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In the `FileList` struct, rename the `AssetLibraryReference
*asset_library` field to `asset_library_ref` -- it's a description of
which asset library is used, and not the asset library itself.
This is to make space for a future `AssetLibrary *asset_library` field,
which will point to an actual asset library struct/class.
No functional changes.
Reviewed by: Severin
Differential Revision: https://developer.blender.org/D12151
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The shortcut wouldn't show up in the Asset Browser's "View" pulldown for
the "Asset Details" item. It's the "N" key to toggle the right sidebar.
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Just like the "Select by Material" node, this node outputs a
boolean attribute for control points that have a matching handle
type. By default left and right handles are considered, but it's
possible to only check one side with the toggle in the node.
Differential Revision: https://developer.blender.org/D12135
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The immediate reason for this is that we want to be able to initialize them
to different defaults for light objects, which is hard with Python properties.
But in general it is useful to be able to share these with other renderers.
As a side effect, Eevee now supports a per-object holdout instead of only
per-collection.
Differential Revision: https://developer.blender.org/D12133
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The keymap is available in: Draw, Edit, Sculpt, Weight Paint and Vertex Paint modes.
The keymap is not available in Object mode to avoid any conflict.
Reviewed By: pepeland
Differential Revision: https://developer.blender.org/D12128
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These icons are used to define the type of caps.
Designed by: Matias Mendiola
Reviewed by: Pablo Vazquez
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This adds support for building the icons from make.bat
unlike bash there is no passing environment variables
on the command line.
The scripts go out of their way to locate both blender
and inkscape however if they are not found, the user is
given a helpful error message telling them how to set
the variables.
Although some extra help can be given there, if your
normal build is a 2019 full build running
`make 2019 full icons`
will help it find the blender executable as well.
finally if you know the name of your build folder
running
`make builddir build_windows_Lite_x64_vc16_Release icons`
will also work, if all fails you can point directly to
the blender executable by running
`set BLENDER_BIN=c:\where\blender\lives\blender.exe`
before running `make icons` or `make icons_geom`
The python scripts needed some small modifications since
without the PATHEXT, SystemRoot and SystemDrive
environment variables python will not initialize properly
on windows. (Not blender related, even mainline python
won't start without those)
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This is used to set the default caps type for the stroke. Before always was rounded and only could be changed later in Edit mode
Two new buttons has been added to topbar.
NOTE: New icons are been designed (T90414)
The buttons are expanded to list in Properties panel.
Reviewed By: mendio, HooglyBoogly
Differential Revision: https://developer.blender.org/D11999
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Patch for: T37878
{F10169694}
Reviewed By: fclem
Differential Revision: https://developer.blender.org/D11487
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This node sets the selected (or all) splines in curve to a chosen target
spline type. Poly, Bezier, and NURB splines can be converted to any of
the other types. This is meant to be a building block node, useful in
many procedural situations.
In the future the node could be optimized with multi-threading, or by
avoiding copying in many cases, either by retrieving the curve for write
access or by passing the raw vectors to the new splines where possible.
With edits from Hans Goudey (@HooglyBoogly)
Differential Revision: https://developer.blender.org/D12013
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- INKSCAPE_BIN environment variable was ignored by
alert_icons_update & prvicons_update.
- `make icons` wasn't regenerating alert icons.
- Updating SVG icons failed using blender built with ASAN.
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Missed from c549d736cff0d5013f05fb5240ef07671c5aa5ce.
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This is an initial implementation of a USD importer.
This work is comprised of Tangent Animation's open source USD importer,
combined with features @makowalski had implemented.
The design is very similar to the approach taken in the Alembic
importer. The core functionality resides in a collection of "reader"
classes, each of which is responsible for converting an instance of a
USD prim to the corresponding Blender Object representation.
The flow of control for the conversion can be followed in the
`import_startjob()` and `import_endjob()` functions in `usd_capi.cc`.
The `USDStageReader` class is responsible for traversing the USD stage
and instantiating the appropriate readers.
Reviewed By: sybren, HooglyBoogly
Differential Revision: https://developer.blender.org/D10700
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Was already checking these preconditions in the poll method.
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The file selection parameters (e.g. `context.space_data.params`) are
expected to be unset in certain cases. Reading 2.4 files seems to be one
of them. Hence, code using it should check it's set first. Also added an
assert to a File Browser UI template printing a message when the
parameters are unset, to help debugging the issue.
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In rB6ee14c966d05362228511756c4906e043b87e346 the enum items were renamed/removed, this change was not propagated to this setting
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Caused by rB7fc60bff14a6.
This has actually been reported and closed, but that was clearly a
misunderstanding (above commit changed a checkbox to be an enum, but a
second checkbox was simply removed)
Maniphest Tasks: T78469
Differential Revision: https://developer.blender.org/D12084
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Add a context menu dedicated to asset operations to the Asset Browser.
There are two separate context menus to keep things separated well and
avoid confusing if-else logic (similar to D12057 & D12059). Their polls
make sure they are displayed for the right contexts only.
Also (to be committed as followup cleanup): Remove now unused special
handling for assets in file delete operator.
Differential Revision: https://developer.blender.org/D12062
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So far the Asset Browser just showed the same popups and settings as the
File Browser. Not all of them made sense for the Asset Browser though.
* Don't show inapplicable recursion toggle.
* Don't show sorting options, which don't work with assets anyway.
* Don't show the Filter popover, there are currently no applicable items
in there.
Just like in D12057, I decided to add separate classes for the Asset
Browser case.
Differential Revision: https://developer.blender.org/D12059
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So far the Asset Browser just showed the same menus as the File Browser.
Not all of their entries made sense for the Asset Browser though. I
decided to just give them entirely different classes to avoid confusing
if-else checks everywhere. I think the code duplication this adds is a
minor issue, it's better to keep things seperated clearly IMO.
* View menu: Add "Asset Details" toggle for the sidebar region.
* View menu: Remove recursion sub-menu
* View menu: Remove "File Path" region toggle, which doesn't apply for
the Asset Browser.
Differential Revision: https://developer.blender.org/D12057
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They are now always shown in the top-level of the Outliner context menu.
Having them in the ID Data submenu was just a hassle to work with, and
often confusing to users - even if technically correct (the asset status
is part of the ID data).
Part of T82680.
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The operator was register as a "file" operator, which are by convention
used for File Browser operators only. Move it to the "preferences"
operators, where it's displayed in the UI too.
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Ref D12040
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Add overlay option to disable grid drawing.
Reuse drawing code from other editors (timeline editor)
Add argument `display_minor_lines` to function
`UI_view2d_draw_lines_x__discrete_frames_or_seconds`
This way minor line drawing can be disabled and so it doesn't cause
too much visual noise. Also spacing seems to be too fine, so VSE uses 3x
what is defined in preferences.
Reviewed By: fsiddi, Severin
Differential Revision: https://developer.blender.org/D11790
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Previously, this option was not exposed in the UI, only for the clip editor.
There were also multiple rna properties that did the same thing for each of the 2D editors.
There was also an issue where the property enum items were the same as the 3d view which didnt make much sense.
Reviewed By: antoniov
Differential Revision: https://developer.blender.org/D12027
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When using a pose slider it is possible to hide bones with the 'H' key.
Before this patch the screen didn't update, so you had to move the mouse 1 pixel to update.
This patch makes it so it updates right away
Reviewed by: Sybren A. Stüvel
Differential Revision: https://developer.blender.org/D12024
Ref: D12024
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Mantflow only supports wavelet noise, thus the parameter with only one option is no longer useful.
Differential Revision: https://developer.blender.org/D6770
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Label for snapping current frame to strips was cut off and not very readable.
Reviewed By: HooglyBoogly
Differential Revision: https://developer.blender.org/D11951
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**Changes:**
- New enums correspond to 4 modes: `Stretch`, `Multiply`, `Frame Number` and `Length`.
- "`Multiply Factor`" has been removed;
- Value corresponding to "`use as speed`" enabled is now the value appended to the `Multiply` enum;
- Value corresponding to "`use as speed`" disabled is now the value appended to the `Frame Number` enum;
- Value corresponding to "`Scale to Length`" enabled is now the value appended to the `Length` enum;
- Except `Stretch` each mode has now its respective control values.
Differential Revision: https://developer.blender.org/D11856
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This node takes a curve and a point selection and allows you to set the
specified (or all) points left/right or both handles to a given type.
Differential Revision: https://developer.blender.org/D11992
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Reported by James Monthea (@jmonteath), thanks.
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If there were lots of selected objects without an existing rigid body,
we would add rigid bodies to them one by one.
This would be slow in python, now we instead do this as a batch
operation in C.
On my (Intel) MacBook it used to take 60 seconds and with this change it
takes about 0.3 seconds.
Reviewed By: Sebastian Parborg
Differential Revision: http://developer.blender.org/D11957
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modifier, rather than button context
When done from the Properties Editor, the context's modifier should be
used (this is where the button is located), when done from elsewhere,
the active modifier is still the way to go (since the context modifier is
not available then)
Maniphest Tasks: T89982
Differential Revision: https://developer.blender.org/D11972
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Wording on the UI, slider consistency and material mask switches layout.
Reviewed By: Sebastian Parborg (zeddb)
Differential Revision: http://developer.blender.org/D11839
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This node implements shortening each spline in the curve based on
either a length from the start of each spline, or a factor of the
total length of each spline, similar to the "Start & End Mapping"
panel of curve properties.
For Bezier curves, the first and last control points are adjusted
to maintain the shape of the curve, but NURB splines are currently
implicitly converted to poly splines.
The node is implemented to avoid copying where possible, so it outputs
a changed version of the input curve rather than a new one.
Differential Revision: https://developer.blender.org/D11901
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`split_multicam` used split operator, where if more strips than
multicam were selected, all would be split, which is undesirable.
Add `Sequence.split()` RNA API function. to split individual strips.
Function accepts `frame` and `split_method arguments`. Returns right
strip after splitting.
In case when strip being split have effects, these will be split too, so
no invalid state should be created.
Selection is not handled, this is by design up to user.
Reviewed By: sergey
Differential Revision: https://developer.blender.org/D11926
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* Name Collisions > Name collisions
* Info icon > Error icon
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Using this mixin for a panel definition, it's possible to set in which
categories the panel should appear. This is used by the Pose Library
add-on.
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Adds an operator invoked by default with Ctrl+F that while hovering a UI
list, opens the search field of the list and enables text input for it.
With this commit the search button may actually be out of view after
Ctrl+F still. The following commit adds auto-scroll to solve that.
A downside is that in the Properties, there also is Ctrl+F to start
the editor-wide search. That's not unusual in Blender though (e.g.
scolling with the mouse over a UI list also scrolls the list, not the
region).
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Makes it possible to create tooltips for UI list rows, which can be
filled in .py scripts, similar to how they can extend other menus. This
is used by the (to be committed) Pose Library add-on to display pose
operations (selecting bones of a pose, blending a pose, etc).
It's important that the Python scripts check if the UI list is the
correct one by checking the list ID.
For this to work, a new `bpy.context.ui_list` can be checked. For
example, the Pose Library add-on does the following check:
```
def is_pose_asset_view() -> bool:
# Important: Must check context first, or the menu is added for every kind of list.
list = getattr(context, "ui_list", None)
if not list or list.bl_idname != "UI_UL_asset_view" or list.list_id != "pose_assets":
return False
if not context.asset_handle:
return False
return True
```
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Add operator 'Open Blend File' to the Asset Browser. This operator:
- starts a new Blender process,
- opens the blend file containing the asset,
- monitors the new Blender process, and when it stops,
- reloads the assets to show any changes made.
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It's useful to know where an asset is stored in, before this there was no way
to tell this. This could probably be displayed nicer in the UI but we're
currently unsure how. But at least the information is there now.
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Match the same shortcut for the 3D view & UV editor.
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