This patch replaces the Composite node with the Group Output node as the
primary compositor output. The old node was removed and versioned. This
was done for consistency with Geometry Nodes and in preparation for more
generic use of the compositor in VSE modifiers, layered compositing, NPR
multi-stage compositing, and more.
The Group Output node relies on the node tree interface, so we now have
a default interface of a single input and a single output. For now, only
the first input is considered while the rest are ignored, just like the
Geometry Nodes design. Furthermore, the input is required to be of type
color. Warnings and errors are issues if any of those are not met, also
similar to Geometry Nodes.
This introduces a new limitation: Composite outputs can no longer exist
in node groups, since they obviously then act as their respective group
outputs.
A refactor for the compositor scheduler is needed to simplify the logic
after this change, but this will be done in a separate patch.
Pull Request: https://projects.blender.org/blender/blender/pulls/142232
If importing keymap with the same name as the built-in ones (like
"Blender", "Industrial Compatible"), those entries will become stale and
can't be removed from the UI because when removing preset it checks the
name against builtin ones. This patch fixes the problem from the
importing side and disallow names that are the same with builtin ones
from being imported (They will be renamed upon importing).
Pull Request: https://projects.blender.org/blender/blender/pulls/142697
When creating presets in some panels, names like "Default" can be used
which are the same preset names as bundled presets. New entries created
like this can't be deleted because blender will treat it as a bundled
preset which then leaves stale entries in the list. This fix prevents
those kind of preset names to be used during creation.
Pull Request: https://projects.blender.org/blender/blender/pulls/142652
This commit moves the freestyle edge and face mark tags to become
generic attributes, similar to other changes over the past years. The
attributes are called "freestyle_edge" and "freestyle_face", and they're
now propagated like regular boolean attributes.
Compatibility wise, forward and backward blend file compatibility are
maintained (for forward compatibility this is implemented a bit
differently than in the past because of the ongoing `AttributeStorage`
transition). In the Python API, `use_freestyle_mark` has been removed;
the attribute API should be used instead (just like bevel weights).
The BMesh (`freestyle`) accessors are removed too.
The conversions benefit from the fact that bit-wise, the old structs are
the same as `bool`, so we can convert to the old and new formats without
reallocating arrays.
Pull Request: https://projects.blender.org/blender/blender/pulls/141996
Panel toggles are implemented by having a boolean socket with
`is_panel_toggle` set to `True`, as the first item in that panel's children.
These sockets are then hidden from the user, as the checkbox gets drawn
in the panel's UI.
In specific circumstances described in the bug report, the active selection
can sometimes land on these sockets. Leading to the user being able to
directly access these internal sockets.
The changes in the patch make the "Remove Item" operator check if
the resulting selection lands in a toggle socket, and move the selection
to that toggle's parent panel if that is the case.
Pull Request: https://projects.blender.org/blender/blender/pulls/141859
I18n: Translate a few messages
- Translate add-on types in the user preferences.
- Translate a report which uses formatting.
- Do not translate scene names in `sequencer.scene_strip_add` operator
UI.
- Do translate the type of new scene in
`sequencer.scene_strip_add_new` operator.
- Translate Half and Float image format color depth enum items.
- Translate Mix node header with non-color data types.
- Translate sequencer modifiers' names if data translation is enabled.
Most issues reported by Ye Gui in #43295.
Pull Request: https://projects.blender.org/blender/blender/pulls/141145
Replace use of bpy.ops.wm.append with the Python equivalent.
This avoids a separate append call for every group.
Also refactor lookups so node-group names only need to be declared once,
then used to populate a named-tuple.
The default nodes were still present in the node tree when Setup
Tracking Scene operator was called.
The issue was that the operator assumed the default tree always has the
same number and types of nodes, which wasn't true anymore after the
default node tree was changed in df6e65dd93
This PR keeps the changes to a minimum by updating the assumption
about the default node tree.
Pull Request: https://projects.blender.org/blender/blender/pulls/141141
Python 3.14 has moved some functionality into the public API,
use the updated names even with older Python versions.
Also resolve an error caused by variable reuse with delayed annotation
evaluation for TextureProperties_MixIn on startup.
Resolve#140695.
Python 3.14 has moved some functionality into the public API,
use the updated names even with older Python versions.
Also resolve an error caused by variable reuse with delayed annotation
evaluation for TextureProperties_MixIn on startup.
Resolve#140695.
This changes the engine identifier back to `BLENDER_EEVEE`.
We keep the `BLENDER_EEVEE_NEXT` identifier around for
versioning reasons (have to detect when it is the active
engine of a older file).
This also rename a bunch of pannels that were using `next`
in their name.
This is a breaking change for Addons compatibility.
Pull Request: https://projects.blender.org/blender/blender/pulls/140282
Prior to this commit, the `object.subdivision_set` would prevent
actually applying a subdivision to a multires modifier when the relative
option was set. This is commonly accessed via Alt-1 / Alt-2 or D / Shift
D in Sculpt mode.
However, when the multires modifier did not already exist, pressing
these keybinds would still create the modifier and further subdivide the
mesh.
To fix this, this commit adds a hidden property to the operator:
`ensure_modifier` to indicate if the keybind should create the modifier
or not.
Pull Request: https://projects.blender.org/blender/blender/pulls/130254
This is part of the short term roadmap goal of simplifying the
compositor workflow
(see https://projects.blender.org/blender/blender/issues/134214).
The problem is that many users don't know how to get started with
compositing in Blender, even when they have used Blender for other
areas, e.g. modeling.
Note: although the solution makes compositor node trees reusable
accross blend files, this is a nice side effect and not the main goal
of the PR.
This PR implements a "New" button that creates a new compositing node
tree, and manages trees as IDs. This has following advantages:
- Consistent with other node editors and other parts of Blender,
therefore making it easier to getting started with compositing if users
are familiar with shading or geometry nodes
- Give users the ability to reuse the compositing node tree by linking
or appending it.
Note: The parameter "Use Nodes" is still present in this PR, but will
be removed (in a backward compatible way) in a follow up PR.
Pull Request: https://projects.blender.org/blender/blender/pulls/135223
Only the collection clearing was removed, adding an item
and assigning values to it was kept - breaking the preset.
Detect collections and removed all lines which add & manipulate items.
Based on the fix from !139309 with fewer changes.
Also include FBX operators when cleaning up presets.
Co-authored-by: Guillermo Venegas <guillermovcra@gmail.com>
Presets would write a property multiple times in the case both the class
and it's parent defined a property.
While not a bug, it looks like an error. Only write values once.
For linked grease pencil data, layer operators are accessible right
now. Grey out them in UI by adjusting poll functions. Also disabled
the individual layer row of tree-view.`
See images in PR description
Pull Request: https://projects.blender.org/blender/blender/pulls/137946
e.g. stands for "exempli gratia" in Latin which means "for example".
The best way to make sure it makes sense when writing is to just expand
it to "for example". In these cases where the text was "for e.g.", that
leaves us with "for for example" which makes no sense. This commit fixes
all 110 cases, mostly just just replacing the words with "for example",
but also restructuring the text a bit more in a few cases, mostly by
moving "e.g." to the beginning of a list in parentheses.
Pull Request: https://projects.blender.org/blender/blender/pulls/139596
Previously, one had to search for the name of an input node (Geometry, Light
Path, etc.) instead of for the actual desired values.
This patch makes it possible to search for the output names of various input
nodes directly. All other outputs of the input node are hidden automatically.
This was partially support for the Scene Time before.
Supported nodes:
* Compositor: Scene Time
* Geometry Nodes: Camera Info, Mouse Position, Scene Time, Viewport Transform
* Shader Nodes: Camera Data, Curves Info, Geometry, Volume Info, Light Path,
Object Info, Particle Info
Right now, the output names are hardcoded in the menu. We don't have a great way
to access those without an actual node instance currently. For that we'll need
to make the node declarations available in Python, which is a good project but
out of scope for this this feature. It also does not seem too bad to have more
explicit control over what's shown in the search.
Pull Request: https://projects.blender.org/blender/blender/pulls/139477
The Smoke Surface Emission is the height of the smoke from the mesh surface.
It is measured in Domain Grid Units, and if the grid unit is relatively big
(compared to the mesh), the smoke emission is huge.
To fix that the Surface Emission was decreased from 1.5 to 1.0. As a result
it is possible to emit smaller smokes (width 2, previously 3).
Further decreasing default value of Surface Emission is not recommended,
as in some cases (too small mesh compared to Grid Unit) will result not
emitted smoke.
Fix#132613: Issue with large smoke domain and small emitter
Pull Request: https://projects.blender.org/blender/blender/pulls/138567
The modifier input value for menu items is an int property, which is not
compatible with the enum property used in node group socket definitions for
menus. Wrapping a node group with a menu will try to assign the int value from
the modifier directly to the enum, which expects a string identifier.
To aquire the matching string identifier, use the UI properties in the modifier
RNA, which contain the complete enum item definition.
Pull Request: https://projects.blender.org/blender/blender/pulls/139074
There are two implementations:
- "Link to Viewer Node"
-- when clicking on a socket directly, link from that socket [done by
first selecting and then taking that selection state into account]
-- otherwise cycles through available sockets
- "Connect to Output" [python operator, made core from Node Wrangler]
-- does not take socket selection into account
-- only cycles through available sockets
So goal is to replicate behavior of "Link to Viewer Node" in "Connect to
Output" in terms of "which socket to link from"
This is done by
- exposing a sockets select state to python
- tweaking the call to bpy.ops.node.select so it does socket selection
as well
- take that selection into account
Pull Request: https://projects.blender.org/blender/blender/pulls/138323
The main way to create a new node group right now is to select some nodes and
then press ctrl+G. This works well for the common case when one already has some
nodes to group. However, there is no good alternative currently for when one
wants to create a new group from scratch. A common workaround currently is to
add some dummy node, then press ctrl+G and then to delete the dummy node in the
group again. Obviously, we can do better than that.
This patch adds a `New Group` entry in the menu. It's available in geometry,
compositing and shading Nodes. The operator adds a new node group called
"NodeGroup" (the same default name we use for ctrl+G currently). Then it adds a
new group node and assigns the new group to it. The group itself does not have
any inputs or outputs by default because any such socket would just be a guess
that's likely wrong and more annoying than useful.
A nice side benefit of adding this operator is that the Group menu is not empty
in shading and compositing nodes initially which always looked a bit off.
Pull Request: https://projects.blender.org/blender/blender/pulls/138430
This adds inital Grease Pencil support for node tools.
Node tools work in `Object Mode`, `Edit Mode`,`Sculpt Mode`,
and `Draw Mode`.
While Grease Pencil has many editing tools, including editing
multiple frames at the same time, for now, node tools only
allow editing the current frame.
Currently, the idea is that node tools can do arbitrary changes
to the drawings, but cannot do changes to the existing layer tree, e.g.
changing the order of layers, removing a layer or groups, etc.
All the node tool specific nodes like `Selection` and `Set Selection`
are adapted to work with Grease Pencil. In `Draw Mode`, we currently
interpret everything as selected.
The `Active Element` node has a `Layer` mode that provides the
index of the active layer (if there is one).
When `Auto-Key` is used, a new keyframe is created on the
current frame.
Locked/invisible layers cannot be edited with node tools.
Pull Request: https://projects.blender.org/blender/blender/pulls/136624
When creating a new action slot for a data-block, via the '+ New' button
of the slot selector, use the name of the slot that was last used by
that data-block. Previously, it would always use the name of the
data-block, interfering with slot auto-selection when toggling between
Actions.
Pull Request: https://projects.blender.org/blender/blender/pulls/138326
I'm not sure when this stopped working. The function in question is
quite confusing since it's called twice with two different purposes.
Fixing the exception is simple though. Just checking the data type
for "None" prevents changing the data type to one that's invalid given
the context. I didn't find a simple way to add an error message though.
Pull Request: https://projects.blender.org/blender/blender/pulls/138287
Ref: #132179
Renames:
- `Editing.act_seq` -> `Editing.act_strip`
- `SequenceModifierData` -> `StripModifierData`
- Its member `mask_sequence` is now `mask_strip`.
- `MetaStack.parseq` -> `MetaStack.parent_strip`
- Remaining function names/parameters that were not dealt with in #132748
- Various references to `seq` or `sequence` throughout code and docs when
referring to a strip
Also moves `_get` to the end of the renamed function names where
applicable for standardization (unless "by" or "from" are used).
There should be no changes to current behavior.
Pull Request: https://projects.blender.org/blender/blender/pulls/138077