Reports from the internal operator weren't forwarded to the Python
operator, they were printed in the console instead.
Resolve by moving the operator to C++, use a utility function
to launch the external editor instead of an operator.
This is because the menu entry was using different operator
properties from what the shortcut is defined for. It was needed
to make it so an operator which is called from the menu does not
have dependency on the mouse location.
Now it is achieved by resolving MOUSE side to RIGHT from the
operator's exec().
Ref #112598
Pull Request: https://projects.blender.org/blender/blender/pulls/113143
The `armature.bones["name"].color` property is *the* bone color, which is
intended to be used as the primary way of coloring bones. THis is now
reflected better in the UI.
The per-armature-object bone color (i.e. `ob.pose.bones["name"].color`) is
seen as a secondary.
Add the 'move bone to collection' operator to the pose mode menu. It was
already in the armature edit mode menu.
The operator was already available in the pose mode keymap, it just wasn't
discoverable via the menu.
Separate user configuration of subpixel antialiasing from the hinting
options. For example, this allows turning this on while hinting is
"None", or off when hinting is "Full".
Pull Request: https://projects.blender.org/blender/blender/pulls/113027
Currently, we're limited to the type of Bake Data, without any control over the channels that get baked.
With this change, the user now has a fine degree of control as to which types of f-curve data will be written to the baked action (i.e., location, rotation, scale & b-bone channels).
Co-author @cmbasnett
Pull Request: https://projects.blender.org/blender/blender/pulls/111997
In the Armature properties, rename the 'Skeleton' panel to 'Pose'. This
panel used to house the armature layers, but they have been transformed
into bone collections, which have their own panel. Also the term 'skeleton'
is not used in Blender, so having that as title here felt out of place.
There are some ideas to introduce different 'poses', to disconnect the
mesh binding pose from the animation reference pose. This rename sets
things up for exposing such functionality.
Add an overview of those bone collections the active/pinned bone is
assigned to.
This overview was originally there, showing the armature layers and the
bone group. This is now replaced by a list of the bone's collections. The
only possible interaction is unassigning the bone & toggling visibility
of the bone collections.
Move operators that act on the active bone collection to a 'specials'
context menu, just like other UILists.
The menu now contains:
- Solo the active bone collection (i.e. make it visible and hide others).
- Show all bone collections.
Avoid an error when drawing the Lattice properties panel. The code for
drawing mesh attributes warnings didn't account for the fact that lattices
also have vertex groups, and thus that particular code can be called
without an active mesh.
With armature layers it was possible to, with one click, show a single
layer and hide all the others. This is now possible with bone collections
as well.
For that I added a new operator `armature.bone_collection_solo_visibility`,
with a button next to the list of bone collections. The icon is
`SOLO_ON`, which is also used in the NLA.
Blender's "Copy to Selected" feature only copies single properties, while
bone colors consist of four properties (palette + 3 custom colors). These
can now be copied with a single click.
Updated splash screen with different options depending on whether the
user is new or upgrading. Simplifies the process for new users and
makes the choices more distinct when upgrading. Returning users also
get a link to "What's New".
Pull Request: https://projects.blender.org/blender/blender/pulls/111123
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
Noticed GRAPH_MT_channel_context_menu is unused (since
DOPESHEET_MT_channel_context_menu is used in both Dopesheet & Graph/
Drivers Editor).
This patch removes GRAPH_MT_channel_context_menu but adds the entries
which were in that menu (but not in DOPESHEET_MT_channel_context_menu)
back to the later.
Namely:
- Hide Selected Curves
- Hide Unselected Curves
- Reveal Curves
- (Delete Invalid Drivers -- if in Drivers Editor)
Pull Request: https://projects.blender.org/blender/blender/pulls/111384
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
Shadow Map Ray Tracing is a technique that ray cast against the shadow
depth buffer. The technique is described in "Soft Shadows by
Ray Tracing Multilayer Transparent Shadow Maps".
Note that we only implement the single layer approach since storing
multiple depth is prohibitively expensive.
Pull Request: https://projects.blender.org/blender/blender/pulls/111809