
Pull Request: https://projects.blender.org/blender/blender/pulls/147456
Adding new element or changing panel looses the focus on active
element. Now handled in this PR inside the function `scroll_active_into_view`.
Iterate all tree view elements then use the index of active to set the
`scroll_value_`.
Resolves#143930
See PR description for the video
Pull Request: https://projects.blender.org/blender/blender/pulls/143977
Disallow converting objects to mesh while in Edit Mode. When an object
is in edit mode during conversion, its edit data may not be properly
flushed, resulting in invalid geometry and potential crashes.
Ref !147482
Support sync selection in the UV editor, with face-corner selection,
so it's possible to select individual UV vertices/edges in the UV editor
without UV's attached to the same underlying edge also becoming selected.
There is limited support for maintaining the UV selection when selecting
from the 3D viewport, common operations such as picking &
box/circle/lasso select support this, however other selection operations
such as "Select Random" or "Select Similar" will clear this data,
causing all UV's connected to selected mesh elements to become selected.
We may add support for additional operators as needed.
Details:
- UV Sync Selection is now enabled by default.
- In edit-mode the UV selection is stored in BMLoop/BMFace which are
written to custom-data layers when converted to a Mesh.
- To avoid unnecessary overhead - this data is created on demand.
Operators may clear this data - selecting all or none do so,
as there is no reason to store this data for a uniform selection.
- The Python API includes functions to synchronize the selection to/from
UV's as well as flushing based on the mode.
- Python scripts that manipulate the selection will either need to clear
this synchronized state or maintain it.
See:
- Design task: #78393.
- Implementation task: #131642.
Ref !138197
Adds a new `prop_custom_pressure` helper method to `UnifiedPaintPanel`
specifically for drawing brush properties that have custom,
collapsible paint curves and migrates existing usages.
Pull Request: https://projects.blender.org/blender/blender/pulls/147161
A test of using multi-color SVG icons in place of the current "vector"
(custom drawn) style we are using now. These use separate colors for
the box body versus outline, shadow, handhold. Colored by the theme
colors.
Pull Request: https://projects.blender.org/blender/blender/pulls/126307
Resolve regression in [0] which would mirror unselected faces.
Only copy UVs between mirror faces that are fully selected,
so unselected faces are left untouched. Vertex mapping also now uses
add_overwrite() to keep the last vertex at duplicate positions for a
more reliable mirroring.
Ref !147405
[0]: 919acbbf7f
Some of our toggle icons have unclear "off" states, with visibility
looking like a dim curve when off. This PR makes some of these off
states a bit clearer. Visibility and Selectability when off get a slash
through them. Also "unlocked" becomes horizontally aligned with the
"locked" version.
Pull Request: https://projects.blender.org/blender/blender/pulls/147326
Fixes incorrect color for dragged links, likely a regression from #145238.
The fix is to pass `TH_WIRE_INNER` to `nodelink_get_draw_config`. This results
in a color ID of 2 from `nodelink_get_color_id`, which satisfies the
`color_ids[0] < 3u` check in the `gpu_shader_2D_nodelink_vert.glsl`.
Pull Request: https://projects.blender.org/blender/blender/pulls/147462
These changes are already in place de facto, as the check for
the minimal driver version in the Blender code was already
updated. This commit simply adds the UI update, which I
initially forgot to perform.
Pull Request: https://projects.blender.org/blender/blender/pulls/147459
This PR changes the current behavior that closes menus that are open
when your mouse is moved out of its "safe" area (a bit wider than its
visible bounds). With this PR applied menus stay open unless you click
elsewhere, hover a neighboring menu, press escape, or select an item.
Although this PR turns off menu mouse leave, it also adds a preference
that can be used to turn it back on.
Pull Request: https://projects.blender.org/blender/blender/pulls/145523
- Add the missing `Vector Math` node to the Compositor add menu.
- Adjust the position of the `Separate XYZ` node in Geometry Nodes.
- Adjust the position of the `Vector Math` node in Shader Nodes.
Pull Request: https://projects.blender.org/blender/blender/pulls/147435
Selecting "Wide Lines" has always made the playhead vertical line
thicker. But with #145081 the line is an odd width, so when at 1X scale
it is three pixels instead of two with default lines, five pixels
instead four with wide line lines. But that one pixel isn't a big
deal, it is that the SHADOW around the line is now calculated based on
the line width when it used to be based on ui scale. This means at
1X scale and wide lines the shadow is two pixels when it used to
be just one. This PR goes back to the old shadow width calculation
which makes the overall obscuring width 2 pixels narrower at 1x wide.
Pull Request: https://projects.blender.org/blender/blender/pulls/147467
This PR adds Vulkan/oneAPI graphics interop to Cycles. Just like for
CUDA and HIP interop, persistent memory mapping is used, as there could
potentially be some overhead of continuously mapping/unmapping buffers.
Pull Request: https://projects.blender.org/blender/blender/pulls/144442
Use the custom color even when nodes are muted, to keep them more
recognizable.
The muted state is still indicated by mixing in the background color
and making the node transparent.
Additionally this makes small tweaks so the header colors of muted
nodes are the same between the collapsed and uncollapsed state.
Pull Request: https://projects.blender.org/blender/blender/pulls/147349
This PR gives access to OpenVDB's level set filtering operations
through individual **SDF Grid** nodes.
- **Mean Curvature**: Smoothens high curvature areas more than flatter
ones.
- **Laplacian**: Approximates mean curvature flow for true SDFs at lower
computational cost.
- **Median**: Reduces noise while preserving sharp features.
- **Mean**: Fast separable averaging filter for general-purpose
smoothing with linear computational complexity.
- **Offset**: Uniform dilation/erosion operation that shifts the SDF
surface by a world-space distance.
- **Fillet**: Rounds off concave internal corners by operating only on
regions with negative principal curvature.
Pull Request: https://projects.blender.org/blender/blender/pulls/147224
Add a function `bpy.data.file_path_foreach()` with a callback function
`visit_path_fn`:
```py
def visit_path_fn(
owner_id: bpy.types.ID,
file_path: str,
_meta: typing.Any,
) -> str | None:
return file_path.replace('xxx', 'yyy') or None
bpy.data.file_path_foreach(
visit_path_fn,
*,
subset=None,
visit_types=None,
flags={},
)
```
When the function returns `None`, nothing happens. When it returns a
string, the reported file path is replaced with the returned string.
`subset` and `visit_types` have the same meaning as `subset` resp.
`key_types` in `bpy.data.file_path_map()`. Since the latter parameter
doesn't affect keys in a map, but rather the visited ID types, I named
it `visit_types` instead.
`flags` wraps most of `eBPathForeachFlag` as `set[str]`, with their
prefixes removed. `BKE_BPATH_FOREACH_PATH_RESOLVE_TOKEN` becomes
`RESOLVE_TOKEN`, etc. `BKE_BPATH_FOREACH_PATH_ABSOLUTE` is excluded,
as it only affects a field in the C++ callback structure that is not
passed to Python at all. If it turns out to be useful at some point,
we can always add it.
`_meta` is for future use, and is intended to give metadata of the
path (like whether it's an input or an output path, a single file or
the first file in a sequence, supports variables, etc.). By adding
this to the API now, we avoid a breaking change when this feature is
actually implemented.
Design task: #145734
Pull Request: https://projects.blender.org/blender/blender/pulls/146261
Fixed the two most obvious entry points (actually making a linked ID
local, and making a local copy of linked data), there may be more
unusual ways to do that still hidden in the code though.
Also added a couple of 'sanity asserts' to the writefile code regarding
cases where IDs are expected to have a null deep_hash data.
This showed an error while it actually worked as expected. The issue was that it
attempted to pack the entires named `.` and `..`, which have special meaning.
Filtering those out quiets the error message.
Pull Request: https://projects.blender.org/blender/blender/pulls/147455
The dilate threshold test fails on Qualcomm GPU due to an unknown
reason, but the tests shows significant differences in all platforms
regardless, they are just small enough to pass the test threshold. The
difference is most likely the new SMAA implementation done to match the
GPU version, so updating the reference is reasonable here.
Pull Request: https://projects.blender.org/blender/blender/pulls/147451
Using a strip mask in a compositor strip modifier causes other strips to
change in color. This is because the code converted the mask image
buffer in place, which affected its other uses. To fix this, convert the
mask out of the place.
Pull Request: https://projects.blender.org/blender/blender/pulls/147446