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2020-09-18LookDev: Lock HDRI rotation to ViewPablo Dobarro
This adds an option for the HDRI rotation to follow the view rotation. When this option is enabled, this allows EEVEE materials to be used as matcaps for sculpting and painting. This has an extra performance cost when orbiting around the model as the lookdev cache needs to be recalculated, but in my test it is barely noticeable. Reviewed By: fclem Differential Revision: https://developer.blender.org/D8566
2020-09-18GPencil: Implement Holdout materialsAntonio Vazquez
This new feature allows to use the strokes as an eraser of any stroke below. This is very handy to open holes in filled areas. After running some tests, we have decided to keep the additive effect of the holdout color. To get clean holdout areas, just move the color to black to remove any additive effect. To have additive effect can be used in situations like tint slightly a transparent window with blue to simulate the glass. See T79878 for more details Differential Revision: https://developer.blender.org/D8932
2020-09-18Fix T80905: GPencil: bones cannot be selected using Ctrl + LMB (with Left ↵Philipp Oeser
Selection Preference) Was missing a dedicated entry for LMB select, this is to be consistent with how it is done for meshes. Maniphest Tasks: T80905 Differential Revision: https://developer.blender.org/D8935
2020-09-17Shaders: add emission strength input to Principled BSDF nodeAlex Strand
This impacts I/O add-ons. OBJ, FBX and Collada have been updated, glTF not yet. Differential Revision: https://developer.blender.org/D4971
2020-09-17Cleanup: don't register dope-sheet header typesCampbell Barton
These are only used to hold static methods, there is no reason to register them.
2020-09-17Fix T63651: ImagePreviewCollection.new,load don't work as documentedCampbell Barton
Update doc-strings, add note for why this decision was made.
2020-09-16Curves: Add custom profile bevel supportHans Goudey
This adds support for the same custom bevel profile widget used in the bevel tool and modifier to the geometry generation for curves. This is expecially useful for text and 2D curves with extrusion, as it works much better than a weld & bevel modifier combination. It can also be useful for adding quick detail to pipe-like objects. The curve holds the CurveProfile struct and a new "Bevel Mode" property decides which type of bevel to build, round, object, or custom profile. Although curves can already use another curve to make the bevel geometry, this is a quicker way, and it also defines the profile of just one corner of the bevel, so it isn't redundant. It's also nice to have the same custom profile functionality wherever there is bevel. Differential Revision: https://developer.blender.org/D8402
2020-09-16Fix T80684: Node shader wrapper: Tweak handling of alpha textures.Bastien Montagne
There is no ideal solution here, but we can assume by default that we should use the Alpha output from a texture used for transparency data. This will break people using a dedicated B&W texture for this alpha pass, but we cannot really handle all cases properly in this wrapper, we only try to support the most common ones to some extent.
2020-09-16Action Constraint: Add manual time factor input controlChris Clyne
Adds an optional slider to the action constraint so that it can be driven without a constraint target. This is very helpful for more complex rigging and mechanical rigs, as it means the action constraint can be controlled with a driver/custom property directly, currently if we want to use a driver to control it we must add a "dummy" bone/object inbetween to act as a control. Reviewed By: Sebastian Parborg, Sybren A. Stüvel, Demeter Dzadik, Julian Eisel Differential Revision: http://developer.blender.org/D8022
2020-09-16UI: Add grid-related theme optionsRed Mser
This commit makes grid theming more consistent and capable by adding some new theme colors related to grid rendering. - Add grid theme color for node editor. `UI_view2d_multi_grid_draw` is called with TH_GRID instead of a shaded `TH_BACK`. Also color-blend `TH_NODE_GROUP`. - Make the movie clip editor's clip preview grid respect grid theme color (`ED_region_grid_draw` uses color-blended `TH_GRID`). - Add versioning code to allow fixing existing themes (the resulting themes should visually look the same as before) These changes did cause some inconsistencies in the movie clip editor, even after adjusting the themes accordingly: 1. The alpha slider of the grid color affects the background and not the grid lines themselves. 2. The grids used by graph and dopesheet mode could already be themed in the past. Now that the clip preview's grid can also be themed, two different modes share the same theme color. Differential Revision: https://developer.blender.org/D8699
2020-09-15Outliner: Set collection color tag operatorNathan Craddock
This adds a new operator to the outliner context menu. The collections context menu now shows inline icons to set the color tag for all selected collections. Manifest Task: https://developer.blender.org/T77777 Differential Revision: https://developer.blender.org/D8622
2020-09-15Collections: Add color taggingNathan Craddock
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
2020-09-15Liquid Simulation Display Options (GSoC 2020)Sriharsha Kotcharlakot
All the changes made in the branch `soc-2020-fluid-tools` are included in this patch. **Major changes:** === Viewport Display === - //Raw voxel display// or //closest (nearest-neighbor)// interpolation for displaying the underlying voxel data of the simulation grids more clearly. - An option to display //gridlines// when the slicing method is //single//. ==== Grid Display ==== - Visualization for flags, pressure and level-set representation grids with a fixed color coding based on Manta GUI. ==== Vector Display ==== - //**M**arker **A**nd **C**ell// grid visualization options for vector grids like velocity or external forces. - Made vector display options available for external forces. ==== Coloring options for //gridlines// ==== - Range highlighting and cell filtering options for displaying the simulation grid data more precisely. - Color gridlines with flags. - Also, made slicing and interpolation options available for Volume Object. Reviewed By: JacquesLucke, sebbas Differential Revision: https://developer.blender.org/D8705
2020-09-15Property Search: Quick start and clear operatorsHans Goudey
`ctrl-F` to start the search is obviously necessary, but the clear operator, `alt-F` requires some of explanation. First, it maps nicely to the paradigm of "key to set, alt-key to clear," which makes it unobtrusive. Second, it can be a quicker way to clear the search than moving the mouse to the top. Finally, in the future, it could a reset the panels to their expansion before the search started. Differential Revision: https://developer.blender.org/D8857
2020-09-15UI: Single tab property searchHans Goudey
This adds a search bar to the properties editor. The full search for every tab isn't included in this patch, but the interaction with panels, searching behavior, UI, region level, and DNA changes are included here. The block-level search works by iterating over the block's button groups and checking whether they match the search. If they do, they are tagged with a flag, and the block's panel is tagged too. For every update (text edit), the panel's expansion is set to whether the panel has a result or not. The search also checks for matching strings inside enums and in panel labels. One complication to this that isn't immediately apparent is that closed panel's subpanels have to be searched too. This adds some complexity to the area-level panel layout code. Possible Future Improvements: - Use the new fuzzy search in BLI - Reset panels to their expansion before the search started if the user escape out of the text box. - Open all child panels of a panel with expansion. Differential Revision: https://developer.blender.org/D8856
2020-09-15Property Search: Add "search match" theme colorHans Goudey
We will use a highlight on panel headers to convey that they have a search match, so this commit initializes the theme color for the properties editor. Differential Revision: https://developer.blender.org/D8854
2020-09-15Property Search: Move properties context buttons back to a panelHans Goudey
The context path "breadcrumbs" used to be in a panel in 2.79. Although they look a bit better in the header, there isn't enough space for them with the property search field in the header as well. Maybe there will be another solution in the long term to fit both the search field and this panel in the header, but for now, this commit moves these labels back to a header-less panel. Differential Revision: https://developer.blender.org/D8853
2020-09-15Revert "Image Editor: Make Rendering of Pure Emissive Colors Optional"Jeroen Bakker
This reverts commit f492c8d488b7eb2166ca894e10a8128a1678a885.
2020-09-15Image Editor: Deactivate show repeat for UDIMJeroen Bakker
UDIM textures cannot be repeated, but the option didn't communicate this. This change makes the Show Repeat option inactive when viewing Tiled images
2020-09-15Image Editor: Make Rendering of Pure Emissive Colors OptionalJeroen Bakker
There are some areas that don't handle pure emissive colors well. For example erasing alpha using 2d or 3d painting. Or blurring an image in the compositor. This patch makes the rendering of pure emissive colors optional. In the side panel of the Image editor it can still be enabled when needed. There currently isn't a better place to store it as it is related on how the image (or a layer of the image) is created. A future design needs to make sure that the full workflow is supported.
2020-09-15Cleanup: keymap formattingCampbell Barton
2020-09-15Cleanup: remove '_' prefix for used argumentsCampbell Barton
2020-09-14Fluid: Cleanup bake info string for modular cacheSebastián Barschkis
This commit adds a label on top of the bake operator in modular bake mode. This way users will immediately see if their current settings will allow them to bake noise, meshes or particles after baking the simulation base.
2020-09-14Fix T80694: Crash reloading scripts from the Python consoleCampbell Barton
Running `bpy.ops.script.reload()` from Python was crashing since the operator being called was it's self freed. Change the reload operator to defer execution - as supporting re-registration during execution is quite involved for a corner-case.
2020-09-13Fix T80589: Translations in python scripts are missing.Bastien Montagne
Python 3.8 changed handling of constant values in its AST tool. This code should work on both officialy supported 3.7, and newer 3.8, for now.
2020-09-12Fix T80697: children_recursive returns edit-bones from non edit-boneCampbell Barton
Bone.children_recursive would return edit-bones when in edit-mode irrespective of the type of the bone. Check the type of self instead of the existence of edit-bones.
2020-09-11Image Editor: Smooth Wire User PreferencesJeroen Bakker
The old image editor has an option to enable the smooth wire drawing. This option was stored per editor and disabled by default. This patch connects the smooth wires in the UV/Image editor to `User Prefereces -> Viewport -> Quality -> Smooth Wire [] Overlay`. The old option is left in place and will be removed when the old image editor drawing code will be removed before BCon 3.
2020-09-11Image Editor: Enable New DrawingJeroen Bakker
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.
2020-09-11Use DrawManager for Image/UV EditorJeroen Bakker
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
2020-09-10Sculpt: Enable pen pressure for Scrape/Fill Area RadiusPablo Dobarro
This should improve the issue with Scrape accumulation in concave surfaces. When the strength of the brush is higher, the area radius is also bigger, so the scrape plane is more stable preventing it from accumulating displacement in the same area. The Scrape/Fill default presets are also updated to include this functionality. Reviewed By: sergey Differential Revision: https://developer.blender.org/D8821
2020-09-10Cleanup: Remove outliner edit mode context menu entriesNathan Craddock
The outliner context menu has options to enter and exit edit mode, but they only show in edit mode, and they don't work. This removes the broken entries and related code. Part of T77408 Differential Revision: https://developer.blender.org/D8641
2020-09-10Outliner: Move mode toggling to left columnNathan Craddock
Add a column of icons in the left gutter of the outliner for controlling the interaction modes of objects. When an object is in a mode other than object mode, the mode icon will draw to the left of that object. Any other objects that are valid to be added or swapped into the mode are drawn with a dot to the left of the object. Clicking the dot to the left of an object will swap that object with the current active object in the interaction mode. For edit and pose modes, ctrl clicking the dot will add that object to the current mode. Clicking the mode icon next to the active object removes it and all other objects from the current mode. The behavior is nearly identical to the previous edit/pose mode toggling by selecting the mesh and armature datablocks, with additional support for all interaction modes. Currently two undo steps are pushed to prevent an assert. Part of T77408 Manifest Task: https://developer.blender.org/T68498 Differential Revision: https://developer.blender.org/D8641
2020-09-10Fix T80372: Mantaflow Noise Not working with Smoke/Smoke and FireSebastián Barschkis
Modular caches for noise, particles and meshes require that additional data is baked (i.e. is resumable option). With this commit users will be explicitly asked to enable this option before being able to bake noise, particles or meshes.
2020-09-10Fix T80650: Malformed bl_info header causes empty add-on listingCampbell Barton
2020-09-10UI: Use split layout for world mist settingsAaron Carlisle
Differential Revision: https://developer.blender.org/D7548
2020-09-10UI: Add Missing UV Unwrap Operators to UV EditorAaron Carlisle
This commit also changes the U shortcut to open the unwrap menu instead of the Unwrap operator. The unwrap operator can now be accessed by pressing U twice. Note, these operators use the 3D Viewports selection and not the UV Editor selection. In the future the operators should unwrap based on the selection within that editor. Fixes T80600 Differential Revision: https://developer.blender.org/D8834
2020-09-09Geometry: add Attributes panel for PointCloud and HairBrecht Van Lommel
There is a list of attributes, along with operators to add and remove attributes. For adding, there are a few standard attributes that can be added quickly, as well as a popup to create a custom attribute. Ref T76659 Differential Revision: https://developer.blender.org/D8636
2020-09-09Correct error in last commitCampbell Barton
2020-09-09Cleanup: access context argument instead of bpy.contextCampbell Barton
2020-09-08Revert "Revert "RNA Manual Mapping: Update Mappings""Clément Foucault
This reverts commit de5930333bcd85ede44d6cd1e117b00e5051b728.
2020-09-08Revert "RNA Manual Mapping: Update Mappings"Clément Foucault
This reverts commit f14d24729ff32edffd71b646712e59b640fcddd9. I commited the previous commit because I wasn't building with openvdb. Compiling with openvdb fix the clang-tidy errror.
2020-09-08RNA Manual Mapping: Update MappingsAaron Carlisle
2020-09-08UI: 3D View: Move Live Unwrap to toolbarAaron Carlisle
The menus should be for operators, tool settings belong in the toolbar
2020-09-08Hide tools with missing icons under experimentalPablo Dobarro
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
2020-09-08UI: Aesthetic tweaks to Select All by Type operatorPablo Vazquez
* Match menu items with Add Menu (order and naming e.g. Font -> Text) * Use Icons * Remove ellipsis from the name (policy is to use `...` only when triggering a window/popup) No functional changes. Thanks @HooglyBoogly for the help!
2020-09-07UI: Add temperature unitsHans Goudey
Based on the original patch by Vaishnav S (@padthai), this adds support for temperature units. Initially supported units are Celsius, Kelvin, and Fahrenheit. The units aren't used anywhere with this commit. Those changes should happen in separate patches by adding PROP_TEMPERATURE to RNA property definitions. But it should be ensured that the various solvers and simulations actually properly use real units. The complexity of some of the changes comes from the fact that these units have offsets from each other as well as coefficients. This also makes the implementation in the current unit system troublesome. For example, entering 0C evaluates correctly to 273K, but 0C + 0C doubles that result, because each unit value is evaluated separately. This is quite hard to solve in the general case with Blender's current unit system, though, so it is not handled in this commit. Differential Revision: https://developer.blender.org/D4401
2020-09-07UI: Changes to timeline playback popoverHans Goudey
The current playback popover has some issues: - Using labels instead of headers is inconsistent with the rest of the interface - Incomplete context and description for some properties - Ugly large spacing This commit fixes these problems by using headers. Differential Revision: https://developer.blender.org/D8434
2020-09-07Sculpt: Sculpt Trimming gestures toolsPablo Dobarro
This implements Box Trim as a boolean based trimming too gesture in sculpt mode. This is the intended way to remove parts of the sculpt instead of using box mask and mask slice. It also creates new face sets for the new faces created after the boolean operation. Reviewed By: sergey Differential Revision: https://developer.blender.org/D8766
2020-09-06GPencil: Remove console warning in RENDER_PT_gpencil panelAntonio Vazquez
COMPAT_ENGINE was missing
2020-09-06GPencil: Cleanup unused codeAntonio Vazquez
The poll method is not used