When using `Lazy Connect`, the operator currently also considers sockets that are hidden.
This causes unintentional socket connections and requires to use the operator with the
menus for manually picking sockets which is slower and defeats the purpose.
Videos in PR.
This PR fixes that by not considering the hidden sockets.
Pull Request: https://projects.blender.org/blender/blender/pulls/145316
This was quite involved to get to work. Basic idea is to make
`bl_activate_operator` work for the pose library asset shelf, and
introducing a `bl_drag_operator` for blending poses.
- Make pose asset operators take an asset reference, which is how
`bl_activate_operator` usually gets the asset to operate on. This way
poses references can be assigned to a shortcut, identified by asset
library and relative asset path within the library. Falls back to
getting the asset from context.
- Trigger `bl_activate_operator` on every click, instead of only when
an un-active item becomes active. Needed so poses can be re-applied
as before.
- Fix button context not passed to the `bl_activate_operator` when
force-activating, e.g. on right-click events.
- Allow registering a `bl_drag_operator` in the asset shelf definition.
Executed when dragging an asset in the shelf.
- When dragging an asset, highlight it as active, without calling the
`bl_activate_operator`. This is important feedback to the user.
- Activate/select view items on click instead of drag, so dragging is
possible.
- Let pose applying operators handle the Ctrl key to apply poses
flipped. There's no simple way to attach such alternative behaviors
to `bl_activate_operator`/`bl_drag_operator`
- Remove keymap items that were there for the previous "hacky" solution
to apply & blend poses.
Pull Request: https://projects.blender.org/blender/blender/pulls/144023
* Improve accuracy of warning when HDR display is not supported, taking into
account HDR mode on/off on Windows.
* When HDR mode is disabled on Windows, don't create a HDR swapchain. This
saves memory, and avoids a color difference on NVIDIA. That's because NVIDIA
is the only GPU we've tested that allows a HDR swapchain when HDR mode is
off, and we don't currently know the expected transforms for that case.
* Recreate swapchain when HDR mode on/off switch is detected.
* Update HDR info when window gains focus.
Note this means there is no wide gamut when Windows HDR is off, but it was
already not working. For that we may need to add support for something like
10bit VK_COLOR_SPACE_DISPLAY_P3_NONLINEAR_EXT, or whatever is commonly
available outside of HDR mode.
Pull Request: https://projects.blender.org/blender/blender/pulls/144959
This patch turns node Menu options into menu inputs. This patch only
covers node operations like Filter, Distort, and so on. Pixel nodes like
Color Balance, Matte, and so on will be done in a separate patch.
Pull Request: https://projects.blender.org/blender/blender/pulls/144495
Use viewport navigation options in the orthographic view as well.
While the intention was to have the 3D-navigation preference only
impacting 3D views, inconsistencies between 2D/3D views tend to be
confusing for users, so use the same behavior in both.
Also expose the preference in the "3D Mouse" popup for 2D views as
this preference is used there as well.
When the `Join` operator was added to Grease Pencil v3 the behavior when
joining points was changed. The selected point would now be split from the
existing strokes and put into a new one.
This behavior is often undesirable, leading to multiple user reporting it as a
bug #130293, #141368, #131036, #132201, #136144 and #144300.
This PR adds a new mode, `Join Strokes` that behaves the same as legacy
grease pencil, and sets it as default. This PR also renames the existing modes
to `SplitAndCopy`, `SplitPoints` to better indicate the expected behavior.
Pull Request: https://projects.blender.org/blender/blender/pulls/144666
Implementation of the design task #142969.
This adds the following:
- Exact GPU interpolation of curves of all types.
- Radius attribute support.
- Cyclic curve support.
- Resolution attribute support.
- New Cylinder hair shape type.

What changed:
- EEVEE doesn't compute random normals for strand hairs anymore. These are considered legacy now.
- EEVEE now have an internal shadow bias to avoid self shadowing on hair.
- Workbench Curves Strip display option is no longer flat and has better shading.
- Legacy Hair particle system evaluates radius at control points before applying additional subdivision. This now matches Cycles.
- Color Attribute Node without a name do not fetch the active color attribute anymore. This now matches Cycles.
Notes:
- This is not 100% matching the CPU implementation for interpolation (see the epsilons in the tests).
- Legacy Hair Particle points is now stored in local space after interpolation.
The new cylinder shape allows for more correct hair shading in workbench and better intersection in EEVEE.
| | Strand | Strip | Cylinder |
| ---- | --- | --- | --- |
| Main |  |  | N/A |
| PR |  |  |  |
| | Strand | Strip | Cylinder |
| ---- | --- | --- | --- |
| Main |  | | N/A |
| PR | ||  |
Cyclic Curve, Mixed curve type, and proper radius support:

Test file for attribute lookup: [test_attribute_lookup.blend](/attachments/1d54dd06-379b-4480-a1c5-96adc1953f77)
Follow Up Tasks:
- Correct full tube segments orientation based on tangent and normal attributes
- Correct V resolution property per object
- More attribute type support (currently only color)
TODO:
- [x] Attribute Loading Changes
- [x] Generic Attributes
- [x] Length Attribute
- [x] Intercept Attribute
- [x] Original Coordinate Attribute
- [x] Cyclic Curves
- [x] Legacy Hair Particle conversion
- [x] Attribute Loading
- [x] Additional Subdivision
- [x] Move some function to generic headers (VertBuf, OffsetIndices)
- [x] Fix default UV/Color attribute assignment
Pull Request: https://projects.blender.org/blender/blender/pulls/143180
Most of these crashes happen because it is assumed that the scene will
always be present even if we have an uninitialized `Editing`, which is
no longer the case with #140271.
- Fix crash when clicking and dragging in the scrub area by checking for
valid `sequencer_scene` in `change_frame_poll`
- Fix crashes when selecting menu items by disabling them in the UI
until a `sequencer_scene` is present
- Fix crashes running operators from the F3 menu by changing to more
restrictive polls that check for `sequencer_scene`
- For good measure, check before dereferencing in
`channels_displayed_get`, `active_seqbase_get`, and `editing_get`
Pull Request: https://projects.blender.org/blender/blender/pulls/145145
This PR adds a slip tool in the toolbar with its own custom icon for
applying slips using the mouse. This is useful for e.g. tablets where a
keyboard is not handy and a button would be best to activate the
operator.
There is also a custom cursor that appears when hovering over valid,
slippable strips (and a "stop" icon when the strip cannot be slipped).
Alt may be used in order to ignore slipping connected strips when using
the tool, similar to selection logic. The slip tool only performs its
sole function of slipping and as such does not change the selection
state.
In the future, we can also add "slide" functionality to the same tool,
giving it multiple functions.
Pull Request: https://projects.blender.org/blender/blender/pulls/143513
Implements the proposed design (with some modifications) in #135058.
## Sequencer Scene
This adds a new property called `sequencer_scene` to workspaces. This scene is used
by the video sequence editors in the current workspace for their context.
This is a first step towards "detaching" the VSE from the active scene in the window.
Each sequencer timeline editor shows the sequencer scene that is being used.
By default, when no sequencer scene is selected, the timeline and preview are empty.
Pressing the "new" button will add a new scene and assign it to the sequencer
scene for the current workspace.
## Contextual Playback
Pressing `Space` (by default) for starting the animation playback is now contextual:
depending on the context (where your mouse cursor is), the scene that is played back
might be different. E.g. with a 3D Viewport and a Sequencer open, pressing "play"
in the 3D Viewport will play the _active scene_ of the window, while pressing "play"
in the sequencer will play the _sequencer scene_.
## Time & Scene Synchronization
Additionally, this adds a toggle called "Sync Active Scene".
With the property turned on, the active scene & scene time in the window will be
synced with the time & scene of the current scene strip in the sequencer.
Note that this is _not_ bi-directional. The sequencer can change the active scene
and map time, but it's not possible the other way around since it one can have
multiple strips using the same scene (+camera, and even time!).
Currently this setting is exposed in the footer of the sequencer timeline as well
as in the workspace settings.
This allows for one of the core concepts that the story tools projects aims at: Working
in a scene (e.g. in the 3D viewport) while also working with the edit
(in the sequencer timeline).
## Some technical notes
* Undoing while playback is running will now cancel playback. This is to avoid the timer,
that points to the scene and viewlayer that are playing, to get de-synced after loading
the memfile undo step.
* When the sequencer scene is not the same as the active scene, we ensure it has
a depsgraph.
* Normally, when a `NC_SCENE` notifier points to a specific scene, the notifier is dropped
if that scene doesn't match the active one in the window. We now also check that it
doesn't match the sequencer scene in the active workspace.
* When loading older files, we need to make sure that the active workspace in a window
uses the active scene as the sequencer scene. This is to make sure that the file opens with
the same sequences open.
* Tool settings are stored per scene. To make sure the sequencer uses the tool settings for
the sequencer scene, the "context.tool_settings" and `CTX_data_tool_settings` members
are overridden in the sequence editors.
Pull Request: https://projects.blender.org/blender/blender/pulls/140271
Changing select button to right click doesn't reflect in outliner
keymap. Use `params.context_menu_event`, `params.select_mouse` so that
with Right mouse preference, RMB will be used for selection and `W` for
context menu
Resolves#144860
Pull Request: https://projects.blender.org/blender/blender/pulls/144905
This was a temporary solution until we had proper HDR displays.
* Auto detect from the display + view transform if they are HDR, and
enable it automatically. This is based on encoding hdr-video in the config.
* If a HDR transform is selected and there is no HDR display support, an
info message will be shown in the color management panel.
* It is now possible to view HDR images in the image editor, without
needing to use "View as Render".
* There is no versioning to switch to a HDR display, because that also
affects image saving. So users will have to manually select the
"Rec.2100 PQ" display to see HDR colors again.
Ref #144911
Pull Request: https://projects.blender.org/blender/blender/pulls/144565
This patch generalizes node tree subtypes to be usable for node trees
other than Geometry Nodes. In particular, this:
- Renames SpaceNode.geometry_nodes_type to node_tree_sub_type, which now
store a tree type-specific enum.
- Renames SpaceNode.geometry_nodes_tool_tree to selected_node_group,
which now stores any context-less tree of any type.
This breaks the python API due to renaming.
Pull Request: https://projects.blender.org/blender/blender/pulls/144544
Add Scene and View Layer selectors to the Scene and View Layer tabs
in the Properties Editor, matching the existing controls in the topbar.
See PR for details and screenshots.
Pull Request: https://projects.blender.org/blender/blender/pulls/143266
This patch unifies the Gamma node across editors:
- Compositor now uses the Shader Gamma node implementation.
- Geometry Nodes also uses the node as a new addition.
- UI-wise in the Compositor, only socket labels change to "Color".
Forward compatibility is broken for the compositor, and the python API
changed, since the node's ID name is now ShaderNodeGamma as opposed to
CompositorNodeGamma.
Pull Request: https://projects.blender.org/blender/blender/pulls/142414
Use "Up Arrow" to jump to the next keyframe, and "Down Arrow" for the
previous keyframe, to be consistent within Blender and other software.
See PR for details.
Pull Request: https://projects.blender.org/blender/blender/pulls/140301
There are many accumulated unused properties in theme. Generally, it's a mess,
lot of copy-paste errors and leftovers between editors, shared functions with no
actual use, etc. Some were just added and never used, like Pattern and Layout nodes,
which were meant to be used with Texture Nodes I believe, but it never happened.
Overall 19 properties removed:
- 3D Viewport: Edge UV Face Select
- 3D Viewport: Last Selected Point
- Dope Sheet/Timeline: Value Sliders
- Dope Sheet/Timeline: View Sliders
- Nonlinear Animation: View Sliders
- Video Sequencer: Window Sliders
- Graph Editor/Drivers: Window Sliders
- Graph Editor/Drivers: Vertex Bevel
- Graph Editor/Drivers: Vertex Group Unreferenced
- Image/UV Editor: Vertex Bevel
- Image/UV Editor: Vertex Group Unreferenced
- Image/UV Editor: Freestyle Face Mask
- Image/UV Editor: Face Retopology
- Image/UV Editor: Face Orientation Front
- Image/UV Editor: Face Orientation Back
- Node Editors: Selected Text
- Node Editors: Pattern Node
- Node Editors: Layout Node
- Video Sequencer: Draw Action
---
Details:
- Made Vertex Bevel and Vertex Group Unreferenced colors in `rna_def_userdef_theme_spaces_vertex`
optional, so that they don't appear in Graph Editor and UV Editor theme properties, where they're unused.
- Same thing in `rna_def_userdef_theme_spaces_face` for face attributes (Freestyle Mark, Retopology),
so that they don't appear in UV Editor, where they're unused. Also did same for face orientation colors,
but used different argument for them, since they could be used in future (remember seeing PR for this).
Pull Request: https://projects.blender.org/blender/blender/pulls/143782
This PR adds a "Mirror" menu to the Strip menu within the VSE preview.
This menu is similar to the "Mirror" menu in the view3d "Object" menu.
It allows the user to access the mirror operator through a menu, rather
than via a shortcut.
Pull Request: https://projects.blender.org/blender/blender/pulls/142506
When the "Pie Menu on Drag" is active in the preferences, pressing "I"
and then moving the mouse will open a pie menu where the user can
select which keying set to key.
Pull Request: https://projects.blender.org/blender/blender/pulls/144573
Tree view elements can be deleted by the remove operator located on the
right side with `-` icon. But these operators are different for every
type. Now introduced `UI_OT_view_item_delete`. With that it is possible
to delete elements with X key when mouse is over tree view. In future
maybe we could remove type specific operators (for example: `GREASE_PENCIL_OT_layer_remove`).
See video in PR description
Pull Request: https://projects.blender.org/blender/blender/pulls/144045
Continuing #140360, after 39c066ee53
Moving curve handle colors & size from space editors into common theme properties.
They are now shared by 3D Viewport, Image Editor, Graph Editor, and Movie Clip Editor,
instead of each of them having their own properties.
(Video in PR)
---
Details:
- NURB U/V lines, active spline, and last selected point colors were defined
in `rna_def_userdef_theme_spaces_curves` but were optional and only called by
3D viewport. Since no other editor calls that function anymore, I removed it and
moved those properties directly inside `rna_def_userdef_theme_space_view3d`.
- In Image Editor & Movie Clip Editor (Mask mode), curves don't ever show
selection colors, and Vector handles are generally never visible, that is
bug/missing in Blender in general, not a result of this PR.
- Handle vertex size were included in Dope Sheet and NLA, where handles don't
exist. Now as a side effect they're removed as well.
Pull Request: https://projects.blender.org/blender/blender/pulls/143762
This adds the `Pen` tool to Grease Pencil Edit Mode.
With the pen tool you can:
- Extrude points by `Left Click`.
- Move the handles by dragging the mouse.
- Snap handles to 45 degree increments with `Shift`.
- Cycle through the handle types by `Double Clicking`.
- Add new point on segments by `Ctrl Clicking`.
- Remove existing point by `Ctrl Clicking`.
- Close a curve by clicking on one end while having the other selected.
- Move existing segment by clicking and dragging on the edge.
- Move points by clicking and dragging the mouse.
Some changes have been made compared to the legacy
curve object's pen tool:
- `Angle locking` with `Alt` was replaced with `Angle Snapping`
using `Shift`. This was done to match the behavior of Grease Pencil
primitive tools.
- `Move Entire Point` was changed from the `Space` key to `Alt`. This
was done because some laptops can't move the mouse while
`Space` is held.
- `Link Handles` and `Free Align Toggle` were not implemented.
- `Toggle Vector` and `Close Spline Method` were removed.
- `Close Spline` was removed and set to always be true.
- `Extrude Handle` type was removed as a option and was replaced
by the `shift` modifier key when clicking.
- Newly created points are placed on the drawing plane, instead of
the view plane.
When a new curve is created, the material will be the active material
and the radius will be set from the `radius` property.
Note: This tool is added to edit mode because it uses handle selection
and bézier overlays which currently don't exist in draw mode.
A future PR will implement a draw mode version.
Pull Request: https://projects.blender.org/blender/blender/pulls/142646
Since the tangent attributes are now recomputed inside the loop over uv
layers, looping directly over this mesh data is dangerous, as computing
the tangents attributes might trigger some re-allocations, leading to
invalid memory accesses when accessing the next uv layer.
Solved by caching uv layers' names in a list beforehand, the uvlayers
themselves are not even needed for tangent data handling.
Regression from e0a9e98cbd.
This PR makes it easier to clear keyframes from strips in preview.
It is the similar to the feature in 3D viewport. Just navigate to
"Strip" -> "Animation" -> "Clear Keyframes...". This then deletes
all keyframes form the selected strips.
Pull Request: https://projects.blender.org/blender/blender/pulls/141106
Point Caches (used by particle system, cloth, boids etc.) are now
always compressed, uzing zstd coupled with lossless data filtering.
- This is both smaller cache files _and_ faster than the old
"Heavy" compression mode,
- And smaller data files and same or slightly faster speed than
using no compression at all,
- There was not much difference between compression levels once
data filtering got added, so option to pick them was removed.
- So there's no downside to just always using the compression,
which makes for a simpler UI.
- RNA change: removes PointCache.compression property.
More details and cache size / performance numbers in the PR.
Pull Request: https://projects.blender.org/blender/blender/pulls/144356
Adds scene assets (including the catalogue tree) to the `Add` > `Scene` menu.
When selecting a scene asset, the asset import setting is used:
* Link: Scene is linked (cannot be edited, but will be used by the strip)
* Append: Appends the full scene including all IDs to the file.
* Append/Reuse: Appends the scene but will reuse IDs (like mesh data, materials, etc.).
Objects, collections, and the scene itself are not reused.
Part of #144063.
Pull Request: https://projects.blender.org/blender/blender/pulls/141213
The "Asset Shelf" checkbox can be confusing for people, they enable it
but it still can't get the shelf to show up. This is because the shelf
is only available in certain contexts (e.g. pose mode and paint modes
in the 3D view, more is planned see blender/blender#135061). Gray out
the toggle with a disabled hint when not available.
The region toggle pie menus will hide the item.
Pull Request: https://projects.blender.org/blender/blender/pulls/113063
This commit adds the option to open the Preferences editor in a
maximized area instead of a new window. This is done by adding a
"Preferences" field to the Interface > Editor > Temporary Editor
preferences. The default value is set to "New Window" keeping the
current behavior.
Implements: #142665
Pull Request: https://projects.blender.org/blender/blender/pulls/142681
The distance sampling is mostly based on weighted delta tracking from
[Monte Carlo Methods for Volumetric Light Transport Simulation]
(http://iliyan.com/publications/VolumeSTAR/VolumeSTAR_EG2018.pdf).
The recursive Monte Carlo estimation of the Radiative Transfer Equation is
\[\langle L \rangle=\frac{\bar T(x\rightarrow y)}{\bar p(x\rightarrow
y)}(L_e+\sigma_s L_s + \sigma_n L).\]
where \(\bar T(x\rightarrow y) = e^{-\bar\sigma\Vert x-y\Vert}\) is the
majorant transmittance between points \(x\) and \(y\), \(p(x\rightarrow
y) = \bar\sigma e^{-\bar\sigma\Vert x-y\Vert}\) is the probability of
sampling point \(y\) from point \(x\) following exponential
distribution.
At each recursive step, we randomly pick one of the two events
proportional to their weights:
* If \(\xi < \frac{\sigma_s}{\sigma_s+\vert\sigma_n\vert}\), we sample
scatter event and evaluate \(L_s\).
* Otherwise, no real collision happens and we continue the recursive
process.
The emission \(L_e\) is evaluated at each step.
This also removes some unused volume settings from the UI:
* "Max Steps" is removed, because the step size is automatically specified
by the volume octree. There is a hard-coded threshold `VOLUME_MAX_STEPS`
to prevent numerical issues.
* "Homogeneous" is automatically detected during density evaluation
An option "Unbiased" is added to the UI. When enabled, densities above
the majorant are clamped.
This PR removes validation of saved bookmarks and system paths in File
Browser. The act of checking validity of a path can result in a timeout
that can last many seconds. Blender will have a very long startup time
if any such items are disconnected, invalid, offline, or removed. Even
if these paths are not used during the Blender session, like network
shares used only at work, web storage for some non-Blender use, a
shortcut to a USB drive, etc. Items will not be greyed out, and
clicking on one will result in a timeout _at that time_ but this seems
like expected behavior.
Pull Request: https://projects.blender.org/blender/blender/pulls/138218