Commit Graph

14128 Commits

Author SHA1 Message Date
Sybren A. Stüvel
660867fa00 Anim: bone collections, store expanded/collapsed state in DNA
Store the 'expanded/collapsed' state of the bone collection tree view in
the DNA data of the bone collections themselves. This way the tree state
is restored when loading the file.

This commit also adds some code to the abstract tree view classes, for
supporting synchronisation of the extended/collapsed state between it
and external data. It follows the same approach as the handling of the
active element.

RNA wrappers have been added to make it possible for Python code to
expand/collapse parts of the tree.

Library overrides are supported for this property, so the
expanded/collapsed state of linked armatures can be locally saved. If
there is no override, the `is_expanded` property is still editable;
changes will not be saved to file in that case, though.

Pull Request: https://projects.blender.org/blender/blender/pulls/116940
2024-02-02 12:28:22 +01:00
Campbell Barton
adb304f0ed Extensions: improve UI for adding/removing repositories
- Adding new repositories now differentiates between "Online" & "Local"
  where adding a local repository doesn't prompt for a URL.
- Support removing repositories and their files (uses confirmation
  defaulting to "Cancel" to avoid accidents).
- Show an error icon next to repositories that have invalid settings,
  these repositories are now ignored until the settings are corrected,
  required fields are highlighted red when they're unset & required.
- Rename "directory" to "custom_directory" since an automatic path is
  used when not set - created in the users scripts directory.
- Use toggles for custom-directory & remote URL instead of relying on
  the value to be left an empty string for alternative behavior.
2024-02-02 20:46:45 +11:00
Sean Kim
f3c401ef6f UI: Update default mask icon
Based on the design of #102585, This PR replaces the MOD_MASK icon with
the CLIP_UVDEHLT icon to better communicate the intent of masking across
many areas of Blender. It also changes the Grease Pencil `invert` icons
to avoid conflicts with the CLIPUV_DEHLT & CLIPUV_HLT.

Pull Request: https://projects.blender.org/blender/blender/pulls/117467
2024-02-01 20:56:18 +01:00
Brecht Van Lommel
abf4c4d9ef Refactor: Change functions to retrieve GPU textures from images
* For materials with UDIM tiles support, get array and mapping in one call
* For viewers that can use render results, add a dedicated function
* Fix potential use of render results in stencil overlay and grease pencil

Pull Request: https://projects.blender.org/blender/blender/pulls/117563
2024-02-01 20:32:24 +01:00
Philipp Oeser
3d60209d3d Add an optional "frame" & "tile_index" argument to Image.scale()
`BKE_image_scale` -- which is only used for the python API -- was
getting the `ImBuf` without providing an `ImageUser`.
This is fine, but always gets the first tile (and the current frame for sequences).

To resolve this, add an optional "frame" & "tile_index" argument so these can be specified explicitly (similar to layer_index and pass_index already used for some other API functions).

Fixes #117539 : Scaling UDIM images via Image.scale() only scales one tile

Pull Request: https://projects.blender.org/blender/blender/pulls/117549
2024-02-01 17:28:38 +01:00
Hans Goudey
dccf0e8699 Cleanup: Move GPU_material.h to C++ 2024-02-01 10:40:30 -05:00
Falk David
898ff6ceee Revert "GPv3: Array modifier"
This reverts commit e1ce3c3cc7.
2024-02-01 16:18:13 +01:00
YimingWu
e1ce3c3cc7 GPv3: Array modifier
Grease Pencil Array modifier migrated to GPv3.

All features now working as expected.

Pull Request: https://projects.blender.org/blender/blender/pulls/117722
2024-02-01 15:58:53 +01:00
Sybren A. Stüvel
fd7fcb2cdc Fix #117720: Crash when selecting these two armatures
Properly wrap a returned `char *` that could be `nullptr` into an
`std::optional<std::string>`. `std::string` doesn't like `nullptr`.

Another problem was that the wrapped `char *` was actually allocated on
the heap, and not freed after conversion to a `std::string`, causing
memory leaks.
2024-02-01 14:53:35 +01:00
Sybren A. Stüvel
dc40d7b5d7 Cleanup: RNA, do early return in RNA_path_from_struct_to_idproperty
Having an early return makes the precondition check an actual precondition
check. This will make an upcoming change easier to implement.

No functional changes.
2024-02-01 14:49:08 +01:00
Sybren A. Stüvel
35317749e0 Depsgraph: add explanation to evaluated_get RNA function
Extend the `ID.evaluated_get()` docstring to explain that it does not
trigger a re-evaluation of the data-block.

No functional changes, just expansion of documentation.
2024-02-01 14:49:08 +01:00
Christoph Lendenfeld
8771e0c4ce Anim: Change tooltip for Insert Needed and Insert Available
This changes the tooltip for the user preference settings
`Only Insert Needed` and `Only Insert Available`
to better explain what these features are for.

Only Insert Available
Automatic keyframe insertion in available F-Curves
-> Insert Keyframes only for properties that are already animated

Auto-Key Needed
Auto-Keyframe insertion only when keyframe needed
-> Auto-Keying will skip inserting keys that don't affect the animation

Manual Key Needed
Keyframe insertion only when keyframe needed
-> When keying manually, skip inserting keys that don't affect the animation

Pull Request: https://projects.blender.org/blender/blender/pulls/117270
2024-02-01 10:52:47 +01:00
Jacques Lucke
2d2b087fcf Geometry Nodes: support baking data block references
With this patch, materials are kept intact in simulation zones and bake nodes
without any additional user action.

This implements the design proposed in #108410 to support referencing
data-blocks (only materials for now) in the baked data. The task also describes
why this is not a trivial issue. A previous attempt was implemented in #109703
but it didn't work well-enough.

The solution is to have an explicit `name (+ library name) -> data-block`
mapping that is stored in the modifier for each bake node and simulation zone.
The `library name` is necessary for it to be unique within a .blend file. Note
that this refers to the name of the `Library` data-block and not a file path.
The baked data only contains the names of the used data-blocks. When the baked
data is loaded, the correct material data-block is looked up from the mapping.

### Automatic Mapping Generation

The most tricky aspect of this approach is to make it feel mostly automatic.
From the user point-of-view, it should just work. Therefore, we don't want the
user to have to create the mapping manually in the majority of cases. Creating
the mapping automatically is difficult because the data-blocks that should
become part of the mapping are only known during depsgraph evaluation. So we
somehow have to gather the missing data blocks during evaluation and then write
the new mappings back to the original data.

While writing back to original data is something we do in some cases already,
the situation here is different, because we are actually creating new relations
between data-blocks. This also means that we'll have to do user-counting. Since
user counts in data-blocks are *not* atomic, we can't do that from multiple
threads at the same time. Also, under some circumstances, it may be necessary to
trigger depsgraph evaluation again after the write-back because it actually
affects the result.

To solve this, a small new API is added in `DEG_depsgraph_writeback_sync.hh`. It
allows gathering tasks which write back to original data in a synchronous way
which may also require a reevaluation.

### Accessing the Mapping

A new `BakeDataBlockMap` is passed to geometry nodes evaluation by the modifier.
This map allows getting the `ID` pointer that should be used for a specific
data-block name that is stored in baked data. It's also used to gather all the
missing data mappings during evaluation.

### Weak ID References

The baked/cached geometries may have references to other data-blocks (currently
only materials, but in the future also e.g. instanced objects/collections).
However, the pointers of these data-blocks are not stable over time. That is
especially true when storing/loading the data from disk, but also just when
playing back the animation. Therefore, the used data-blocks have to referenced
in a different way at run-time.

This is solved by adding `std::unique_ptr<bake::BakeMaterialsList>` to the
run-time data of various geometry data-blocks. If the data-block is cached over
a longer period of time (such that material pointers can't be used directly), it
stores the material name (+ library name) used by each material slot. When the
geometry is used again, the material pointers are restored using these weak name
references and the `BakeDataBlockMap`.

### Manual Mapping Management

There is a new `Data-Blocks` panel in the bake settings in the node editor
sidebar that allows inspecting and modifying the data-blocks that are used when
baking. The user can change what data-block a specific name is mapped to.

Pull Request: https://projects.blender.org/blender/blender/pulls/117043
2024-02-01 09:21:55 +01:00
Hans Goudey
5fa61ee620 Cleanup: Move remaining spreadsheet editor code to C++ namespace 2024-01-31 16:32:10 -05:00
Hans Goudey
7b77ba3cde Cleanup: Make format 2024-01-31 14:28:38 -05:00
Hans Goudey
7fa5fc02b7 Cleanup: Move BLF headers to C++ 2024-01-31 14:04:56 -05:00
Hans Goudey
a1792e98a4 Cleanup: Use std::string for RNA path functions
Use an optional string instead of a manually allocated char pointer.
Optional is used because sometimes `nullptr` was returned. It's
still inconsistent though, because often "" or ".." was returned
instead.
2024-01-31 13:00:28 -05:00
Hans Goudey
b720891288 Cleanup: General C++ cleanup for internal RNA headers 2024-01-31 13:00:28 -05:00
Hans Goudey
de26427bb1 Cleanup: Move internal RNA headers to C++ 2024-01-31 13:00:28 -05:00
Hans Goudey
f04bc75f8c Cleanup: Use std::string for some RNA function return values
This significantly simplifies memory management, mostly by avoiding
the need to free the memory manually. It may also improve performance,
since std::string has an inline buffer that can prevent heap
allocations and it stores the size.

Pull Request: https://projects.blender.org/blender/blender/pulls/117695
2024-01-31 17:08:09 +01:00
Lukas Tönne
c180486c83 GPv3: Use RNA properties for modifier influence panels
Some modifiers were still using `BKE_panel_layout_panel_state_ensure` to
create open/close flag properties at runtime. Should register a RNA
property using `rna_def_modifier_panel_open_prop` instead.

Pull Request: https://projects.blender.org/blender/blender/pulls/117697
2024-01-31 16:35:41 +01:00
Philipp Oeser
cbc5d861db Fix #117672: Translation of enum button tooltips broken
Caused by 90c4e2e6ec.

We are now getting the enum item via
`RNA_property_enum_item_from_value_gettexted` (as opposed to
`RNA_property_enum_items_gettexted` prior to 90c4e2e6ec).

The former does not translate the description (whereas the later does)
which I think is just an oversight.

To resolve, now add description translation to
`RNA_property_enum_item_from_value_gettexted`.

Pull Request: https://projects.blender.org/blender/blender/pulls/117693
2024-01-31 14:56:25 +01:00
Harley Acheson
8d48770418 UI: Consistent Use of Chevron Disclosure Icons
For icons that represent collapsible and collapsed content we use a
variety of icons: chevrons and closed triangles of varying
proportions. This PR makes everything use a chevron for consistency.

Pull Request: https://projects.blender.org/blender/blender/pulls/116240
2024-01-30 22:35:15 +01:00
Hans Goudey
19e2b13cec Cleanup: Move BKE_key.h to C++ 2024-01-30 14:42:13 -05:00
Harley Acheson
8f6ee910ba UI: Remove Blender Logo Alert Icon
As discussed in the UI Module Meeting we don't have an acceptable use
case for dialogs that use the Blender logo. Removing this image from
the project since this is now exposed through dialog customization.

Pull Request: https://projects.blender.org/blender/blender/pulls/117676
2024-01-30 20:22:38 +01:00
Jacques Lucke
f358843108 UI: simplify layout panels C++ API
This simplifies the C++ API for making layout panels. Now it is also more similar to the Python API.
`uiLayoutPanel` is like `layout.panel` and `uiLayoutPanelProp` is like `layout.panel_prop`.

Both, `uiLayoutPanel` and `uiLayoutPanelProp`, now exist in two variants. One that takes a label
parameter and one that does not. If the label is passed in, only the panel body layout is returned.
Otherwise, the header and body are returned for more customization.

Pull Request: https://projects.blender.org/blender/blender/pulls/117670
2024-01-30 17:44:56 +01:00
Sybren A. Stüvel
236881ff9c Anim: Armature, move notifiers from setters to updaters
Move WM notifiers from property setter functions to
`RNA_def_property_update` call.

This actually makes them work properly, for example setting
`bone_collection.is_solo` from Python now actually updates the armature
in the 3D Viewport. Toggling the property from the UI already worked
(for other reasons, apparently), masking this issue.
2024-01-30 17:12:17 +01:00
YimingWu
4722c801c5 GPv3: Thickness modifier
Thickness modifier ported to Grease Pencil v3.

Note: Uniform thickness range and UI step changed to better
match new thickness of blender unit.

![image](/attachments/2e9c9bfa-d869-4bec-a529-c3833390a201)

Pull Request: https://projects.blender.org/blender/blender/pulls/117631
2024-01-30 13:04:30 +01:00
Lukas Tönne
0daa426739 GPv3: Mirror modifier
Implements the mirror modifier from GPv2.

Pull Request: https://projects.blender.org/blender/blender/pulls/117637
2024-01-30 12:10:33 +01:00
Campbell Barton
6ab800c5a8 Extensions: remove additional Extensions section in the preferences
Now extensions reuse the add-ons, renaming this section when
the experimental extensions option is enabled.
2024-01-30 17:59:53 +11:00
Sean Kim
a2b3fe5e01 Sculpt: Add per-brush input samples
This pull request adds the ability for users to specify input samples
on a per brush basis. The existing field in the main `Paint` struct
forces all brushes of a particular tool type to use the same value.
A new field was added to the `Brush` struct to allow for this value
to be specified there instead, and a corresponding unified value in
`UnifiedPaintSettings` has been created to allow users to use the
same value across all brushes.

Addresses #108109

Pull Request: https://projects.blender.org/blender/blender/pulls/117080
2024-01-30 05:08:23 +01:00
Hans Goudey
961783c444 Cleanup: Move BKE_deform.h to C++ 2024-01-29 19:04:13 -05:00
Harley Acheson
28366f624f UI: Operator Confirm Dialog Changes
Removal of "confirm" operator callback for confirmation customization,
in favor of new method that shares existing operator dialog code and
allows python configuration.

Pull Request: https://projects.blender.org/blender/blender/pulls/117564
2024-01-29 18:52:18 +01:00
Aras Pranckevicius
5bd1e0bb22 VSE: replace Subsampled3x3 filter by a general Box filter
Part of overall "improve filtering situation" (#116980): replace Subsampled3x3
(added for blender 3.5 in f210842a72 et al.) strip scaling filter with a
general Box filter.

Subsampled3x3 is really a Box filter ("average pixel values over NxM region"),
hardcoded to 3x3 size. As such, it works pretty well when downscaling images by
3x on each axis. But starts to break down and introduce aliasing at other
scaling factors. Also when scaling up or scaling down by less than 3x, using
total of 9 samples is a bit of overkill and hurts performance.

So instead, calculate the amount of NxM samples needed by looking at scaling
factors on X/Y axes. Note: use at least 2 samples on each axis, so that when
rotation is present, the result edges will get some anti-aliasing, just like it
was happening in previous filter implementation.

Images in PR.

Pull Request: https://projects.blender.org/blender/blender/pulls/117584
2024-01-29 18:41:31 +01:00
YimingWu
56439d88f5 GPv3: Noise modifier
This ports the noise modifier to GPv3.
There should be no functional changes.

Pull Request: https://projects.blender.org/blender/blender/pulls/117057
2024-01-29 16:49:16 +01:00
Sean Kim
c61d1bcb54 Sculpt: Add global automasking propagation steps
This pull request adds the ability for the `propagation_steps` value
for certain automasking settings to be applied globally instead of
using the per-brush attribute.

Previously, while the flag settings were stored at the brush and global
level,  the `propagation_steps` value would always change the brush
attribute even when using the global menu.

Addresses #102377

Pull Request: https://projects.blender.org/blender/blender/pulls/117316
2024-01-29 15:39:34 +01:00
Campbell Barton
be7f89a9f5 Cleanup: spelling in comments 2024-01-29 11:47:42 +11:00
Hans Goudey
359bfbcd78 Cleanup: Use enum class and forward declaration for paint mode 2024-01-26 18:43:13 -05:00
Hans Goudey
fb0d6198c0 Cleanup: Move remaining asset editors code to C++ namespace 2024-01-26 18:43:13 -05:00
Hans Goudey
2043df4816 Cleanup: Remove unnecessary AssetLibrary C wrapper type 2024-01-26 18:15:41 -05:00
Hans Goudey
f08ce0a8ed Cleanup: Move AS_asset_library.h contents to C++ header 2024-01-26 18:15:41 -05:00
Hans Goudey
0e6aad4742 Cleanup: Remove remaining asset editor headers to C++ 2024-01-26 18:15:40 -05:00
Harley Acheson
0d6aec1c21 UI: Operator Props Dialog Changes
Changes to WM_operator_props_dialog_popup to allow configuration,
including via python, and with a look consistent with new confirms.

Pull Request: https://projects.blender.org/blender/blender/pulls/117528
2024-01-26 20:52:31 +01:00
Hans Goudey
b0a4dd56aa Fix: Build error with asserts enabled
74128855be removed a function used in debug builds.
2024-01-26 10:50:13 -05:00
Hans Goudey
74128855be Cleanup: Fix unused function and variable in node RNA 2024-01-26 10:02:11 -05:00
Lukas Tönne
5ad49f4142 Geometry Nodes: Menu Switch Node
This patch adds support for _Menu Switch_ nodes and enum definitions in
node trees more generally. The design is based on the outcome of the
[2022 Nodes Workshop](https://code.blender.org/2022/11/geometry-nodes-workshop-2022/#menu-switch).

The _Menu Switch_ node is an advanced version of the _Switch_ node which
has a customizable **menu input socket** instead of a simple boolean.
The _items_ of this menu are owned by the node itself. Each item has a
name and description and unique identifier that is used internally. A
menu _socket_ represents a concrete value out of the list of items.

To enable selection of an enum value for unconnected sockets the menu is
presented as a dropdown list like built-in enums. When the socket is
connected a shared pointer to the enum definition is propagated along
links and stored in socket default values. This allows node groups to
expose a menu from an internal menu switch as a parameter. The enum
definition is a runtime copy of the enum items in DNA that allows
sharing.

A menu socket can have multiple connections, which can lead to
ambiguity. If two or more different menu source nodes are connected to a
socket it gets marked as _undefined_. Any connection to an undefined
menu socket is invalid as a hint to users that there is a problem. A
warning/error is also shown on nodes with undefined menu sockets.

At runtime the value of a menu socket is the simple integer identifier.
This can also be a field in geometry nodes. The identifier is unique
within each enum definition, and it is persistent even when items are
added, removed, or changed. Changing the name of an item does not affect
the internal identifier, so users can rename enum items without breaking
existing input values. This also persists if, for example, a linked node
group is temporarily unavailable.

Pull Request: https://projects.blender.org/blender/blender/pulls/113445
2024-01-26 12:40:01 +01:00
Aras Pranckevicius
b7cf71d567 VSE: add Cubic Mitchell filtering, rename previous cubic to Cubic BSpline
Part of overall "improve filtering situation" (#116980) task:

Add "Cubic Mitchell" filtering option to VSE strips. This is a cubic (4x4)
filter that generally looks better than bilinear, while not blurring the image
as much as the Cubic BSpline filter that exists elsewhere within Blender. It is
also default in many other apps.

Rename the (very recently added) VSE Bicubic filter option to Cubic BSpline.

Images in the PR.

Pull Request: https://projects.blender.org/blender/blender/pulls/117517
2024-01-26 11:57:19 +01:00
Sybren A. Stüvel
a7f41fc938 Anim: bone collections, add 'solo' flag
Add the 'solo' flag to bone collections, effectively adding another
layer of visibility controls.

If there is _any_ bone collection with this flag enabled, only this
collection (and others with this flag enabled) will be visible.

In RNA, the following properties are exposed:
- `bone_collection.is_solo`: writable property to manage the solo flag.
- `armature.is_solo_active`: read-only property that is `True` when any
  bone collection has `is_solo = True`.

The RNA property `bone_collection.is_visible_effectively` now also takes
the solo flag into account.

Pull Request: https://projects.blender.org/blender/blender/pulls/117414
2024-01-26 10:21:52 +01:00
Sybren A. Stüvel
8a569a8da4 Refactor: Anim, rename BoneCollection::is_visible_effectively()
Rename `BoneCollection::is_visible_effectively()` to
`is_visible_with_ancestors()`. Soon a "solo" flag will be introduced,
and the effective visibility of the bone collection will depend on that
too. This particular function doesn't take that into account, though,
and thus needs a rename.

Note that this does NOT rename the RNA property
`is_visible_effectively`. That will be updated when the "solo" flag is
introduced to also take that into account.

No functional changes.

Pull Request: https://projects.blender.org/blender/blender/pulls/117414
2024-01-26 10:21:52 +01:00
Jesse Yurkovich
ddd06eeb8f UI: Add ability to configure the header row of layout panels
There are many instances where customizing the header row is desired so
return both the header row layout and the main body layout.

For consistency and correctness, the arrow symbol and the is_open check
are always performed so callers only need to perform layout tasks.

The C++ side now receives a `PanelLayout` structure containing both:
```cpp
PanelLayout panel_layout = uiLayoutPanelWithHeader( ... );
uiItemL(panel_layout.header, ... );
if (panel_layout.body) {
    ...
}
```

And the Python side receives a tuple:
```python
header, body = layout.panel( ... )
header.label(...)
if body:
    ...
```

```python
import bpy
from bpy.props import BoolProperty

class LayoutDemoPanel(bpy.types.Panel):
    bl_label = "Layout Panel Demo"
    bl_idname = "SCENE_PT_layout_panel"
    bl_space_type = 'PROPERTIES'
    bl_region_type = 'WINDOW'
    bl_context = "scene"

    def draw(self, context):
        layout = self.layout
        scene = context.scene

        layout.label(text="Basic Panels")

        header, panel = layout.panel("my_panel_id", default_closed=True)
        header.label(text="Hello World")
        if panel:
            panel.label(text="Success")

        header, panel = layout.panel_prop(scene, "show_demo_panel")
        header.label(text="My Panel")
        if panel:
            panel.prop(scene, "frame_start")
            panel.prop(scene, "frame_end")

        layout.label(text="Customized headers")

        # Add a checkbox to the Panel header. text must be None for this panel
        header, panel = layout.panel("my_panel_id-2", default_closed=True)
        header.prop(scene, "use_checkmark", text="") # text must be empty for the checkbox
        header.label(text="Checkmark at beginning")
        if panel:
            panel.label(text="Success")

        header, panel = layout.panel("my_panel_id-3", default_closed=True)
        header.label(text="Buttons at the end")
        header.operator("mesh.primitive_cube_add", text="", icon='EXPORT')
        header.operator("mesh.primitive_cube_add", text="", icon='X')
        if panel:
            panel.label(text="Success")

        header, panel = layout.panel("my_panel_id-4", default_closed=True)
        header.prop(scene, "use_checkmark2", text="")
        header.label(text="Both")
        header.operator("mesh.primitive_cube_add", text="", icon='EXPORT')
        header.operator("mesh.primitive_cube_add", text="", icon='X')
        if panel:
            panel.label(text="Success")

bpy.utils.register_class(LayoutDemoPanel)
bpy.types.Scene.show_demo_panel = BoolProperty(default=False)
bpy.types.Scene.use_checkmark = BoolProperty(default=False)
bpy.types.Scene.use_checkmark2 = BoolProperty(default=False)
```

Pull Request: https://projects.blender.org/blender/blender/pulls/117248
2024-01-26 10:11:22 +01:00