A previous PR resolved the loadstore config setup on bind, so
we can now re-enable load-store config with clearing of the
header texture via render pass.
Authored by Apple: Michael Parkin-White
Pull Request: https://projects.blender.org/blender/blender/pulls/121610
Expose the region used for a temporary popup to the context so it's
possible for scripts to access the popup-region they're being drawn in.
Note that the internal naming is currently "menu" which is misleading
as these are used for all kinds of dialogs & popups. The RNA member is
called `region_popup` in this commit,
we could consider changing the name internally too.
Needed so it's possible for scripts to access the splash screen
so it can be refreshed, see: #120612.
Expose ED_region_tag_refresh_ui to the Python API.
This allows scripts to trigger regions to refresh which was previously
only accessible indirectly (via wmOperatorType::check).
Needed so scripts can make the splash screen refresh using a timer,
see #120612.
Set the context menu when first creating the popup,
not only when refreshing it.
Previously `Context::wm::menu` was set when a popups draw function ran
after being tagged RGN_REFRESH_UI, however the first time the draw
function ran this would be null. Ensure this is set in both cases
so logic that requires accessing the popup region can rely on it
being set.
Needed so the splash region is always accessible to implement #120612.
This adds a new `Transform` output socket of matrix type to the Object Info node.
This is clearly useful, but we did not do this before for a couple of reasons:
* It's redundant with the location, rotation and scale outputs.
* We might want separate `Object Transform` and `Object Geometry` nodes.
For now just adding the socket is probably useful enough to justify it. Even more
so because it's addition doesn't really block other designs in the future either.
Pull Request: https://projects.blender.org/blender/blender/pulls/121437
This allows setting a color tag for node groups which affects the header
color of group nodes. With this, node groups can look even more similar
to built-in nodes. The only remaining difference is the node group icon in
the node header.
Blender has quite a few different built-in color tags. Most of those are
exposed with very few exceptions. For example, the layout, interface
and pattern categories are not exposed because they are only for built-in
nodes or are not used anymore.
It's generally agreed upon that the set of different color tags is likely too
large. Some differences between color make more sense in some contexts
than in others. In the interest of consistency, it was decided to expose all
these categories anyway. If we ever decide to consolidate them, the worst
that can happen is that a group looses it's category, which wouldn't be too bad.
Pull Request: https://projects.blender.org/blender/blender/pulls/121385
Based on the design in #120230.
* Replaces the `Shade Smooth by Angle` operator with `Shade Auto Smooth`
in the object context menu menu.
* The new operator automatically adds and removes the modifier instead
of being a destructive operation.
* The `Shade Smooth` and `Shade Flat` operators now remove the
`Smooth by Angle` modifier automatically.
* Add a pin option to modifiers, which limits dragging and keeps the
modifier after newly added modifiers in the list.
Co-authored-by: Hans Goudey <hans@blender.org>
Pull Request: https://projects.blender.org/blender/blender/pulls/121494
This avoid black subsurface if only the world is lighting it.
This isn't yet supported when raytracing is on but then
the diffuse reflections are also working.
This patch allows the user to choose the Stage Up Axis at export time,
allowing the export to match another target software package. The most
common is reorienting to Y up. The up axis is written to stage metadata
and a top-level orientation is applied to reorient objects in the Stage.
The new orientation is required because the Stage metadata `upAxis` is,
apparently, not used during certain USD composition arcs. The
recomendation is to only use a single `upAxis` throughout the pipeline
and this option here allows files produced by Blender to more easily
conform to the conventions used as needed.
Co-authored-by: Charles Wardlaw <cwardlaw@nvidia.com>
Pull Request: https://projects.blender.org/blender/blender/pulls/121226
This is part of #121565.
Refactors `legacy_gpencil_to_grease_pencil` to use
`GreasePencil::insert_frame` instead of manually creating
the drawing array.
Now `legacy_gpencil_frame_to_grease_pencil_drawing`
actually returns a drawing by value.
Note: This means that we're now resizing the drawing
array for every frame in every layer, but this can be optimized
later.
It was meant to be included into the previous commit in the area,
but was forgotten due to some technicalities.
Also remove the DisplaceSimpleOperation, which is now not used.
Pull Request: https://projects.blender.org/blender/blender/pulls/121580
This is part of #121565.
Renames the `insert_blank_frame` function to `insert_frame`.
Instead of returning a boolean for if the keyframe was created,
return a pointer to the drawing. This aligns more with how
we're using this API. After inserting a keyframe, it's common
to then e.g. write to the newly created drawing.
Also use sensible default parameter values for the duration
(default = implicit hold) and the keyframe type
(dafault = `BEZT_KEYTYPE_KEYFRAME`).
With this change, we're moving closer to the goal of
only allowing to create drawings by creating keyframes.
The setting was only affecting some of the blur operations, which
does not typically results in a measurable performance boost in real
compositor setups.
For the simplicity of settings on user level remove setting which
potentially makes compositor output worse, without much benefit.
There are better ways to gain performance, like compositing on a
lower resolution, exposing "preview" as an input to the node tree
(similar to the geometry nodes) etc.
Pull Request: https://projects.blender.org/blender/blender/pulls/121576
This is part of #121565.
Since the function `Layer::add_frame` returns the `GreasePencilFrame`,
the `drawing_index` can be assigned after it's created.
This brings us a bit closer to the goal of only changing drawing indices
of frames in the internal API.
There are few issues with the logic and implementation of this option:
- While the first pass is faster in the terms of a wall-clock time, it
is often not giving usable results to artists, as the final look of
the result is so much different from what it is expected to be.
- It is not supported by the GPU compositor.
- It is based on some static rules based on the node type, rather than
on the apparent computational complexity.
The performance settings are planned to be moved to the RenderData, and
it is unideal to carry on such limited functionality to more places. There
are better approaches to quickly provide approximated results, which we can
look into later.
Pull Request: https://projects.blender.org/blender/blender/pulls/121558
Previously when drawing curves and using surface project, the strokes
would snap to gizmos like lights and camera objects. This is not what
most people expect when projecting to surface objects, so disable them
from the depth check.
Pull Request: https://projects.blender.org/blender/blender/pulls/121530
Fixed layout widths would previously be ignored, resulting in incorrectly sized
grid view items. This is especially relevant for displaying grid views in
popups, where these fixed width are commonly used.
Necessary for the brush assets project which adds a popup version of the asset
shelf, see #116337.
This adds a new `Axes to Rotation` node which creates a new rotation.
In many cases, the primary and secondary axis inputs are a normal and
tangent of a mesh or curve. This provides a simpler and more direct way
to create this rotation compared to using two `Align Rotation to Vector` nodes.
This more direct way of computing the rotation also allows us to optimize
the case better.
The node rotates one axis (X, Y or Z) to the given primary axis direction. Then
it rotates around that primary direction to align the second axis to the given
secondary direction. Ideally, both input axes are orthogonal. However, the node
still creates the "best" rotation when they are not orthogonal. If one or the axes
is zero or both are (close to) parallel, the resulting rotation is unstable. There is
not too much the node can do to make it more stable.
Pull Request: https://projects.blender.org/blender/blender/pulls/104416
The optimization to only add grid view items to the layout that are actually in
view relied on View2D information on scrolling. Popups don't use View2D, so
with this change the optimization will be skipped when View2D is not used.
Necessary for the brush assets project which adds a popup version of the asset
shelf, see #116337.
Fix#120566 case.
Moved initial `lod_bias` calculations from `Light` struct to
`ShadowDirectional` and `ShadowPunctual` classes to avoid value
runaway during subsequent syncs. Changed internal functions to
use member variable instead of parameters.
Pull Request: https://projects.blender.org/blender/blender/pulls/121541
As part of #121565.
To avoid using drawing indices outside of the internal grease pencil API,
this refactor adds the functions `GreasePencil::get_eval_drawing` to replace
the `get_eval_grease_pencil_layer_drawing*` functions.
Pull Request: https://projects.blender.org/blender/blender/pulls/121567
This allows node groups to have a description that is shown in the add menu
or when hovering over the node header.
This new description is stored in `bNodeTree.description`. Unfortunately, it
conflicts a bit with `ID.asset_data.description`. The difference is that the latter
only exists for assets. However, it makes sense for node groups to have
descriptions even if they are not assets (just like `static` functions in C++ should
also be able to have comments). In some cases, node groups are also generated
by addons for a specific purpose. Those should still have a description without
being reusable to make it easier to understand for users.
The solution here is to use the asset description if the node group is an asset,
and to use `bNodeTree.description` otherwise. The description is synced
automatically when marking or clearing assets.
A side benefit of this solution is that appended node group assets can keep their
description, which is currently always lost.
Pull Request: https://projects.blender.org/blender/blender/pulls/121334
Text strips in VSE got:
- Configurable shadow angle and offset (previously shadow location relative to
text was fixed). Currently the shadow position is rounded to integer pixel
locations; sub-pixel positioning might come later.
- Optional shadow blur amount.
- Optional outline, with color and outline width controls. Outline is
implemented using jump flooding algorithm.
Images and more detail in pull request.
Pull Request: https://projects.blender.org/blender/blender/pulls/121478
This (experimental, for now) node retrieve's voxel values
at specific voxel indices for a grid input. It's similar to the
Sample Grid node (77cba3d551), but there is
no interpolation, and it uses indices instead of positions.
Pull Request: https://projects.blender.org/blender/blender/pulls/118690