f6a6b27ac1 made the asset representation type available through context
wherever asset handle was previously. This moves us closer to replacing
the asset handle type.
Part of #102877 and #108806.
In armature edit mode, replace the 'bone layers' operator with the 'move
to bone collection' operator. This operator now works in both pose mode
and edit mode, and is available with the 'M' hotkey in either mode.
In #112326 the socket visibility functions were updated to take the
open/closed state of panels into account for visibility of the socket
icon. However, in "hidden" (collapsed) nodes the panels should be
ignored entirely, drawing all sockets on the root level. This requires
looking at the node flags to determine socket icon visibility, so a
simple method of `bNodeSocket` is not sufficient.
This patch moves the more complex visibility queries for sockets into
`bNode`, where both node and socket flags can be accessed. These should
be used for actual visibility rather than the plain flag accessors on
`bNodeSocket`.
Renamed `is_visible_or_panel_closed` back to just `is_visible`, the
other `is_visible` variant is now integrated in `bNode::is_socket_drawn`.
Pull Request: https://projects.blender.org/blender/blender/pulls/112520
The pose mode 'Select Grouped' operator can now select by bone color.
This compares either the theme palette index, or the full custom color.
In other words, if custom colors are visually very similar but binary
not equal, they will be treated as different.
The last bytes of the custom colors (so `solid[3]`, `active[3]`, and
`selected[3]`) aren't used for these comparisons, as the values are
inconsistently either 0 or 255 depending on how the color was set. There
is no way to influence this with the color picker in the GUI, and AFAIK
the alpha channel isn't used for drawing either.
Add 'Bone Collection' to the 'Select Grouped' operator in pose mode.
This removes the 'Same Layer' option, and replaces it with 'Same Bone
Collection'. It selects all the bones that are in the same collections
as the active bone.
When there are multiple armatures in pose mode, the bone collections are
matched by name.
Loop cut operator should only require OpenGL in interactive mode, this
makes it possible to run background python script calling the operator.
Thanks for the help from Campbell Barton (@ideasman42)
Pull Request: https://projects.blender.org/blender/blender/pulls/112121
The "(de)select bones in collection" operators only change the selection
state on the pose (when in pose mode), and thus should be able to work
even when the armature (which contains the bone collections) is read-only.
Simplify the "(de)select bones in collection" operators by removing their
'name' property. They now only operate on the active bone collection. This
means the poll function can be more specific, making the enabled/disabled
state of the buttons more sensible.
Remove the Ctrl+G shortcut (remnant of the bone group assignment operator),
and change the 'Pose / Bone Collections' menu so that it handles linked
and overridden data properly. Shift+M now shows that menu too.
Add bone collections to the outliner, underneath the Armature.
This basically follows the same approach as the bone groups (which were
removed from the outliner in the previous commit).
Bone groups have been replaced by bone collections. The data in DNA is
there just for versioning & forward compatibility, so the UI elements are
being removed from Blender 4.0.
This makes it clearer other "safe" functions should be used in
combination with the resulting offsets.
Also correct doc-string which wasn't updated from the "or_error()"
version of this function.
- rna_Event_unicode_length would return -1 if utf8_buf wasn't a valid
unicode sequence, while this shouldn't happen, assert and return zero
instead of returning a bad length.
- Move comment on wmEvent::utf8_buf null termination to a doc-string.
There were enough cases of callers ignoring a potential the error value,
using the column width for e.g. to calculate pixel sizes, or the size in
bytes to calculate buffer offsets.
Since text fields & labels can include characters that return an error
from BLI_str_utf8_as_unicode, add the suffix to make this explicit.
- Moving the cursor to the beginning/end of the line didn't work
with word-wrap enabled.
- Moving the cursor up/down without word-wrap enabled
didn't maintain the column.
Resolve using column conversion functions with tab support.
The cursor & selection weren't updated after converting between tabs
& spaces, meaning they could be invalid (in the middle of a UTF8 byte
sequence or out of bounds).
Resolve by storing the column and restoring it afterwards.
Strings that include Latin1 encoding or corrupt UTF8 byte sequences
could read past the buffer bounds (stepping over the null terminator).
Resolve by passing in the string length.
Other changes to support non-UTF8 byte sequences:
- BLI_str_utf8_offset_{to/from}_index were accumulating
the UTF8 offset without accounting for non-UTF8 characters
which could cause a buffer underflow or enter an eternal loop.
- BLI_str_utf8_offset_to_index would read past the buffer bounds if the
offset passed in if it was in the middle of a UTF8 byte sequence.
Since 34b4487844, attributes are always made mutable when
accessed from the RNA API. This can result in unnecessary copies, which
increases memory usage and reduces performance.
Cycles is the only user of the C++ RNA API, which we'd like to remove
in the future since it doesn't really make sense in the big picture.
Hydra is now a better alternative for external render engines.
To start that change and fix the unnecessary copies, this commit
moves to use Blender headers directly for accessing attribute and
other geometry data. This also removes the few places that still had
overhead from the RNA API after the changes ([0]) in 3.6. In a simple
test with a large grid, I observed a 1.76x performance improvement,
from 1.04 to 0.59 seconds to extract the mesh data to Cycles.
[0]: https://wiki.blender.org/wiki/Reference/Release_Notes/3.6/Cycles#Performance
Pull Request: https://projects.blender.org/blender/blender/pulls/112306
Characters with an unknown width (control characters for e.g.)
caused word wrap not to work properly, the text cursor was out of sync
with the displayed text.
Use BLI_str_utf8_char_width_safe which is the convention for the
text editor.
- Restore the selection if auto-closing a selection fails.
- Simplify auto-close selection by ordering the selection.
- Call text_update_line_edited on the selection when auto-closing
a selection to ensure formatting is recalculated for the region.
- Internal changes needed to support multi-byte auto-closing
although this is still limited to ASCII at the moment.
Entering non ascii characters would truncate the code-point to char
when passing it to text_closing_character_pair_get(), which could then
match bracket values. Resolve by checking the characters are ascii.
Since [0] modal transform in the 3D viewport caused key-maps to be
rebuilt by the event system. Creating a temporary copy for
ViewOpsData_Utility flagged the key-map as outdated.
This could crash (resolved by [1] - for the most-part), but would still
rebuild the whole key-map, adding unnecessary overhead.
This would also reset the KMI_EXPANDED flag, causing transform
to hide key-map items when using Blender with the key-map editor open.
Add a function to temporarily suppress key-map updates.
While not ideal, full support for temporary key-maps that behave
differently to user key-maps is a bigger project for something
that's only needed in one place.
[0]: 017d4912b2
[1]: 9a0eaa2062
- Add IDP_EnsureProperties,
- Remove create_if_needed argument from IDP_GetProperties.
Split access & creation so intention reads more clearly without
looking up function arguments.
* Add icon to "Reset Color Ramp" (same used by Reset to Default Value)
* Add icon to "Flip Color Ramp" (sideways arrows, similar to invert
vertex groups).
* Add separators after stops distribution operators, and before
reset since they have pretty different purposes.
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
Display the modal keymap in the status bar for modal operators that
are called within macros. Most notably, the keymap for the transform
operator is displayed when it's called as part of the duplicate,
extrude, or loopcut operators or when moving nodes.
Pull Request: https://projects.blender.org/blender/blender/pulls/108027
Remove `es_ES` language.
Rename `uz_UZ` to `uz_UZ@latin`
Rename `zh_CN` to `zh_HANS`
Rename `zh_TW` to `zh_HANT`
Add support for lowercase chars in `country` part of the locale code
(although in the end it is not needed, since `boost::locale` backend
does not supports lowercase 'country' part in locales identifiers
currently) .
Related to https://projects.blender.org/infrastructure/blender-projects-platform/issues/65
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.
When showing a list of bone collections in the M/Shift+M menus, only show
those bone collections that can be assigned to. Bone collections from
linked armatures are hidden, because they're read-only anyway.
It would probably be better to still show these read-only collections,
but not sure how that can be done with the current code.