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2021-08-06Cleanup: rename `FileList::asset_library` → `asset_library_ref`Sybren A. Stüvel
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
2021-08-06Fix shortcut for Asset Details not showing in Asset Browser pulldownJulian Eisel
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.
2021-08-06Geometry Nodes: Select by Handle Type NodeHans Goudey
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
2021-08-05Render: move Cycles visibility, holdout and shadow catcher properties to BlenderBrecht Van Lommel
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
2021-08-05GPencil: New Merge Layer keymap: Shift+Ctrl+MAntonio Vazquez
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
2021-08-05GPencil: New Caps iconsAntonio Vazquez
These icons are used to define the type of caps. Designed by: Matias Mendiola Reviewed by: Pablo Vazquez
2021-08-05Windows: Add icons and icons_geom to make.batRay Molenkamp
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)
2021-08-04GPencil: New Brush option to define Caps typeAntonio Vazquez
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
2021-08-04Viewport normal drawing with constant lengthJeroen Bakker
Patch for: T37878 {F10169694} Reviewed By: fclem Differential Revision: https://developer.blender.org/D11487
2021-08-04Geometry Nodes: Curve Set Spline TypeJohnny Matthews
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
2021-08-04Icons: add license headers to utilitiesCampbell Barton
2021-08-04Icons: resolve various issues for generating iconsCampbell Barton
- 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.
2021-08-04Icons: update alert icon scriptCampbell Barton
Missed from c549d736cff0d5013f05fb5240ef07671c5aa5ce.
2021-08-03USD: add USD importerMichael Kowalski
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
2021-08-03Cleanup: Remove redundant checks in File Browser UI scriptJulian Eisel
Was already checking these preconditions in the poll method.
2021-08-03Fix T90341: Crash opening 2.4 file with File Browser editor openJulian Eisel
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.
2021-08-03Fix annotations placement option in the Movie Clip editorAaron Carlisle
In rB6ee14c966d05362228511756c4906e043b87e346 the enum items were renamed/removed, this change was not propagated to this setting
2021-08-02Fix T78469: Output Metadata: Strip Name no longer accessiblePhilipp Oeser
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
2021-08-02Asset Browser: Proper context menu for assetsJulian Eisel
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
2021-08-02Asset Browser: Don't show inapplicable filter and display settingsJulian Eisel
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
2021-08-02Asset Browser: Adjust header pulldowns to be Asset Browser specificJulian Eisel
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
2021-07-30UI: Move Mark/Clear asset out of ID Data in Outliner context menuJulian Eisel
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.
2021-07-30Preferences: Move "Register File Association" to preferences levelJulian Eisel
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.
2021-07-30Fix: script.reload() operator reloads current app templateFlix
Ref D12040
2021-07-29VSE: Change grid line drawingRichard Antalik
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
2021-07-27Anotations: Fix a several issues with stroke placementAaron Carlisle
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
2021-07-26Fix: Instantly hide bones after hitting H key in pose slidingChristoph Lendenfeld
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
2021-07-26Mantaflow: Remove Noise Type OptionAaron Carlisle
Mantflow only supports wavelet noise, thus the parameter with only one option is no longer useful. Differential Revision: https://developer.blender.org/D6770
2021-07-26VSE: Fix truncated labelRichard Antalik
Label for snapping current frame to strips was cut off and not very readable. Reviewed By: HooglyBoogly Differential Revision: https://developer.blender.org/D11951
2021-07-23Cleanup: code comments punctuation / spacingCampbell Barton
2021-07-22VSE: Speed Effect layout updatesGermano Cavalcante
**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
2021-07-22Geometry Nodes: Set Bezier Handle Type NodeJohnny Matthews
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
2021-07-21Fix i18n utils_cli mistake.Bastien Montagne
Reported by James Monthea (@jmonteath), thanks.
2021-07-21Cleanup: replace NB with NOTE in commentsCampbell Barton
2021-07-20Speedup rigid body "Copy from Active" operatorJagannadhan Ravi
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
2021-07-20Fix T89982: Geometry Nodes: 'New' Button tries to create node_tree on active ↵Philipp Oeser
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
2021-07-20Cleanup: Remove redundant forward declarations.Jeroen Bakker
2021-07-20LineArt: UI cleanups.YimingWu
Wording on the UI, slider consistency and material mask switches layout. Reviewed By: Sebastian Parborg (zeddb) Differential Revision: http://developer.blender.org/D11839
2021-07-20Docs: Update RNA to user manual mappingsAaron Carlisle
2021-07-19Cleanup: remove unused pathlib importCampbell Barton
2021-07-18Geometry Nodes: Curve Trim NodeAngus Stanton
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
2021-07-16VSE: Fix multicam splitting all selected stripsRichard Antalik
`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
2021-07-16Rename UI error message on attributes panel for name collisionsDalai Felinto
* Name Collisions > Name collisions * Info icon > Error icon
2021-07-15Asset Browser: Python mixin utility for category-specific panelsSybren A. Stüvel
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.
2021-07-15UI: Support pressing Ctrl+F over UI lists to searchJulian Eisel
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).
2021-07-15UI: Support UI list tooltips, defined via Python scriptsJulian Eisel
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 ```
2021-07-15Assets: Open Blend File operatorSybren A. Stüvel
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.
2021-07-15Assets: Show asset path in asset browser sidebarJulian Eisel
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.
2021-07-15Cleanup: improve comments, remove debug printfCampbell Barton
2021-07-15Keymap: use Shift-Tab to toggle snap in the sequencerCampbell Barton
Match the same shortcut for the 3D view & UV editor.