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This patch allows Windows users to specify that their current blender
installation should be used to create thumbnails and be associated
with ".blend" files. This is done from Preferences / System. The only
way to do this currently is from the command-line and this is sometimes
inconvenient.
Differential Revision: https://developer.blender.org/D10887
Reviewed by Brecht Van Lommel
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Use keyword only arguments for the following functions.
- addon_utils.module_bl_info 2nd arg `info_basis`.
- addon_utils.modules 1st `module_cache`, 2nd arg `refresh`.
- addon_utils.modules_refresh 1st arg `module_cache`.
- bl_app_template_utils.activate 1nd arg `template_id`.
- bl_app_template_utils.import_from_id 2nd arg `ignore_not_found`.
- bl_app_template_utils.import_from_path 2nd arg `ignore_not_found`.
- bl_keymap_utils.keymap_from_toolbar.generate 2nd & 3rd args `use_fallback_keys` & `use_reset`.
- bl_keymap_utils.platform_helpers.keyconfig_data_oskey_from_ctrl 2nd arg `filter_fn`.
- bl_ui_utils.bug_report_url.url_prefill_from_blender 1st arg `addon_info`.
- bmesh.types.BMFace.copy 1st & 2nd args `verts`, `edges`.
- bmesh.types.BMesh.calc_volume 1st arg `signed`.
- bmesh.types.BMesh.from_mesh 2nd..4th args `face_normals`, `use_shape_key`, `shape_key_index`.
- bmesh.types.BMesh.from_object 3rd & 4th args `cage`, `face_normals`.
- bmesh.types.BMesh.transform 2nd arg `filter`.
- bmesh.types.BMesh.update_edit_mesh 2nd & 3rd args `loop_triangles`, `destructive`.
- bmesh.types.{BMVertSeq,BMEdgeSeq,BMFaceSeq}.sort 1st & 2nd arg `key`, `reverse`.
- bmesh.utils.face_split 4th..6th args `coords`, `use_exist`, `example`.
- bpy.data.libraries.load 2nd..4th args `link`, `relative`, `assets_only`.
- bpy.data.user_map 1st..3rd args `subset`, `key_types, `value_types`.
- bpy.msgbus.subscribe_rna 5th arg `options`.
- bpy.path.abspath 2nd & 3rd args `start` & `library`.
- bpy.path.clean_name 2nd arg `replace`.
- bpy.path.ensure_ext 3rd arg `case_sensitive`.
- bpy.path.module_names 2nd arg `recursive`.
- bpy.path.relpath 2nd arg `start`.
- bpy.types.EditBone.transform 2nd & 3rd arg `scale`, `roll`.
- bpy.types.Operator.as_keywords 1st arg `ignore`.
- bpy.types.Struct.{keyframe_insert,keyframe_delete} 2nd..5th args `index`, `frame`, `group`, `options`.
- bpy.types.WindowManager.popup_menu 2nd & 3rd arg `title`, `icon`.
- bpy.types.WindowManager.popup_menu_pie 3rd & 4th arg `title`, `icon`.
- bpy.utils.app_template_paths 1st arg `subdir`.
- bpy.utils.app_template_paths 1st arg `subdir`.
- bpy.utils.blend_paths 1st..3rd args `absolute`, `packed`, `local`.
- bpy.utils.execfile 2nd arg `mod`.
- bpy.utils.keyconfig_set 2nd arg `report`.
- bpy.utils.load_scripts 1st & 2nd `reload_scripts` & `refresh_scripts`.
- bpy.utils.preset_find 3rd & 4th args `display_name`, `ext`.
- bpy.utils.resource_path 2nd & 3rd arg `major`, `minor`.
- bpy.utils.script_paths 1st..4th args `subdir`, `user_pref`, `check_all`, `use_user`.
- bpy.utils.smpte_from_frame 2nd & 3rd args `fps`, `fps_base`.
- bpy.utils.smpte_from_seconds 2nd & 3rd args `fps`, `fps_base`.
- bpy.utils.system_resource 2nd arg `subdir`.
- bpy.utils.time_from_frame 2nd & 3rd args `fps`, `fps_base`.
- bpy.utils.time_to_frame 2nd & 3rd args `fps`, `fps_base`.
- bpy.utils.units.to_string 4th..6th `precision`, `split_unit`, `compatible_unit`.
- bpy.utils.units.to_value 4th arg `str_ref_unit`.
- bpy.utils.user_resource 2nd & 3rd args `subdir`, `create`
- bpy_extras.view3d_utils.location_3d_to_region_2d 4th arg `default`.
- bpy_extras.view3d_utils.region_2d_to_origin_3d 4th arg `clamp`.
- gpu.offscreen.unbind 1st arg `restore`.
- gpu_extras.batch.batch_for_shader 4th arg `indices`.
- gpu_extras.batch.presets.draw_circle_2d 4th arg `segments`.
- gpu_extras.presets.draw_circle_2d 4th arg `segments`.
- imbuf.types.ImBuf.resize 2nd arg `resize`.
- imbuf.write 2nd arg `filepath`.
- mathutils.kdtree.KDTree.find 2nd arg `filter`.
- nodeitems_utils.NodeCategory 3rd & 4th arg `descriptions`, `items`.
- nodeitems_utils.NodeItem 2nd..4th args `label`, `settings`, `poll`.
- nodeitems_utils.NodeItemCustom 1st & 2nd arg `poll`, `draw`.
- rna_prop_ui.draw 5th arg `use_edit`.
- rna_prop_ui.rna_idprop_ui_get 2nd arg `create`.
- rna_prop_ui.rna_idprop_ui_prop_clear 3rd arg `remove`.
- rna_prop_ui.rna_idprop_ui_prop_get 3rd arg `create`.
- rna_xml.xml2rna 2nd arg `root_rna`.
- rna_xml.xml_file_write 4th arg `skip_typemap`.
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This patch adds the base code needed to make the full-frame system work for both current tiled/per-pixel implementation of operations and full-frame.
Two execution models:
- Tiled: Current implementation. Renders execution groups in tiles from outputs to input. Not all operations are buffered. Runs the tiled/per-pixel implementation.
- FullFrame: All operations are buffered. Fully renders operations from inputs to outputs. Runs full-frame implementation of operations if available otherwise the current tiled/per-pixel. Creates output buffers on first read and free them as soon as all its readers have finished, reducing peak memory usage of complex/long trees. Operations are multi-threaded but do not run in parallel as Tiled (will be done in another patch).
This should allow us to convert operations to full-frame in small steps with the system already working and solve the problem of high memory usage.
FullFrame breaking changes respect Tiled system, mainly:
- Translate, Rotate, Scale, and Transform take effect immediately instead of next buffered operation.
- Any sampling is always done over inputs instead of last buffered operation.
Reviewed By: jbakker
Differential Revision: https://developer.blender.org/D11113
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This implements the changes discussed in T87134 for including switch
object funcionality in 2.93. This includes:
- Remove the switch object operator experimental option
- Remove the option for switching objects in Edit Mode.
- Rename switch_object to transfer_mode.
- Enable the operator only in sculpt mode.
- Expose the operator in the Sculpt menu with an eyedropper modal
option.
On later releases, we could revisit enabling the operator in other mode
and object types as well as its place in the UI.
Reviewed By: JulienKaspar, JacquesLucke
Differential Revision: https://developer.blender.org/D10953
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This is functionality that isn't accessible via the user interface. The
API allows the creation and modification of an override template that
holds rules that needs to be checked when overriding the asset.
The API is setup that it cannot be changed after creation. Later on when
the system is more mature we will allow changing overrides operations.
NOTE: This is an experimental feature and should not be used in productions.
Reviewed By: mont29, sebbas
Differential Revision: https://developer.blender.org/D10792
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Build proxies automatically when added to sequencer timeline and when
switching preview size.
This behavior can be disabled in user preferences.
Reviewed By: sergey, fsiddi
Differential Revision: https://developer.blender.org/D10363
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Some older .blend files won't react nicely to auto-resync, they need to
get manually fixed with `resync enforce` first.
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The colons are not necessary in these situations because it's clear
that the label applies to the next group of buttons anyway, and they
add unecessary visual complexity. Committing as part of D9924.
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Simplification and changes to the Navigation gizmo. Better indication of negative axes, consistent use of color and size to indicate orientation, ability to be resized.
Differential Revision: https://developer.blender.org/D9744
Reviewed by Campbell Barton
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Based on feedback from @dbystedt, include this in 2.92
with some updates (coming next).
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The Asset Browser will be disabled and not available for the 2.92 release. In
alpha/beta builds, there will be an "Asset Browser" option under Preferences >
Experimental, if the developer extras are enabled.
Note that this also disables related UI elements (e.g. "Mark Asset" buttons,
Preferences settings for asset libraries, etc.).
The code is still in master of course, development and testing will continue
there. But there simply needs to be too much polishing and fixing before the
2.92 release, plus there are some design decisions to be reevaluated.
Check the milestone 1 project to follow ongoing work:
https://developer.blender.org/project/view/124/
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"F-Curve Visibility" is a bad UI label for a property that only affects
the display of unselected F-Curves. This commit clarifies the property
name by making it more specific with the word "Unselected", and by using
the word "Opacity". "F-Curve" is redundant in the UI label anyway because
it is included in the panel title.
Resolves T82587
Differential Revision: https://developer.blender.org/D10027
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Approximately 138 changes in the spelling of compound words
and proper names like "Light Probe", "Shrink/Fatten", "Face Map".
In many cases, hyphens were used where they aren't correct, like
"re-fit". Other common changes include:
- "Datablock" -> "data-block"
- "Floating point" -> "floating-point"
- "Ngons" -> "n-gons"
These changes help give the language used in the interface
a consistent, more professional feel.
Differential Revision: https://developer.blender.org/D9923
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It's weird to have a button that adds a new item at the bottom be placed at the
top. So rather move it below the list of custom asset library paths.
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This lead to some confusion, see T83747.
Now the category is included in the search when the category is "All".
Ref D9848
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One of the core design aspects of the Asset Browser is that users can "mount"
custom asset libraries via the Preferences. Currently an asset library is just
a directory with one or more .blend files in it. We could easily support a
single .blend file as asset library as well (rather than a directory). It's
just disabled currently.
Note that in earlier designs, asset libraries were called repositories.
Idea is simple: In Preferences > File Paths, you can create custom libraries,
by setting a name and selecting a path. The name is ensured to be unique. If
the name or path are empty, the Asset Browser will not show it in the list of
available asset libraries.
The library path is not checked for validity, the Asset Browser will allow
selecting invalid libraries, but show a message instead of the file list, to
help the user understand what's going on.
Of course the actual Asset Browser UI is not part of this commit, it's in one
of the following ones.
{F9497950}
Part of the first Asset Browser milestone. Check the #asset_browser_milestone_1
project milestone on developer.blender.org.
Differential Revision: https://developer.blender.org/D9722
Reviewed by: Brecht Van Lommel, Hans Goudey
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The geometry-nodes features no longer depend on the point cloud object.
Therefore the point cloud object, although important in the future, can
be postponed until we have render and edit mode fully working.
This reverts commits:
* ea74ed5a7a2031b614d401e394f2e0146fc90155.
* dc614c68ef2c8ca8b076a000974b5a20a4145a42.
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Remove 'U.wheellinescroll' preference, currently hidden and unused.
Differential Revision: https://developer.blender.org/D9616
Reviewed by Brecht Van Lommel
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Small improvements to the layout of the Tooltips section in Preferences.
Differential Revision: https://developer.blender.org/D9772
Reviewed by Pablo Vazquez
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Reviewed By: sergey, Blendify
Maniphest Tasks: T82872
Differential Revision: https://developer.blender.org/D9615
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The point cloud object is the only one that will support instancing at
first. So we can expose it as a regular object.
It is limited since it has no edit mode. But this is not different than
the volume object.
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Some changes here are planned which need feedback from users before
declaring this ready for the next release.
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There is no GPU rendering support on macOS, so showing the panel only adds
confusion. Also hide the panels in builds without Cycles.
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And remove Blender preference, which was expected to be set to match the system
preference for correct behavior. Instead just handle this automatically.
Differential Revision: https://developer.blender.org/D9402
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Move the "Show Group Colors" toggle from a per-editor option to a single
user preference in the Animation preferences. The Grease Pencil
animation channel side panel allows picking a channel color; this now
shows a message when channel colors are disabled.
The old "Show Group Colors" toggle had to be set per editor, and was on
by default. This meant that disabling group colors would require an
action for every file, for every editor. It is very hard to select a
color that works both as bone color in the 3D Viewport (needs to be
bright there) as well as the channel list (needs to be dark there), most
animators turn channel list colors off.
Differential Revision: https://developer.blender.org/D9391
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"Camera Parent Lock" can be useful when rigging cameras, but it is not
intuitive, and has also generated a lot of confusion (bug reports).
This is because it breaks the fundamental parent <-> child relationship
conventions in Blender, and there is no indication that it's intended
without diving into the preferences.
This commit moves the setting to the object level, and exposes it in
the relations panel in the property editor. It is exposed for every
object type because any object type can be "View Locked" in the 3D view.
The property description is also updated to reflect this change and be
more specific without getting too long.
In the future this could become a more general feature of the transform
system, but for now it is limited to "Lock Camera to View".
Differential Revision: https://developer.blender.org/D9239
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Various changes to some labels and descriptions to be more accurate, clear, or less confusing.
Differential Revision: https://developer.blender.org/D8394
Reviewed by Hans Goudey
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Ref D9338
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Ref D9338
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Approximately 141 changes of capitalization to conform to MLA title style.
Differential Revision: https://developer.blender.org/D8392
Reviewed by Julian Eisel
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All tools planned for 2.91 now have icons, so this option can be
removed.
Reviewed By: dfelinto, Severin
Differential Revision: https://developer.blender.org/D9299
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Those two features are not directly related and one might be activated
in master earlier than the other.
WITH_PARTICLE_NODES was removed, because we continue the project
under the name "Geometry Nodes".
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With D8234 a new drawing method for UV/Image editor was introduced. For debugging
reasons we left the old drawing method in the code base. This patch will remove
the old drawing method.
Reviewed By: Clément Foucault
Differential Revision: https://developer.blender.org/D9011
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This adds support for pen tilt in sculpt mode. For now, pen tilt is used
by tweaking the tilt strength property, which controls how much the pen
angle affects the sculpt normal. This is available in Draw, Draw Sharp,
Flatten, Fill, Scrape and Clay Strips brushes, but it can be enabled in
more tools later.
The purpose of this patch is to have a usable implementation of pen tilt
in a painting mode, so users can test and see in which hardware and
platforms this feature is supported and how well it works. If it works
ok, more tools and features that rely on pen tilt can be implemented,
like brushes that blend between two deformations depending on the angle.
Reviewed By: sergey
Differential Revision: https://developer.blender.org/D8893
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The operator has some problems with Undo, so better put it in
experimental for now.
Reviewed By: campbellbarton
Differential Revision: https://developer.blender.org/D9007
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This adds color tagging to collections. There are 8 color
options which are themable in the user preferences, with an additional
option for no color tag by default.
This adds a new filled collection icon and 8 colored variants of the
icon that can be themed in the user preferences.
In this commit the only interface to setting the color tags is through
Python, and there is nowhere in the interface where the collections are
shown colored. Setting and viewing the color tags from the outliner will
follow.
Manifest Task: https://developer.blender.org/T77777
Differential Revision: https://developer.blender.org/D8622
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This patch reverses use draw manager for image editor the
experimental feature. Now the new drawing is enabled by default.
Inside the experimental tab in the user preferences there is now an
option to revert back to the old drawing method.
Using this option we can easilly check if all drawing features have been
migrated over. The plan is to remove the legacy drawing before BCon 3.
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This project moves the current UV/Image editor drawing to the draw manager.
Why would we do this:
**Performance**:
Current implementation would draw each texel per time. Multiple texels could be
drawn per pixel what would overwrite the previous result. You can notice this
when working with large textures. Repeat image drawing made this visible by
drawing for a small period of time and stop drawing the rest. Now the rendering
is fast and all repeated images are drawn.
**Alpha drawing**:
Current implementation would draw directly in display space. Giving incorrect
results when displaying alpha transparent images.
This addresses {T52680}, {T74709}, {T79518}
The image editor now can show emission only colors. See {D8234} for
examples.
**Current Limitations**
Using images that are larger than supported by your GPU are resized (eg larger
than 16000x16000 are resized to 8k). This leaves some blurring artifacts. It is
a low priority to add support back of displaying individual pixels of huge
images. There is a design task {T80113} with more detail.
**Implementation overview**
Introduced an Image Engine in the draw module. this engine is responsible for
drawing the texture in the main area of the UV/Image editor. The overlay engine
has a edit_uv overlay which is responsible to draw the UV's, shadows and
overlays specifically for the UV Image editor. The background + checker pattern
is drawn by the overlay_background.
The patch will allow us to share overlays between the 3d viewport and UV/Image
editor more easily. In most cases we just need to switch the `pos` with the `u`
attribute in the vertex shader.
The project can be activated in the user preferences as experimental features.
In a later commit this will be reversed.
Reviewed By: Clément Foucault
Differential Revision: https://developer.blender.org/D8234
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This removes from the UI all tools with missing icons and hides them
under a "Tools with missing icons" experimental option.
We agree on not making available by default tools in master without icons.
Having this experimental flag will allow to commit new tools as soon as the
technical design and implementation is finished so development can
continue, without adding broken icons to the UI.
Reviewed By: Severin
Differential Revision: https://developer.blender.org/D8831
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