Age | Commit message (Collapse) | Author |
|
The preview data was not available in this context and need to be checked to avoid the warning.
|
|
All of the operators in vertex paint mode didn't work properly with
the new color attribute system. They only worked on byte color type
attributes on the face corner domain.
Since there are four possible combinations of domains and types now,
it mostly ended up being simpler to convert the code to C++ and use
the geometry component API for retrieving attributes, interpolating
between domains, etc. The code changes ended up being fairly large,
but the result should be simpler now.
Differential Revision: https://developer.blender.org/D15261
|
|
There were two problems here:
1) Console warnings due to brush was None.
2) It was impossible to recreate a brush.
This patch fixes both issues and it is now possible to recreate any brush.
Differential Revision: https://developer.blender.org/D15213
Reviewed by: @dflelinto
|
|
If the brush is deleted, the panel must not be filled.
To recreate the missing Brush is necessary to use `Reset All`
This fix part of T98904
|
|
A few libraries were updated, a few were added, and a few were missing
from the previous license document.
|
|
|
|
The tweak tool was toggling node selection twice, as the selection
key-map is already accounted for in the node key-map there is no need
to duplicate the actions in the tweak tool.
|
|
Removed OPTYPE_UNDO flags from the swap brush colors and
sample color operators. These types of operators are
not supposed to be undoable in the first place. Also
memfile undo is too buggy for it.
|
|
I'm not sure what is causing this. Vertex normals get corrupted
for paint and mask sculpt brushes but not the normal geometric
ones. Since we don't actually need to recalculate normals
here to begin with I've just disabled it. The code now
calls the appropriate node mark update function based on
the sculpt tool.
|
|
A follow up on the fix for T98145 for the 2.7x keymap.
|
|
Callbacks used in the gizmo operator template don't support updating
while being dragged, set the EXCLUDE_MODAL flag so the offsets
aren't accumulated. Also fix the offset being applied twice to the
move gizmo.
|
|
is translated in menu.
Those type of entries have to be tagged as not translatable...
|
|
Also fixed an unreported issue of incorrect interpolation of thickness.
Reviewed By: Aleš Jelovčan (frogstomp), Antonio Vazquez (antoniov)
Differential Revision: https://developer.blender.org/D15005
|
|
float_as_string(1000000) resulted in 1e+06.0 which isn't valid notation.
|
|
Regression from [0] which changed operator properties without
updating this keymap.
[0]: 4c3e91e5f565b81dd79b5d42f55be5b93662d410
|
|
Support RNA types using the Py/C-API PyGetSetDef defined properties.
Currently `WindowManager.clipboard` is the only instance of this.
|
|
Embedded node trees are not groups, since their inputs and outputs
are not exposed anywhere. So these panels should not be displayed.
|
|
We really need to fix how unprojected radius (scene unit) works.
What happened is the paint code updates the brush's normal radius
with the current unprojected pixel radius, which was then
used by texture brush tiled mode.
To fix this I just cached the pixel radius at stroke start in
UnifiedPaintSettings->start_pixel_radius.
|
|
|
|
Use the same method for node selection and dragging that is used
in the 3D viewport and UV editor. Instead of relying on a modal
operator - use the keymap to handle click/drag events.
Details:
Failure to transform unselected nodes was caused by [0] & [1] however
detecting drag relied on specific behavior which I don't think we should
be depending on.
This error happened when selection was defined both in the key-map for
the tool and for the node-editor.
- The left mouse button would activate selection in both the tool
and "Node Editor" keymap.
- The first selection would return `FINISHED | PASS_THROUGH` when
selecting a previously unselected node.
- The same PRESS would trigger a second selection would return
`RUNNING_MODAL | PASS_THROUGH`,
(starting a NODE_OT_select as a modal operator).
- In 3.1 (with tweak events) the modal operator would then exit and
fall-back to the tweak event which would transform the selected
nodes.
- In 3.2 (as of [0]) the PRESS that starts the modal operator is
considered "handled" and prevents drag event from being detected.
The correct behavior in this case isn't obvious:
If a modal operator starts on pressing a button, using that same the
release to generate drag/click events is disputable.
Even in the case or 3.1 it was inconsistent as tweak events were
generated but click events weren't.
Note: after investigating this bug it turns out a similar issue already
existed in 2.91 and all releases afterwards. While the bug is more
obscure, it's also caused by the tweak event being interrupted as
described here, this commit resolves T81824 as well.
[0]: 4d0f846b936c9101ecb76a6db962aac2d74a460a
[1]: 4986f718482b061082936f1f6aa13929741093a2
Reviewed By: Severin
Ref D14499
|
|
The acquire locking of the draw manager introduced other issues.
The current implementation was a hacky solution as we know that the
final solution is something totally different {T98016}.
Related issues:
* {T97988}
* {T97600}
|
|
The hue color filter now wraps correctly. Fixes T97768.
Reviewed By: Julien Kaspar & Joseph Eagar
Differential Revision: https://developer.blender.org/D14887
Ref D14887
|
|
Code would add a bit too often the identifier of an RNA class to
translated messages, this is only needed if there is no valid label
available for it.
|
|
Another mistake in rBdb3f5ae48aca.
|
|
|
|
Remove use of deprecated operator context passing.
Also minor clarification in the context.temp_override docs.
|
|
Credits: Oksana Dobrovolska
|
|
Differential Revision: https://developer.blender.org/D14797
|
|
This allows object extras such as image-empties to be shown in the VR
viewport/headset display. Being able to see reference images in VR can
be useful for architectural walkthroughs and 3D modeling applications.
Since users may not want to see all object extras (lights, cameras,
etc.), per-object-type visibility settings are also added as session
options.
By slightly refactoring the definition of the 3D View object types
visibility panel (note: no functional changes), the VR Scene Inspection
add-on can show a similar panel without duplicating code. When VR
selection is possible in the future, the object type select options can
also be enabled.
Reviewed By: Severin
Differential Revision: https://developer.blender.org/D14220
|
|
Add the Discontinuity (Euler) Filter operator to the Dope Sheet->Key
menu, so it's not only available from the Graph Editor->Key menu. On
request of @pablico, see T95386.
This required changing a poll function which is used by a bunch of other
operators, which seemed scary at first, but my thinking is that if an
operator can execute in the Graph Editor, then it should also be able to
execute in the Dope Sheet. I think the only reason this wouldn't be true
is if we were storing animation data in the UI itself, which of course
we don't. So I hope this is okay.
Reviewed By: sybren
Differential Revision: https://developer.blender.org/D14015
|
|
|
|
This patch modifies tooltips of attributes and UV maps to resolve
inconsistencies. It also restores the vertex color icon that went
missing from the UI lists when color attributes replaced vertex colors.
Fixes T97614
Differential Revision: https://developer.blender.org/D14768
|
|
When height is limited, it is defined by space occupied by strips,
but at least channels 1 to 7 will be always visible. This allows it to
easily overview timeline content by zooming out to maximum extent in Y
axis and panning in X axis.
More channels can be "created" on demand by moving strip to higher
channel. When strip is removed and highest channel becomes empty, view
will stay as is until it is moved down. Then new highest point is
remembered and it is not possible to pan upwards until strip is moved to
higher channel.
Limiting takes into account height of scrubbing and markers area as
well as scrollers. This means that when zoomed out to maximum extent,
no strips are obstructed by fixed UI element.
Fixes T57976
Reviewed By: Severin
Differential Revision: https://developer.blender.org/D14263
|
|
Geometry node group inputs and outputs get a new property that controls
the attribute name used for that field input/output when assigning the
node group to a modifier for the first time. If the default name is assigned
to an input, the default "Use attribute name" is true .
In order to properly detect when a node group is first assigned,
the modifier now clears its properties when clearing the node group.
Ref T96707
Differential Revision: https://developer.blender.org/D14761
|
|
The PBVH draw cache wasn't being invalidated in
all cases. It is now invalidated whenever a PBVH
node's draw buffers are freed.
|
|
Remove the experimental option for named attributes nodes show they are
always available.
Ref T91742
|
|
Motion paths can now be initialised to more sensible frame ranges,
rather than simply 1-250:
- Scene Frame Range
- Selected Keyframes
- All Keyframes
Reviewed By: sybren, looch, dfelinto, pablico
Maniphest Tasks: T93047
Differential Revision: https://developer.blender.org/D13687
|
|
|
|
|
|
auto-iteration property in mask filter
Note: Auto-iteration is still set manually
for increase/decrease contrast. These should
probably become their own operators.
|
|
by showing redo panel.
The A hotkey has "auto iteration" enabled by default,
which calculates the number of times to run the filter
using a heuristic based on vertex count.
To make clear to the user what is going on the redo
panel is now shown for the mask filter operator.
NOTE: I discovered the source of the bug where sculpt
operators' redo panels were greyed out. The name
fed to SCULPT_undo_push_begin must match the operator
name. I've added a comment in sculpt_intern explaining
this.
|
|
Add Bake Action to the NLA edit menu to aid discoverablity and allow
people to understand that Bake Action is part of working with the NLA.
Part of the NLA road map improvement project for the Animation Module.
This was a community request to add access to the Bake without needing
to turn on developer tools in the preferences and then use search in the
NLA for bake.
It seems this was always intended, as the operator is called `nla.bake`.
Reviewed By: sybren
Differential Revision: https://developer.blender.org/D14575
|
|
|
|
Added some regex magic in i18n py module to also extract UI names from
all of our units definitions.
Those enum values are fully dynamically generated, so they cannot be
extracted from RNA introspection.
|
|
Apply standard green tool color to vertex paint tools, to keep icon
color palette more consistent
https://developer.blender.org/D14694
|
|
Changed tool order as proposed in [[ https://developer.blender.org/T97206 | T97206 ]]
{F12987559}
Reviewed By: JulienKaspar, jbakker
Maniphest Tasks: T97206
Differential Revision: https://developer.blender.org/D14612
|
|
|
|
These are only needed for the legacy GPU renderer, which we don't use.
|
|
For more easily reading and writing ACEScg EXR files.
|
|
Ref T97444.
Differential Revision: https://developer.blender.org/D14700
|