Most of the `WM_DRAG_PATH` poll functions include
unknown file types (`0`) as fallback, preventing file handlers
from being used with explicit defined file extensions.
Pull Request: https://projects.blender.org/blender/blender/pulls/117189
Rename: anim -> ImBufAnim
Rename: anim_index -> ImBufAnimIndex
There were cases where removing redundant "struct" qualifier caused
a warning since the name of the struct member was also anim.
Use uppercase type name to conform with other types names.
Ref !117394
`UUID` generally stands for "universally unique identifier". The session identifier that
we use is neither universally unique, nor does it follow the standard. Therefor, the term
"session uuid" is confusing and should be replaced.
In #116888 we briefly talked about a better name and ended up with "session uid".
The reason for "uid" instead of "id" is that the latter is a very overloaded term in Blender
already.
This patch changes all uses of "uuid" to "uid" where it's used in the context of a
"session uid". It's not always trivial to see whether a specific mention of "uuid" refers
to an actual uuid or something else. Therefore, I might have missed some renames.
I can't think of an automated way to differentiate the case.
BMesh also uses the term "uuid" sometimes in a the wrong context (e.g. `UUIDFaceStepItem`)
but there it also does not mean "session uid", so it's *not* changed by this patch.
Pull Request: https://projects.blender.org/blender/blender/pulls/117350
The previous commit introduced a new `RPT_()` macro to translate
strings which are not tooltips or regular interface elements, but
longer reports or statuses.
This commit uses the new macro to translate many strings all over the
UI.
Most of it is a simple replace from `TIP_()` or `IFACE_()` to
`RPT_()`, but there are some additional changes:
- A few translations inside `BKE_report()` are removed altogether
because they are already handled by the translation system.
- Messages inside `UI_but_disable()` are no longer translated
manually, but they are handled by a new regex in the translation
system.
Pull Request: https://projects.blender.org/blender/blender/pulls/116804
Pull Request: https://projects.blender.org/blender/blender/pulls/116804
Area for clicking on keys was wider than strip which caused problems.
Instead of finding best strip candidate and then a key, make clickable
area wider, but inside of the strip itself.
- Improve the look of them, so they feel less like from year
1998 (more details and images in the PR).
- Some of the scopes got slightly faster in the process, others
stayed the same performance (details below).
- Remove VSE Scopes related data from SpaceSeq DNA, move it into
runtime instead.
This also fixes crash when deleting keys.
Issue was caused by incorrect implementation of batch deleting with
`SEQ_retiming_remove_multiple_keys()` function. It tried to remove data
from different strips, when it should work with one strip at the time.
Also transitions and freeze frames were treated as normal keys, but they
do need special handling.
Pull Request: https://projects.blender.org/blender/blender/pulls/116722
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.
When slipping meta strip, effect position was not updated. These updates
are limited to VSE core code, so function `SEQ_time_slip_strip()` was
added to resolve this issue.
This also simplifies operator code, so it does not have to deal with
recursion and doesn't need to hold quite detailed strip state for when
operator is cancelled.
Pull Request: https://projects.blender.org/blender/blender/pulls/113200
The main problem is, that retiming key frame index is defined in strip
content space (0 <> seq->len -1), but API functions must rescale this
index by applying `SEQ_time_media_playback_rate_factor_get()` and return
value in timeline space.
This wasn't done properly, in many places, some had challenges:
- `SEQ_retiming_key_timeline_frame_get()` returned floats, but UI
expects integers. Otherwise keys may be drawn inbetween frames.
- Function `right_fake_key_frame_get()` must return exact frame of
keys, otherwise lookup by frame would fail. But `retime_key_draw()`
can not compensate position of last fake key, so this has to be done
in `fake_keys_draw()` and `try_to_realize_virtual_key()`.
- For transformation to work as expected, double precision value has
to be used for frame index.
- For UI either API would had to be extended to provide helper functions
to deal with FPS mismatch, or it needs to know the FPS difference.
I have opted to put `SEQ_time_media_playback_rate_factor_get()` in
"public" headers. Neither solution is great.
No functional changes.
Move the function ED_id_action_ensure to animrig,
and rename it to `id_action_ensure`.
This is in order to reduce references from animrig
to the editor code.
Pull Request: https://projects.blender.org/blender/blender/pulls/116101
Add "Preserve Current Retiming" option to set speed operator. This
option is enabled by default. When changing speed of retiming segment,
the strip changes length instead of changing next segment speed.
Ref: #112343
This feature improves workflow, where it is necessary to select all
retiming keys after one that is selected in order to change speed of
only 1 segment.
The feature is reusing `sequencer.select` "linked time" feature and
mapped Ctrl key.
Ref: #112343
There are operators in Blender that allow the user to import multiple
files at the same time, however this functionality is only implemented
when importing with blender's file browser, drag and drop files only
takes first selected file.
The patch adds support for drag and drop multiple files.
Notes:
* The files are filtered according to the extension of the first
selected file.
* Not all operators that import files support importing multiple files,
so they will still import one.
* Changes must be made to allow importers to read all file paths.
This will be used in upcoming drag & drop import.
Pull Request: https://projects.blender.org/blender/blender/pulls/107230
Code had variables `frame_start` and `start_frame` for different purpose
confusing. Variables were sorted and math simplified.
Fixes broken waveform to pixel grid alignment.
Caused by not applying the offset to start frame calculation.
Also fixes reverse offsetting of waveform when start offset was
negative - content start frame was used instead of handle frame.
When editing inside a meta strip, running the "Set Color Tag" operator
would set the color tag of the top-most meta strip, rather than that of
the intended strip.
Pull Request: https://projects.blender.org/blender/blender/pulls/115950
Due to changes in the build environment shader_builder wasn't able to
compile on macOs. This patch reverts several recent changes to CMake files.
* dbb2844ed9
* 94817f64b9
* 1b6cd937ff
The idea is that in the near future shader_builder will run on the buildbot as
part of any regular build to ensure that changes to the CMake doesn't break
shader_builder and we only detect it after a few days.
Pull Request: https://projects.blender.org/blender/blender/pulls/115929
This is a smaller rewrite/refactor of the VSE copy paste code to use the file copy buffer logic that is used in other places of Blender.
This makes Blender able to copy paste between Blender processes.
It can also paste successfully after closing and reopening Blender.
Other than that, the functionally should remain the exact same as the current copy paste operator with one exception: Scene strips does not retain their scene pointer when pasting into the same file.
This is to make it consistent with how it was before when copy pasting between .blend files.
(The scene data for the scene strips were never copied in when doing that)
Logic for pulling in or linking scenes into new or current files are purposely left for later when a proper proposal of how this would work in a nice fashion is done.
Now the strip data gets copied either fully or partially besides for scene strips. There only the script data gets copied and not the scene data.
If there is a audio/video data block of the same name as in the paste data, it will be reused to reduce potential duplication of data.
Pull Request: https://projects.blender.org/blender/blender/pulls/114703
Speedup the "apply zebra stripes" image loop by multi-threading it.
For non-float images, avoid an extra image copy that was not doing
anything useful.
4K UHD resolution, Windows Ryzen 5950X:
- LDR: whole `sequencer_get_scope` 16.4ms -> 5.3ms, just `draw_zebra`
part: 7.5ms -> 3.3ms
- Float image: whole `sequencer_get_scope` 126.6ms -> 114.1ms, just
`draw_zebra` part: 22.4ms -> 7.4ms. Whole scope is still expensive
due to color management work being done.
Pull Request: https://projects.blender.org/blender/blender/pulls/115622