Similar to the corresponding properties on node sockets, only adjust
the soft range. Because group nodes only have soft limits, groups
should generally be able to accept these inputs anyway. The benefit
of only using a soft range is that it allows choosing a more user-
friendly default range while keeping flexibility.
A proper boolean custom property type is commonly requested. This
commit simply adds a new `IDP_BOOLEAN` type that can be used for
boolean and boolean array custom properties. This can also be used
for exposing boolean node sockets in the geometry nodes modifier.
I've just extended the places existing IDProperty types are used, and
tested with the custom property edit operator and the python console.
Adding another IDProperty type is a straightforward extension of the
existing design.
Differential Revision: https://developer.blender.org/D12815
- `Interpolate Domain` -> `Evaluate on Domain`
- `Field at Index` -> `Evaluate at Index`
These names, discussed in recent geometry nodes submodule meetings,
describe actions rather than nouns, which is generally how nodes are
supposed to be named. The names are consistent, which is helpful
because they're similar conceptually. They also don't require knowledge
of the field concept, which we generally try to keep out of the UI in
favor of more beginner-friendly concepts.
We hope to add the ability to search for nodes with multiple
names for 3.5, so the old names can still have search items.
The menus are growing too large. This patches move some categories under
sub-menus, and shuffle some entries around.
We already had sub-categories split by separators. This change now
goes a step further and embrace 3-level menus.
Inspired by the "Simpler Add Menu" add-on by Quackers (waiting to hear
back to know Quackers real name).
Inspired by the "Simpler Add Menu" add-on by Alfonso Martinez II.
Differential Revision: https://developer.blender.org/D16993
Caused by {rBd397ecae325}.
Above commit added a new socket, so
`version_geometry_nodes_primitive_uv_maps` was getting the wrong sockect
with `->next`.
Now get the right one with yet another `->next` (might not be ideal, but
searching the right socket with other methods might be overhead?)
Maniphest Tasks: T103837
Differential Revision: https://developer.blender.org/D16994
When idle, each 3D view made two calls CTX_data_mode_enum(C) from the
WM_main loop. While not causing problems it complicated troubleshooting
high CPU use while idle in other areas.
Access the object via the view layer, giving approx 40x speedup.
Recently the event handling thread for Wayland sometimes used 100% of a
CPU core while idle.
Resolve by waiting for changes to the Wayland file-handle when
there are no events to read.
The previous fix from T100855 [0] no longer works on my system
(3.4.1 release also fails for GNOME/KDE/WLROOTS compositors).
Resolve by removing the loop from the wait-on-file handle check.
Also reduce locking/unlocking calls.
[0]: 37b256e26f
The new C++ OBJ importer was missing "split by objects" / "split by
groups" import settings of the older Python importer.
Implements T103839.
Added test coverage for all 4 possible combinations of these two
options.
This is caused by the partial derivatives not being precise enough to
take the tube shape into account. For now we just disable displacement
bump for this type of geometry to match cycles.
Fixes T101175 Eevee displacement behavior changed
In patch D16759 cleanup a else was removed by error which
deals with situations where current gpf was copied,
so that previous gpf may have MORE strokes than current gpf.
Reviewed By: antoniov
Differential Revision: https://developer.blender.org/D16986
Remove the unused function `pose_propagate_fcurve`
It was missed in D16771
Reviewed By: Jacques Lucke
Differential Revision: https://developer.blender.org/D16937
Ref: D16937
In case there is only 1 key on the FCurve,
the operator can run into a situation where it divides by 0.
It now skips the curve in that case
Reviewed by: Sybren A. Stüvel
Differential Revision: https://developer.blender.org/D16982
Ref: D16982
For some reason the Armature modifier in the Multi-Modifier mode
interpreted the vertex group in a way essentially opposite to the
regular mode. Moreover, this depended not on the Multi-Modifier
checkbox, but on whether the mode was actually active.
This fixes the flip and adds versioning code to patch old files.
One difficulty is that whether the Multi-Modifier flag is valid
can be different between the viewport and render. The versioning
code assumes any modifier enabled in either to be active.
This change is not forward compatible, so min version is also bumped.
Differential Revision: https://developer.blender.org/D16787
User notifications in Blender were always annoying and therefore by default turned off.
- When tweaking compositor/material tree a notification was shown.
- When rendering an animation for each frame a notification was shown.
The reason for this was that it was automatically shown when a background job was
finished and Blender wasn't the top most application.
In stead of migrating user notification to UserNotification.framework it was decided
to remove it for now. If in the future notifications should be added back we should
start with a design to figure out where notifications makes sense.
Reviewed By: sergey, brecht
Maniphest Tasks: T103757
Differential Revision: https://developer.blender.org/D16955
Replace the pointers in the MeshEdge with indexes, removing MeshPrimitive and MeshVertex.
Code cleanup proposed by the geometry nodes to make the data structures more reusable by
other areas of Blender as well. Old implementation was to focused to the texture painting.
Initial the idea was to do the same with the data structures in UVIslands, but there some
concerns were raised that requires a different design than expected from a clean-up patch.
Concerns raised about converting UVIslands:
* Maps between UVPrimitive, UVEdge and UVVertex will be stored inside the UVIsland.
During UVIsland extraction detected islands can be merged. When they are merged all
Indexes should be updated.
* It is not possible to pre-allocate all buffers as they grow, what will lead to more re-allocations. The current
implementation uses a VectorList to ensure that re-allocations don't require the data to be
moved to the newly allocated memory. We could store some information about last used
sizes in runtime data to reduce the re-allocation overhead.
* Solution would require index based access inside a VectorList, which might increase the
complexity.
* UVIslands during 3d texturing is used as intermediate data, the final data is stored as PackedPixelRows.
We could proceed converting UVIslands as well, but that would lower the performance noticeably.
3D texturing has performance requirements, so when doing so we should make sure that
it matches that as well.
Reviewed By: HooglyBoogly
Maniphest Tasks: T101740
Differential Revision: https://developer.blender.org/D16752
Cycles converts internal links to converter nodes which don't do anything and
later on get collapsed by the graph optimization. However, the previous code
assumed that one Blender input socket maps to one Cycles input socket.
When a node is muted, there might be internal links from one input to multiple
outputs. In Cycles, this meant that one Blender input socket now mapped to
multiple input sockets on all the converter nodes, so only the last one survived.
THe fix is simple, just make the mapping a MultiMap.
The problem here is that whether an object is a shadow catcher or not affects the
visibility flags, but changes to the shadow catcher property did not trigger a
visibility flag update.
Added an extrude mode enum to the trim operators to
control extrusion: "project" and "fixed." "Fixed" just
extrudes along a fixed normal and is the new default.
New code from rBd05909a70c36 last week did not take into account
liboverride templates and `NOOP` operations. So we cannot assume that
there is no valid override property for these which need to be restored.
While we may get rid of templates at some point now, for now they are
still exposed in PY API, and have some basic unittests, so keep them
working as best as possible.
Issue reported on IRC by Martijn Versteegh (@Baardaap), thanks!
It is a part of the Phabricator to Gitea migration.
The issue template is based on the bug submission instructions which
are shown in the Phabricator's bug submission form. Some further tweaks
are likely needed, but the current version of the template simplifies
re-iteration while working on the migration.
The pull request template is needed to override the template in the
.github folder which is otherwise picked up by Gitea.
Tool settings can be accessed from both `tool_settings` &
`scene.tool_settings`.
As of [0] `scene.tool_settings` was used instead of `tool_settings`
causing the snap shortcut not to display.
Resolve by supporting variations of data-paths so both are detected.
[0]: 9a76dd2454
Logic to skip UV layers that are part of the MLoopUV treated all
loop-layers as UV's, causing duplicate and invalid names to be added
to be added to 'uv_sublayers_to_skip', this asserted in debug mode
when saving the `ellie_animation.blend` demo blend file.
Byte colors are generic attributes and are therefore included in
CD_MASK_PROP_ALL. Also clarify the use of vertex groups.
They always have to be propagated since they're displayed in
the spreadsheet, etc.