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The new tab in the properties panel for "Color Attributes" shows the
data type and domain, just like the Attributes tab.
The issue is that the UI does not scale well and can only display the
full names when dragged to an extreme width.
This is due to the inclusion of the render icon in between the
attribute name and attribute type description.
This patch changes the order that items are displayed in the Color
Attributes Panel. Moving the render icon to the very right.
The result is consistent with other parts of the Blender UI and does
not take as much space to display the full text.
Reviewed By: @jbakker
Differential Revision: https://developer.blender.org/D14567
Ref D14567
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When using proportional editing, the 'project onto self' snap setting
is ignored since proportional editing does not allow snapping to
self. The UI should reflect this fact. This patch makes 'project onto
self' active only when proportional editing is off.
Reviewed By: mano-wii
Differential Revision: https://developer.blender.org/D14496
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Adding nodes via `NodeAddOperator` could fail if the node's poll fails
in `rna_NodeTree_node_new`. Examples are trying to add a RenderLayers
node or a Cryptomatte node to a nodegroup.
Now except the python error and use blender error reporting only instead
of throwing full python stacktraces at the user.
Differential Revision: https://developer.blender.org/D14584
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For some reasons(c) some base classes (like `bpy.types.Modifier`) are
not listed anymore by a call to
`bpy.types.ID.__base__.__subclasses__()`, unless they are first accessed
explicitely (e.g. by executing `bpy.types.Modifier` etc.).
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This implements the icon for snake hook, as well as tweak the
growth brush to make it bigger and with the triangles more
distinct for better reading of the icon.
Differential Revision: https://developer.blender.org/D14616
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These operators build a list of all lightgroups that are used by the view layer's
scene and either add all used lightgroups that are not part of the view layer yet
or remove all lightgroups in the view layer that are not being used.
Differential Revision: https://developer.blender.org/D14596
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This change moves the grid panel UI from the View tab up into the
Overlay panel.
Reasons to move to the Overlay panel include:
- Consistency with the grid options in the 3D viewport
- The grid has been drawn as an Overlay for quite some time already
Additional changes that now make sense to have:
- The grid responds to the main Overlay show/hide toggle
- Adds a toggle to show/hide the grid which is consistent with overlays in general
As before, these grid controls are only available for active UV edit
sessions.
Differential Revision: https://developer.blender.org/D11862
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The menu with the options was not visible because the tool checked must be the sculpt, not draw.
This was broken in old version, but I cannot determine when or if never worked at expected.
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This patch adds color attributes to TexPaintSlot. This allows an easier selection
when painting color attributes.
Previously when selecting a paint tool the user had to start a stroke, before the
UI reflected the correct TexPaintSlot. Now when switching the slot the active
tool is checked and immediate the UI is drawn correctly.
In the future the canvas selector will also be used to select an image or image texture node
to paint on. Basic implementation has already been done inside this patch.
A limitation of this patch is that is isn't possible anymore to rename images directly from
the selection panel. This is currently allowed in master. But as CustomDataLayers
aren't ID fields and not owned by the material supporting this wouldn't be easy.
{F12953989}
In the future we should update the create slot operator to also include color attributes.
Sources could also be extended to use other areas of the object that use image textures
(particles, geom nodes, etc... ).
Reviewed By: brecht
Maniphest Tasks: T96709
Differential Revision: https://developer.blender.org/D14455
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Ref T96889.
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The goal is to make the Add menu more convenient for the new curves object.
The following changes are done:
* Add `curves` submenu.
* Add an `Empty Hair` operator that also sets the surface object.
* Rename the old operator to `Random`. It's mostly for testing at this point.
Differential Revision: https://developer.blender.org/D14556
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This operator snaps the first point of every curve to the corresponding
surface object. The shape of individual curves or their orientation is
not changed.
There are two different attachment modes:
* `Nearest`: Move each curve so that the first point is on the closest
point on the surface. This should be used when the topology of the
surface mesh changed, but the shape generally stayed the same.
* `Deform`: Use the existing attachment information that is stored
for curves to move curves to their new location when the surface
mesh was deformed. This generally does not work when the
topology changed.
The purpose of the operator is to help setup the "ground truth"
for how curves are attached to the surface. When the ground
truth surface changed, the original curves have to be updated
as well. Deforming curves based on an animated surface will be
done with geometry nodes independent of the operator.
In the UI, the operator is currently exposed in curves sculpt mode
in the `Curves > Snap Curves to Surface` menu.
Differential Revision: https://developer.blender.org/D14515
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Avoid errors in the legacy Pose Library panel (in Armature properties)
when the Pose Library add-on is disabled.
It's unfortunate that a built-in panel now has knowledge of an add-on.
Then again, it's temporary (one or two Blender releases), and it now uses
feature detection instead of just assuming the add-on is enabled.
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No functional changes.
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Use a regular property split layout instead of a grid flow.
Also fix part of T65393.
Differential Revision: https://developer.blender.org/D13558
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Remove the extra space given for decorators on right of the popover.
Differential Revision: https://developer.blender.org/D14518
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Change uses of "Hair" in Render Settings UI in the property editor
and the "Hair Info" node to use the "Curves" name to reflect the
design described in T95355, where hair is just a use case of a more
general curves data type.
While these settings still affect the particle hair system,
the idea is that if we have to choose one naming scheme to align
with, we should choose the option that aligns with future plans
and current development efforts, especially since the particle
system is considered a legacy feature.
A few notes:
- "Principled Hair BSDF" is not affected since it's meant for hair.
- Python API property identifiers are not affected.
Differential Revision: https://developer.blender.org/D14573
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This avoids script authors using `eval("context.%s" % data_path)`
to access paths starting from the context,
which isn't good practice especially if the data_path isn't trusted.
Now it's possible to resplve paths such as:
context.path_resolve('active_object.modifiers[0].name')
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Access the keys of the collection instead of the layers names
and use a set to detect collisions. There is no need to access the
duplicate layers themselves. Roughly twice as fast.
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Contributed by luzpaz.
Differential Revision: https://developer.blender.org/D14443
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color attribute system.
This commit removes sculpt colors from experimental
status and unifies it with vertex colors. It
introduces the concept of "color attributes", which
are any attributes that represents colors. Color
attributes can be represented with byte or floating-point
numbers and can be stored in either vertices or
face corners.
Color attributes share a common namespace
(so you can no longer have a floating-point
sculpt color attribute and a byte vertex color
attribute with the same name).
Note: this commit does not include vertex paint mode,
which is a separate patch, see:
https://developer.blender.org/D14179
Differential Revision: https://developer.blender.org/D12587
Ref D12587
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This adds a new Grow/Shrink brush which is similar to the Length
brush in the old hair system.
* It's possible to switch between growing and shrinking by hold
down ctrl and/or by changing the direction enum.
* 3d brush is supported.
* Different brush falloffs are supported.
* Supports scaling curves uniformly or shrinking/extrapolating
them. Extrapolation is linear only in this patch.
* A minimum length settings helps to avoid creating zero-sized curves.
Differential Revision: https://developer.blender.org/D14474
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Those geometry types are expected to behave the same as e.g. mesh
with respect to data copying. The fact that this was not enabled
already was an oversight in the initial commit that added these types.
Differential Revision: https://developer.blender.org/D14554
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This experimental preference was not making much difference with
selection set to left-mouse for the 3D view and UV editor. Now dragging
the existing selection is possible when this preference is enabled.
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Ignore this experimental preference for the sequencer.
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Ensure the fallback transforms on drag when used as a fallback.
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Disable select-passthrough on release events.
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This was added [0] but the property is missing in the operator.
[0]: e49fef45cef7d53ae856a943e125838cdfcea0a0
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Add a new panel called "Tweaks" so we can get feedback from users
about minor tweaks to behavior as exposing these minor changes.
Currently this only has a single item in it, however we may want to
get feedback from users about small changes in the future so I'd
prefer to have a place to list these kinds of options.
Ref D14542
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Remove much of the old legacy pose library:
- Remove from the Pose & Armature menus.
- Remove from the default keymap.
- Pose Library panel in Armature properties: Add "(legacy)" to title.
- Add note that the functionality of that panel is obsolete, with a
button that opens the manual on the chapter of the new pose library.
- Add button to convert the selected legacy pose library to pose assets.
- The rest of the functionality is greyed out to further communicate
it's been deprecated. It's still functional, though.
Ref: T93405
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Add edge panning feature to transform operator. It works in same way as
in node editor, but Y axis is limited by usable range up to 128
channels.
Reviewed By: Severin
Differential Revision: https://developer.blender.org/D14310
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This only adds a experimental flag to enable the 3d texturing brush,
so future developments could check. Currently the flag does nothing
as no functionality of the 3d texturing brush has been implemented.
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This patch adds channel region to VSE timeline area for drawing channel
headers. It is synchronizedwith timeline region. 3 basic features are
implemented - channel visibility, locking and name.
Channel data is stored in `SeqTimelineChannel` which can be top-level
owned by `Editing`, or it is owned by meta strip to support nesting.
Strip properties are completely independent and channel properties are
applied on top of particular strip property, thus overriding it.
Implementation is separate from channel regions in other editors. This
is mainly because style and topology is quite different in VSE. But
also code seems to be much more readable this way.
Currently channels use functions similar to VSE timeline to draw
background to provide illusion of transparency, but only for background
and sfra/efra regions.
Great portion of this patch is change from using strip visibility and
lock status to include channel state - this is facilitated by functions
`SEQ_transform_is_locked` and `SEQ_render_is_muted`
Originally this included changes in D14263, but patch was split for
easier review.
Reviewed By: fsiddi, Severin
Differential Revision: https://developer.blender.org/D13836
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This takes state of soc-2020-io-performance branch as it was at
e9bbfd0c8c7 (2021 Oct 31), merges latest master (2022 Apr 4),
adds a bunch of tests, and fixes a bunch of stuff found by said
tests. The fixes are detailed in the differential.
Timings on my machine (Windows, VS2022 release build, AMD Ryzen
5950X 32 threads):
- Rungholt minecraft level (269MB file, 1 mesh): 54.2s -> 14.2s
(memory usage: 7.0GB -> 1.9GB).
- Blender 3.0 splash scene: "I waited for 90 minutes and gave up"
-> 109s. Now, this time is not great, but at least 20% of the
time is spent assigning unique names for the imported objects
(the scene has 24 thousand objects). This is not specific to obj
importer, but rather a general issue across blender overall.
Test suite file updates done in Subversion tests repository.
Reviewed By: @howardt, @sybren
Differential Revision: https://developer.blender.org/D13958
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This tool can be used to rapidly edit curves. The current set of
functionalities for Bezier splines are as follows:
The functionalities are divided into three versions of the operator:
* Left-Click
* Ctrl + Left-Click
* Double Click
All current functionalities and their defaults are as follows:
* Extrude Point: Add a point connected to an existing point.
Enabled for Left-Click.
* Extrude Handle Type: Type of the handles of the extruded points.
Can be either Vector or Auto. Defaults to Vector.
* Delete Point: Delete existing point.
Enabled for Ctrl + Left-Click.
* Insert Point: Insert a point into a curve segment.
Enabled for Ctrl + Left-Click.
* Move Segment: Move curve segment.
Enabled for Left-Click.
* Select Point: Select a single point or handle at a time.
Enabled for Left-Click.
* Move point: Move existing points or handles.
Enabled for Left-Click.
* Close Spline: Close spline by clicking the endpoints consecutively.
Defaults to True.
* Close Spline Method: The condition for Close Spline to activate.
Can be one of None, On Press or On Click.
Defaults to On Click for Left-Click and None for the others.
* None: Functionality is turned off.
* On Press: Activate on mouse down.
This makes it possible to move the handles by dragging immediately
after closing the spline.
* On Click: Activate on mouse release.
This makes it possible to avoid triggering the Close Spline
functionality by dragging afterward.
* Toggle Vector: Toggle handle between Vector and Auto handle types.
Enabled for Double Click on a handle.
* Cycle Handle Type: Cycle between all four handle types.
Enabled for Double Click on the middle point of a Bezier point.
The keybindings for the following functionalities can be adjusted from
the modal keymap
* Free-Align Toggle: Toggle between Free and Align handle types.
Defaults to Left Shift. Activated on hold.
* Move Adjacent Handle: Move the closer handle of the adjacent vertex.
Defaults to Left Ctrl. Activated on hold.
* Move Entire: Move the entire point by moving by grabbing on the handle
Defaults to Spacebar. Activated on hold.
* Link Handles: Mirror the movement of one handle onto the other.
Defaults to Right Ctrl. Activated on press.
* Lock Handle Angle: Move the handle along its current angle.
Defaults to Left Alt. Activated on hold.
All the above functionalities, except for Move Segment and
those that work with handles, work similarly in the case of Poly
and NURBS splines.
Reviewed By: HooglyBoogly, weasel, campbellbarton
Differential Revision: http://developer.blender.org/D12155
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Light groups are a type of pass that only contains lighting from a subset of light sources.
They are created in the View layer, and light sources (lamps, objects with emissive materials
and/or the environment) can be assigned to a group.
Currently, each light group ends up generating its own version of the Combined pass.
In the future, additional types of passes (e.g. shadowcatcher) might be getting their own
per-lightgroup versions.
The lightgroup creation and assignment is not Cycles-specific, so Eevee or external render
engines could make use of it in the future.
Note that Lightgroups are identified by their name - therefore, the name of the Lightgroup
in the View Layer and the name that's set in an object's settings must match for it to be
included.
Currently, changing a Lightgroup's name does not update objects - this is planned for the
future, along with other features such as denoising for light groups and viewing them in
preview renders.
Original patch by Alex Fuller (@mistaed), with some polishing by Lukas Stockner (@lukasstockner97).
Differential Revision: https://developer.blender.org/D12871
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While it still has known issues/bugs/limitations. Also do not make it the very first export menu item, while at it.
Differential: D14512
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Adds a dropdown for the Library Overrides display mode that lets users
choose between a "Properties" and a "Hierachies" view mode. The former
is what was previously there (a mode that displays all overridden
properties with buttons to edit the values), the latter is new. It
displays the hierarchical relationships between library overridden
data-blocks. E.g. to override the mesh of an object inside a linked
collection, the entire collection > object > mesh hierarchy needs to be
overridden (whereby the former two will be automatically overridden
using system overrides).
The Hierarchies mode will also show the override hierarchies of
data-blocks that were linked and are overridden in the source file. This
information is useful to have, especially for debugging scenes.
Part of T95802.
Differential Revision: https://developer.blender.org/D14440
Reviewed by: Bastien Montagne
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029cf23d71b3 changed some icons alignment, but after 9be49a106994
the icons don't align anymore. This commit reverts 029cf23d71b3 and
also makes a couple of other outliner icons left aligned, instead of
right aligned, for consistency and general alignment.
Differential Revision: https://developer.blender.org/D14501
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Also change some remaining cases of "hair object" to "curves object".
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This commit makes the dot grid used as background in the node editor
more visually stable when zooming in and out.
The dot grid now uses a continuously subdividing pattern, where
each level of subdivision divides the previous five times, similar to
the line grid in the 3D viewport.
The maximum for the "Grid Levels" theme setting is changed to 3, since
any further subdivisions are too small to be visible.
The "Grid Levels" value for the default themes "Blender Dark" and
"Blender Light" is therefore changed to 3, as well.
Reviewed By: Hans Goudey, Pablo Vazquez
Differential Revision: http://developer.blender.org/D13302
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This adds a new operator that converts all selected curves objects
into hair particle systems on their respective surface objects. Existing
particle systems with the correct name are updated, otherwise a new
particle system is added.
The purpose of the operator is the make the new curve sculpting tools
useful even before all functionality is ported over from the old hair system.
The operator can be found in the `Object > Convert` menu in object mode,
when a curves object is active.
Differential Revision: https://developer.blender.org/D14441
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The current behaviour is to prevent multi-user data from having its
transformation applied.
However in some particular cases it is possible to apply them:
* If all the users of the multi-user data are part of the selection.
* If not all the users are in the selection but the selection is made
single-user.
The active object is used as reference to set the transformation of the
other selected objects.
Note: For simplicity sake, this new behaviour is only available if all
the selection is using the same data.
Differential Revision: https://developer.blender.org/D14377
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