Move the Copy Global Transform core add-on into Blender's code.
- The entire extension was one Python file. This PR basically splits
it into two, one for operators (in `bl_operators`) and the other for
UI panels. Those panels are registered in the 3D viewport's sidebar,
which were registered in `space_view3d`, but I made the decision
here to create a new file `space_view3d_sidebar`, because the main
file is getting too large and difficult to navigate. This PR puts
the global transform panel in this file. After this is merged, I
will do refactors to move the rest of the sidebar panels here as
well.
- `AutoKeying` class was moved into `bpy_extras/anim_utils.py` so that
it's reusable and also accessible from API, since it's generally
very useful. There were discussions about putting this somewhere,
but for now, I chose against it because creating a new file would
also mean PR would have to affect documentation generation, and
would complicate things. If we want to, we can probably create a new
module in the future.
- Little tweaks to labels and descriptions. Now that they exist
outside of the add-on context, and exist without the user explicitly
enabling them, they need to be more descriptive and tell users what
they actually do. They also need to conform to Blender's GUI
guidelines. Also tried organizing files a little by grouping
objects.
- Add-on properties (which included word `addon` in the name) have
been registered in C++, on `scene.tool_settings` with `anim_`
prefix.
Pull Request: https://projects.blender.org/blender/blender/pulls/145414
Goal of this PR is mainly to improve flexibility and of VSE layout and
screen space efficiency.
Previously, strip properties were displayed in timeline sidebar. This
was limiting, because if you want to display as much properties as
possible, the timeline area had to be taller, but this was at the
expense of space available for preview. However there is plenty of
space in properties editor, which is mostly unused in VSE. Therefore
strip properties were moved to the properties editor.
ID pinning and path displayed in top section aren't drawn, since strip
is not an ID and can not be pinned. Since there is more space for
properties, various panels are changed to be open by default.
Mainly transform and time panels, since they are used often.
There is one minor change: The waveform display property
of sound strip was previously hidden, if timeline area had per strip
waveform display overlay set. This is no longer possible to do and the
property is always visible.
Pull Request: https://projects.blender.org/blender/blender/pulls/140395
This node gives access to the integer coordinates of the the voxel that is
currently being evaluated by a field. It can be used together with e.g. the
Integer Math and Sample Grid Index node to sample neighboring voxel values.
Previously, one could only get the position of the voxel in object space.
Since sometimes field are evaluated on tiles of many voxels, just having the
voxel coordinates can be misleading. Therefore, this same node also outputs
whether it is a tile and the extent of the tile (which is 1 for normal voxels).
Pull Request: https://projects.blender.org/blender/blender/pulls/147268
Add sound pitch correction functionality, so that retimed sound strips
can preserve their original pitch.
This has been implemented as a GSoC 2025 project. Actual pitch
correction is done with Rubberband library, which has been already
included into Blender 5.0 library builds; and then most of the other
code has been in Audaspace, which was already updated within Blender
tree earlier.
So this PR just flips on Rubberband build option, and adds the
checkbox to VSE sound strips for pitch correction (on by default for
newly created sound strips). Pitch correction works with both
simple whole-strip retiming, as well as more complex retiming setups
where different parts of the strip use different speeds.
Co-authored-by: Aras Pranckevicius <aras@nesnausk.org>
Pull Request: https://projects.blender.org/blender/blender/pulls/143347
The operator moves selected UVs, using the num-pad for directional keys:
Modifiers control the units:
- UDIM / UV unit (NUMPAD KEY)
- Dynamic grid unit (CTRL + NUMPAD KEY)
- Pixel unit (SHIFT + NUMPAD KEY)
Implements design task #78405.
Ref !139608
The main goal is to simplify reusing this drawing code when drawing properties
for group input/output nodes. This is not implemented as part of this patch
though. The UI shouldn't change, except that the old code had an incomplete
`field_socket_types` list.
Pull Request: https://projects.blender.org/blender/blender/pulls/147231
Add two common building blocks for volume-grid workflows.
- **Voxelize** turns all active tiles into fully dense voxels. For fog
volumes, this will mean the "inside" sparse tiles will become
individually adjustable voxel values.
- **Prune** is the opposite action as voxelize. It can be important for
certain workflows when large regions of constant values are created.
The node can collapsed those regions into more efficient tiles or
inner nodes. There are a few modes which are each useful for
different use cases.
Pull Request: https://projects.blender.org/blender/blender/pulls/147148
Explicitly set the transform of a grid.
The new transform can fail to be applied if the input transform isn't
invertible or for some extremes of scaling (0 or combinations of
negative and positive) and numerical errors with `openvdb`. If a
transform is not applied an error is raised and the `Is Valid`
returns false.
Pull Request: https://projects.blender.org/blender/blender/pulls/146824
* Move Shader before Displacement
* Organize Shader submenu by mix/add, surface and volume
* Alphabetically order Color submenu
* Move Script into utilities
Pull Request: https://projects.blender.org/blender/blender/pulls/147212
Adds four new grid operator nodes that wrap OpenVDB's differential
operators. All nodes take a grid input and output a grid, potentially
with a different data type.
New nodes:
- Grid Curl: Calculate curl of vector field (Vec3 → Vec3)
- Grid Divergence: Calculate divergence of vector field (Vec3 → Float)
- Grid Gradient: Calculate gradient of scalar field (Float → Vec3)
- Grid Laplacian: Calculate Laplacian of scalar field (Float → Float)
These operators enable vector calculus operations on volume grids for
effects like flow analysis, vortex detection, etc.
Co-authored-by: Hans Goudey <hans@blender.org>
Pull Request: https://projects.blender.org/blender/blender/pulls/146845
The general idea is to order all menus as:
```
Common categories
(e.g. Input/output)
---
Specific categories
---
Assets
--
Common categories
(e.g. Group/Layout)
```
## Changes:
### Compositor
- Removed Color/Mix submenu
- Moved Vector to Utilities
- New Category: "Creative". This is where most new assets will fit in.
- Moved to Creative:
- Kuwahara
- Pixelate
- Posterize
### Geo Nodes
- Moved 'Vector' to 'Utilities'
- Moved 'Attribute' before 'Geometry'
- Moved 'Material' to 'Geometry'
- Moved 'Color' to top level, grouped with Utilities
### Shader
- Moved 'Vector' to 'Utilities'
- Deleted 'Converter'
- New 'Displacement' menu
- Grouped 'Color' with Utilities (remains top level)
Ref: https://devtalk.blender.org/t/2025-09-05-design-session-node-groups-different-editors/42244
Pull Request: https://projects.blender.org/blender/blender/pulls/146806
This adds versioning code that replaces any timeline with a
dopesheet where the footer is shown, AND it removes the
timeline from the menu options.
If the area is too small to show both, the footer and the
header then only the footer is shown.
This assumes that users created the small timeline
just for the playback controls
Any uses of `SACTCONT_TIMELINE` (except for versioning) have been removed.
part of #145577
Pull Request: https://projects.blender.org/blender/blender/pulls/147058
The purpose of this node is to create a grid with new voxel values on
the same grid topology as an existing grid. The new values are the
result of field evaluation. Multiple grids can be created at the same
time, so that intermediate results used for multiple grids can be
efficiently reused during evaluation. This is more efficient than the
"Volume Cube" node, for instance, because the output grid shares the
sparseness of the input topology grid.
Pull Request: https://projects.blender.org/blender/blender/pulls/147074
This adds new icons for the remaining two modifier Essentials assets
bundled with Blender in the `Generate` category.
(`Curve to Tube` and `Scatter on Surface`)
Pull Request: https://projects.blender.org/blender/blender/pulls/147115
The motivation is to keep backward compatibility after deprecating
`material.use_nodes()` and `world.use_nodes`. For example the
following script would behave the same way in 4.5 and 5.0:
```python
mat = bpy.data.materials.new("My new mat")
mat.use_nodes = True
```
Pull Request: https://projects.blender.org/blender/blender/pulls/147052
Functionality has been replaced by strip transform properties. Transform
strips in existing files will be replaced with gaussian blur with radius
of 0 to preserve modifiers and overall strip stack.
Pull Request: https://projects.blender.org/blender/blender/pulls/147003
Adds a Join Bundle node with a multi-input Bundle socket. Bundles are
iterated on the top level of each input bundle and items added to the resulting
single bundle. While creating the final bundle existing items have priority and
new items with an already existing name are discarded.
There is an info message when there are duplicate keys in the input bundles.
Co-authored-by: Brady Johnston
Co-authored-by: Jacques Lucke
Pull Request: https://projects.blender.org/blender/blender/pulls/146750
Since adding this TODO, the panels can be shown from the tool-header,
properties editor & active tools tab, so there isn't a good reason to
move them to space_view3d.py. Remove the TODO comments instead.
Similar to 327a1925cf
* Renames `strength_curve` to `curve_distance_falloff`
* Renames `curve_preset` to `curve_distance_falloff_preset`
These changes are done for consistency with the other concepts in the
other paint modes.
Pull Request: https://projects.blender.org/blender/blender/pulls/147071
Currently, the compositor template ID creates a new node tree. This is
inconsistent with other node editors where the button copies the node
tree.
Also use "New" in geometry nodes operator description instead of "Copy"
Pull Request: https://projects.blender.org/blender/blender/pulls/146222
Fix: correctly update Actions when renaming/re-typing a custom property
When renaming a custom property on a data-block, only update the
animation in a slot for that data-block. Previously all F-Curves were
updated, even when they were meant for other data-blocks.
This also handles the cases where the type of a custom property is
changed, and not just its name.
This is part of #146586
Pull Request: https://projects.blender.org/blender/blender/pulls/146979
Toggles the new `show_presets` option on for the recently added brush
size, strength, and jitter curves across paint modes to allow users
to set these custom curves to any of the defined internal presets.
Pull Request: https://projects.blender.org/blender/blender/pulls/147000
To support setting the custom `CurveMapping` to a well defined preset,
there exist a number of operators that are hardcoded to apply a
particular preset to a particular curve.
This commit begins to replace this functionality and make it part of the
template itself, allowing the preset to be applied to any curve. For
now, it only supports either positive or negative slopes, primarily for
the brush usecases.
The `brush.curve_preset` and `brush.sculpt_curves_falloff_preset`
operators are unneeded after this change and have been removed.
Notably, these preset controls have not been added elsewhere, they can
be added on a case by case basis in future commits by interested
modules.
Pull Request: https://projects.blender.org/blender/blender/pulls/146847
This adds three corner types: `Round` `Sharp` and `Flat`.
These control how the corner of `Grease Pencil` line strokes are rendered.
- The `Round` type draws circular arcs, and is what `Grease Pencil`
currently supports and is default.
- The `Flat` type cuts off the tip of the corner.
- The `Sharp` type allows for sharp corners to be created.
If the angle is sharper than `Miter Limit` then the tip will be cut like `Flat`
These three types match the main types of `line joins` present in `SVG`
files.
This data is stored in one `Point` attribute called `miter_angle`.
This stores both the `Corner Type`, the `Miter Limit` and defaults to
the `Round` type.
This PR adds:
- Rendering of the corner types.
- An operator for setting the `Corner Type` and `Miter Angle` attribute.
- Corner types to the `Outline` operator and modifier.
Part of #145380.
Pull Request: https://projects.blender.org/blender/blender/pulls/143688
This implements the Menu Switch node in shader nodes. It's the same node that is
used in Geometry Nodes and the Compositor.
The Menu Switch node is purely handled during preprocessing and thus builds on
top of #141936. Hence, it's input has to be a single value, just like the
iteration count for repeat zones. This limitation can be lifted in the future,
but currently there is no way to produce a non-single menu value in shader
nodes. This will become possible if other Switch nodes are added though.
Pull Request: https://projects.blender.org/blender/blender/pulls/146896
Since 1122a05cb6 tool settings could return None, but we do not check this
consistently in scripts. Now always return some tool settings, since it's difficult
to verify and easy to forget proper null checks in e.g. operator poll functions.
The sequencer UI code was updated to continue showing tool settings only when
there is a sequencer scene.
Co-authored-by: Sergey Sharybin <sergey@blender.org>
Pull Request: https://projects.blender.org/blender/blender/pulls/146166
Hardocde the position of the essentials assets in the menu,
for consistent alphabetical order and a clearer indication of
the different between the nodes and builtin "Array" modifiers
(the old one is now called "Array (Legacy)").
Pull Request: https://projects.blender.org/blender/blender/pulls/146887
This adds a new operator which can join multiple nodes together. Currently, it
only supports joining Group Input nodes. However, in the future it could be
extended to join e.g. Bake and Capture Attribute nodes.
This uses the recently freed up ctrl+J shortcut for this functionality, which
feels natural to me.
The implementation is fairly straight forward. The main tricky aspect is
sometimes the nodes can't be joined when that would result in two sockets being
linked to each other twice. In this case, the a separate Group Input node is
kept.
The selected nodes are merged into the active node (in case the active node is
part of the selection, otherwise there is a fallback).
Pull Request: https://projects.blender.org/blender/blender/pulls/146894
This new translation context is for some special cases when
translation cannot be avoided, for example in an interface where some
props are built-in (translatable) and others are
user-defined (non-translatable), but we don't know which ones in
advance.
It allows specifying explicitly that translation should not occur
for user data when building the UI.
It is a followup to !145963, in which the context was introduced as a
string literal instead of a defined context.