For Blender 4.0 we decided to support individual icons for different
snap elements.
This was originally contributed by Erik Abrahamsson as !107054 with
some contributions by myself (Germano).
This set of icons being simple geometric symbols, that should be
familiar to CAD artists.
Note that Face and Volume share the same icon (circle). This is
deliberate since they communicate a similar functionality - are not
aimed at precision snapping the same way the vertex or perpendicular
are.
Also note that later we should also try to change the icons shown in
the snap menu to match the symbols that the artists see in the preview
window.
———
On the decision process:
The version currently in main (and rolled back here) was an initial
attempt of aggregating more information to the icons (e.g., by aligning
the icons to the target edges) while making them more suitable to
Blender. After presenting both options to (parts of the) community,
there was nothing fundamentally broken found with either option, though
options diverged over personal preference.
With that in mind, in the latest UI module meeting it was agreed to use
the original proposal then.
This final call was proposed by Dalai Felinto on his role of
commissioner (stakeholder) for the snap polishing tasks (#73993) and
designer for the related Snap Base design #66484.
———
This commit reverts commit 9c2e768f5b.
The reverted icons (referred originally as minimalistic icons) may be
proposed later as a separate theme option.
The `blender-v4.0-release` branch would not build because some parts of grease pencil v3 were still exposed when experimental features are disabled.
This is hiding the relevant parts behind `#ifdef WITH_GREASE_PENCIL_V3` to make sure they are only built when the experimental features is enabled.
Pull Request: https://projects.blender.org/blender/blender/pulls/112953
Previously, it was only possible to inspect the data from the first iteration. That
applied to both, the viewer node as well as socket inspection. Now, there is a
new `Inspection Index` setting in the zone properties. It specifies which iteration
should be used by the inspection features.
In theory we could support features like counting the index from the end, but
that can be done separately as well, as it likely requires more UI.
Pull Request: https://projects.blender.org/blender/blender/pulls/112818
Currently retiming is quite awkward, when you need to retime multiple
strips strips in sync. It is possible to use meta strips, but this is
still not great. This is resolved by implementing selection.
General changes:
Gizmos are removed, since they are designed to operate only on active
strip and don't support selection.
Transform operator code is implemented for retiming data, which allows
more sophisticated manipulation.
Instead of drawing marker-like symbols, keyframes are drawn to
represent retiming data. Retiming handles are now called keys. To have
consistent names, DNA structures have been renamed.
Retiming data is drawn on strip as overlay.
UI changes:
Retiming tool is removed. To edit retiming data, press Ctrl + R, select
a key and move it. When retiming is edited, retiming menu and
context menu shows more relevant features, like making transitions.
Strip and retiming key selection can not be combined. It is possible to
use box select operator to select keys, if any key is selected.
Otherwise strips are selected.
Adding retiming keys is possible with I shortcut or from menu.
Retiming keys are always drawn at strip left and right boundary. These
keys do not really exist until they are selected. This is to simplify
retiming of strips that are resized. These keys are called "fake keys"
in code.
API changes:
Functions, properties and types related to retiming handles are renamed
to retiming keys:
retiming_handle_add() -> retiming_key_add()
retiming_handle_move() -> retiming_key_move()
retiming_handle_remove() -> retiming_key_remove()
retiming_handles -> retiming_keys
RetimingHandle -> RetimingKey
Retiming editing "mode" is activated by setting `Sequence.show_retiming_keys`.
Pull Request: https://projects.blender.org/blender/blender/pulls/109044
Previously, it was only possible to bake all simulations at once. This is great
for simple use-cases that, but in more complex setups one can have independent
simulations that should also be baked independently. This patch allows baking
individual simulation zones.
Furthermore, each simulation zone can now also have its own bake path and
simulation frame range. By default the simulation frame range is the scene frame
range, but it can also be customized on the scene or simulation zone level. The
bake path is generated based on the modifier bake path by default, but can be
set to another absolute or relative (to the .blend file) path.
The timeline drawing has been modified as well to be able to show more information
in the case when some simulations are baked and others are not. Instead of showing
a line for every simulation, it shows a condensed view of the important information
using at most two lines:
Is something baked? Is something valid or invalid? Also see #112232.
Pull Request: https://projects.blender.org/blender/blender/pulls/112723
Draw the background of the asset shelf header fully transparent, with an opaque
background with rounded corners behind sections containing buttons. This
reduces the visual space consumed by the asset shelf, and makes the header
follow a tabbed folder metaphor better. Also, this works much better with our
click-through feature, where transparent parts of regions without buttons are
passed through the region under it (we might want to consider unifying code
here a bit).
The edge to drag for region resizing respects the transparent sections.
When there is little space between sections, the sections get merged so that
there are no small gaps in the bar.
Part of #107881.
----
Note that the core of this is implemented in a generic way, so this can be
reused for other regions.
Pull Request: https://projects.blender.org/blender/blender/pulls/112241
Draw anim channel colors as a little rectangle in the channel list,
instead of taking over the entire channel name background. This keeps
the channel names readable, regardless of the channel colors.
Channel colors are typically set via the bone colors, and since those
are chosen for visual contrast in the 3D Viewport, they aren't
guaranteed to also be a suitable background color for the channel list.
Because of this, it's no longer used as such.
The channel 'data' background (i.e. the keyframe area) is now drawn with
a consistent color, and much more subtle.
This also enables the 'Channel Group Colors' setting in the preferences
by default, as it is now way less obnoxious and invasive.
Design task: https://projects.blender.org/blender/blender/issues/69059
Reviewed-On: https://projects.blender.org/blender/blender/pulls/112861
It was already called that way in the UI, since it's referring to a
behavior, not a type. Update the code to match that. Note that this is
a BPY compatibility breaking change for 4.0.
The goal is to make the search faster to use by dynamically adapting to the user.
This can be achieved using the simple but common approach of showing recently
selected items at the top. Note, that the "matching score" between the query and
each search item still has precedence when determining the order. So the last used
item is only at the top, if there is no other search item that matches the query better.
Besides making the search generally faster to use, my hope is that this can also
reduce the need for manually weighting search items in some places. This is
because while the ordering might not be perfect the first time, it will always be
once the user selected the element that should be at the top once.
This patch includes:
* Support for taking recent searches into account in string searching.
* Keep track of a global list of recent searches.
* Store recent searches on disk similar to recently opened files.
* A new setting in the user preferences that allows disabling the functionality.
This can be used if deterministic key strokes are required, e.g. for automated tests.
In the future this could be improved in different ways:
* Add some kind of separator in the search list to indicate which elements are at
the top because they have been used recently.
* Store the recent search items per search, instead of in a global list. This way
it could adapt to the user even better.
Pull Request: https://projects.blender.org/blender/blender/pulls/110828
This change makes it so the list interface in the properties panels looks
closer to things like shape keys, vertex groups and so on: there are two
buttons to add selected objects to the collection and remove active item
from the collection, as well as the "extra" drop down menu.
The add operator adds selected objects to the light linking collection
using the Include policy. For the light linking it means that the objects
are added as receivers that receive the light, and for the shadow linking
it means that objects are added as blockers which cast shadow from the
light.
The communication of the active list element is done via context property
similar to how it was done before. The difference is that these properties
are set on a parent of the list layout, which makes it so they are inherited
by the layout hierarchy needed to place the Remove button.
Pull Request: https://projects.blender.org/blender/blender/pulls/112713
This patch has been originally authored by Ares Deveaux #106520
I am just finishing it up.
This is a new operator for the Graph Editor.
It shifts the value of the keys in time,
while keeping the actual key positions in the same place.
It supports wrapping, so when offsetting beyond the range
of the F-Curve it will take values from the other end,
but offset in y-value so there is no jump.
This works best with dense key data.
Co-authored-by: Ares Deveaux <aresdevo@gmail.com>
Pull Request: https://projects.blender.org/blender/blender/pulls/110540
With 9d0907560a, button tooltips would now often display the label even though
it's already visible in the button itself.
This fix brings back the old logic for displaying the label, but it's still
possible to override the label via the callback introduced in the earlier
commit.
Comments are updated/added here to make the behavior more clear.
Pull Request: https://projects.blender.org/blender/blender/pulls/110469
This adds an optional uiBut callback that allows creating a tooltip
line-by-line with specified style and color in any order. It also
allows adding images as well to create very informative tooltips.
Pull Request: https://projects.blender.org/blender/blender/pulls/105905
Changes the `asset_poll()` and `draw_context_menu()` methods for asset
shelves to use the `AssetRepresentation` type, instead of `AssetHandle`.
The latter should be removed, so it's better to avoid using it in the
asset shelf BPY to avoid future compatibility breakage. This is possible
now with d421ebac5e.
See #101778
Remove the requirement of restarting Blender to refresh the
extended 3D view menus for node group changes. Also avoid
rebuilding the tree of relevant assets and catalogs on every
redraw, since parsing asset libraries, etc. could become more
expensive than we want. Those two goals combined mean we
have to be more rigorous in how we invalidate the cached
catalog tree.
The first main change required is to clear the tree as asset libraries
are being read, similar to other dynamic asset menus. This is done
with a 3D view header listener rather than a menu listener in this case.
However, that isn't enough, because there is an issue with the asset
system where the "all" library isn't updated when the current file library
changes. The solution is to explicitly rebuild the "all" library's catalogs
when other asset libraries are changed.
The other necessity for dynamic updates is clearing the catalog tree
to be rebuilt when the node group "asset traits" are changed. This is
done with a new notifier type (with the goal of being a bit selective
about when we re-read assets). This _also_ requires running the
"presave" callback that builds asset metadata when updating the
property. Otherwise saving the file and sending the notifier is
necessary, which is too confusing.
Pull Request: https://projects.blender.org/blender/blender/pulls/112166
In the add modifier menu, 3D viewport menus for node tools, and the node
editor add menu, assets not in catalogs are added to an "No Catalog"
menu rather than not being accessible at all.
This makes the default behavior when adding a node tool "not broken"
so at least something happens by default. The question of "How do I
add a catalog?" is much better than "Why didn't anything happen?"
Implements #111529
See #101778
---



Pull Request: https://projects.blender.org/blender/blender/pulls/112355
No functional changes.
While looking at the Dope Sheet drawing code to see if it
can be made faster I came across a bunch of functions with confusing names.
This PR tries to address that by:
* removing the `ED_` prefix from static functions
* adding it to non static functions
* renaming `AnimKeylistDrawListElem` to `ChannelListElement`
* renaming `AnimKeylistDrawList` to `ChannelDrawList`
* all `draw_..._channel` renamed to `ED_add_..._channel`
since the function itself doesn't actually do any drawing
* generally simplifying the function names
Pull Request: https://projects.blender.org/blender/blender/pulls/111510
The previous limit of 63 bytes for the panel name was an issue for
languages where characters use multiple bytes. The UI would show panel
names truncated that had reasonably long/short names.
It's easy to support dynamically sized strings here, so do that instead
of using fixed size buffers.
Fixes#111927.
Pull Request: https://projects.blender.org/blender/blender/pulls/111979
Implementation of the duplicate and move operator for grease pencil frames.
The `ACTION_OT_duplicate` operator now creates duplicates of the selected frames and stores them in the layer runtime data.
The `TRANSFORM_OT_transform` operator is updated to take care of these duplicated frames.
Pull Request: https://projects.blender.org/blender/blender/pulls/111051
After Renaming "Bake Curve" to "Samples to Keys" in #111049,
the name of the `GRAPH_OT_sample` operator needed renaming.
That is because the word "sample" is now used to describe FCurve
data in an uneditable state.
Rename to `GRAPH_OT_bake_keys` since baking is the term
used in animation to describe the action of creating dense key data.
Pull Request: https://projects.blender.org/blender/blender/pulls/112148
Update of the `ACTION_OT_mirror` to take into account grease pencil
frames. Implemented modes are mirror over current frame, zero
frame, and selected marker.
Pull Request: https://projects.blender.org/blender/blender/pulls/111511
Use the same method for passing assets to an operator as the newer node
group operator menus. This supports quick favorites and shortcuts for
specific assets.
Also fix a crash when a dynamic submenu is added to quick favorites.
That still doesn't work though-- the menu ends up being empty.
Update of the following operators to take into account
grease pencil frames :
* SCREEN_OT_keyframe_jump, which jumps to the average
position of the selected frames, and
* ACTION_OT_frame_jump, which jumps to the previous/next
frame in the active channel.
Pull Request: https://projects.blender.org/blender/blender/pulls/111476
This patch has been originally authored by Ares Deveaux #106526
Scale the selected key segments to their average
Unlike just scaling using the transform tools, this scales to the average of each individual F-Curve segment.
Co-authored-by: Ares Deveaux <aresdevo@gmail.com>
Pull Request: https://projects.blender.org/blender/blender/pulls/111744
This was needed while testing #96544, now all curve picking selects
bezier knots without handles - the option can be removed.
This is a functional change for the 2.7x keymap, however selecting
bezier points with handles isn't a useful difference to keep.
The basic idea is very simple. Whenever a supported menu is open, one can just
start typing and this opens a search that contains all the (nested) menu entries.
The main downside is that this collides with accelerator keys. Those are the
underlined characters in each menu. For now, we just enable this new searching
behavior in a few selected menus: Node Add Menu, View3D Add Menu and
Modifier Add Menu.
This new functionality can be enabled for a menu by setting
`bl_options = {'SEARCH_ON_KEY_PRESS'}` to true in the menu type.
The status bar shows `Type to search...` when a menu is opened that supports search.
Pull Request: https://projects.blender.org/blender/blender/pulls/110855
Implements part of #111538.
Change the modifier add button to create a menu with submenus.
Extend the submenus dynamically with geometry node group assets.
This makes it much simpler to share and use custom modifiers.
Node groups get a new "Is Modifier" property, which is controllable
in a popover in the node editor header when the group is an asset.
The built in modifier can be rearranged in different categories in
a next step. For now the existing organization is used, except for
the geometry nodes modifier, which is called "Empty Modifier" and
put in the root menu.
The changes in !110855 and !110828 will be important to improve
interaction speed with the new UI. Those are planned for 4.0 as well.
Pull Request: https://projects.blender.org/blender/blender/pulls/111717
When estimating widget sizes, ui_text_icon_width_ex() assumes that all
items are using the "widget" text style, which is incorrect for labels.
This PR uses widget_label style for uiItemL_ and the label portion of
ui_item_with_label.
Pull Request: https://projects.blender.org/blender/blender/pulls/111908
The hash tables and vector blenlib headers were pulling many more
headers than they actually need, including the C base math header,
our C string API header, and the StringRef header. All of this
potentially slows down compilation and polutes autocomplete
with unrelated information.
Also remove the `ListBase` constructor for `Vector`. It wasn't used
much, and making it easy to use `ListBase` isn't worth it for the
same reasons mentioned above.
It turns out a lot of files depended on indirect includes of
`BLI_string.h` and `BLI_listbase.h`, so those are fixed here.
Pull Request: https://projects.blender.org/blender/blender/pulls/111801
The algorithm that traverses UV is a bit complex and is being iterated
a lot in different areas of the code.
This commit deduplicates this code by creating a foreach UV function.
At the moment only the `uvedit_ops.cc` file uses this function but
similar cleanups can also be done on many other files that use UVs.
The usages of `ED_uvedit_minmax` and `ED_uvedit_center_from_pivot` have
probably been replaced by `ED_uvedit_minmax_multi` and
`ED_uvedit_center_from_pivot_ex` in the process to support multi-object
editing and gizmo creation respectively.