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* Show asset path in a (read only) text button. Makes it possible to see the
full path in the tooltip, brings support for copying the path and integrates
better with the sourrounding layout. Previous label needed lots of space to
show the full path without clipping.
* Remove "Details" panel, it only contained one item (description). That is
moved next to the name and asset path button.
* Use property split layout for name source and description buttons. Now that
there are multiple buttons, it's better to have a label for them.
* Always show operators for asset previews, just gray them out if not
applicable instead of hiding. Keeps the layout consistent and graying out is
less confusing than hiding UI elements.
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Thumbnail extraction now shares code between Linux/Windows,
allowing thumbnails from Zstd compressed blend files to be extracted.
The main logic is placed in blendthumb_extract.cc and is built as static
library. For windows there is DLL which is registered during blender
install and which then reads and generates thumbnails.
For other platforms there is blender-thumbnailer executable file which
takes blend file as an input and generates PNG file. As a result
Python script blender-thumbnailer.py is no longer needed.
The thumbnail extractor shares the same code-path as Blenders file
reading, so there is no need to duplicate any file reading logic.
This means reading compressed blend files is supported (broken since
the recent move Zstd compression - D5799).
This resolves T63736.
Contributors:
- @alausic original patch.
- @LazyDodo windows fixes/support.
- @campbellbarton general fixes/update.
- @lukasstockner97 Zstd support.
Reviewed By: sybren, mont29, LazyDodo, campbellbarton
Ref D6408
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This commit adds a node that can be used to find and replace strings
inside of the input string. One initial use case is to have an easier
way to add line breaks to strings to the string to curves node.
Differential Revision: https://developer.blender.org/D12721
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Port shader wave texture node
Reviewed By: JacquesLucke
Differential Revision: https://developer.blender.org/D12733
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Port shader node magic texture
Reviewed By: JacquesLucke
Differential Revision: https://developer.blender.org/D12732
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This patch includes an updated version of the raycast node that uses
fields instead of attributes for inputs instead of outputs. This makes
the node's UI much clearer. It should be faster too, since the
evaluation system for fields provides multi-threading.
The source position replaces the input geometry (since this node is
evaluated in the context of a geometry like the other field nodes).
Thanks to @guitargeek for an initial version of this patch.
Differential Revision: https://developer.blender.org/D12638
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Port shader node musgrave texture
Differential Revision: https://developer.blender.org/D12701
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Adds a button, Update All Paths, to the Motion Paths property tabs and
will always show. The operator goes through all visible objects and
updates their motion paths.
The current implementation has a subtle functional change. Calculating
or updating motion paths for armature objects (through the Object tab,
not Armature tab) now also updates the paths for its bones. We could
preserve the old behavior but it doesn't seem necessary. It seems more
likely that the animator wants to update both anyways.
Reviewed by: sybren
Maniphest Tasks: T83068
Differential Revision: https://developer.blender.org/D11667
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The Endpoint Selection node allows for the Selection of an aribitrary
number of endpoints from each spline in a curve. The start and end
inputs are evaluated on the spline domain. The result is outputted
as a boolean field on the point domain.
Differential Revision: https://developer.blender.org/D12846
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Replace modal operator with the OPTYPE_DEPENDS_ON_CURSOR flag.
This has the advantage of showing the shortcut in the menu.
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- Rename RNA SpaceSeq.show_strip_overlay to show_overlays
matching the 3D View, the term "strip" was misleading as this is used
for the preview as well.
- Rename various RNA overlay settings to overlay_frame
since "Frame Offset" is a specific feature, avoid having both
Editor.show_overlay and SpaceSeq.show_overlays.
- Rename Editing `over_*` -> `overlay_frame_*` in DNA,
as well as flags.
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Back in Blender 2.30, the GUI project brought panels into Blender among other important visual updates.
For the first time it was possible to move the wall of buttons around. Providing a clear separation
between sections (it even allowed the grouping of panels in tabs!)
During the 2.5 redesign, the separation between panels became a line on top of each panel, and panels received
theme settings for background and header colors. The default theme used the same color for both.
In 2.8 the background color of panels was different from headers in the default theme, so the separator
line was removed. While the separator line wasn't elegant (only on top, non-themeable, hard-coded emboss effect),
it provided a sort of separation between panels.
This patch solves the panels-separation by simply adding a margin space around them (not visible in default theme yet).
Even though the margin reduces the width of the working area slightly, it makes room for the upcoming always-visible scrollbars.
Other adjustments:
* Use arrow icon instead of triangle to collapse/expand
* Use rounded corners to match the rest of the UI (editor corners, nodes, etc).
{F10953929, size=full}
Margin on panels makes use of the `style->panelouter` property that hasn't been
used in a while. Also slight tweaks to `boxspace` and `templatespace` style properties so they
are multiples of 2 and operations on them round better.
There is technically no need to update the themes for them to work, so no theme changes are included in this patch.
{F10953931, size=full}
{F10953933, size=full}
{F10953934, size=full}
{F10954003, size=full}
----
A new theme setting under Style controls the roundness of all panels (added it to Style instead of ThemeSpace because I think controlling the panel roundness per editor is a bit overkill):
{F11091561, size=full, autoplay, loop}
Reviewed By: HooglyBoogly
Differential Revision: https://developer.blender.org/D12814
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Use "Tag" instead of "Unnamed Tag" as default name for tags. Other default
names in Blender also don't add "Unnamed" or similar.
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Fixes T92238
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Tools currently used by VSE don't have much useful settings, but they
use a lot of space. Therefore these headers will be hidden by default.
Property `show_region_tool_header` was added to view menu to enable tool
settings.
This could be resolved by region overlap, but it isn't working well
currently.
Differential Revision: https://developer.blender.org/D12875
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Replaces the old Subdivision Surface Node.
Changes:
- Removes implicit instance realization, instead the node runs once
per unique instance.
- "Use Creases" becomes a crease field input applied to edges.
The values are clamped between zero and one.
Addresses T91763
Differential Revision: https://developer.blender.org/D12830
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This commit adds an updated version of the old attribute transfer node.
It works like a function node, so it works in the context of a
geometry, with a simple data output.
The "Nearest" mode finds the nearest element of the specified domain on
the target geometry and copies the value directly from the target input.
The "Nearest Face Interpolated" finds the nearest point on anywhere on
the surface of the target mesh and linearly interpolates the value on
the target from the face's corners.
The node also has a new "Index" mode, which can pick data from specific
indices on the target geometry. The implicit default is to do a simple
copy from the target geometry, but any indices could be used. It is also
possible to use a single value for the index to to retrieve a single
value from an attribute at a certain index.
Differential Revision: https://developer.blender.org/D12785
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This menu doesn't have an effect on the importing while in the "Current File"
asset library. This can be quite confusing.
However, just hiding the menu may be a temporary solution. Decision
actually to instead show a different menu, that allows choosing between
duplicating and reusing data on drop. This is being reviewed here
https://developer.blender.org/D12879.
Meanwhile (or in case we end up rejecting that), this change should
avoid some confusion.
Differential Revision: https://developer.blender.org/D12752
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Port shader Voronoi to GN
Reviewed By: JacquesLucke
Differential Revision: https://developer.blender.org/D12725
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Reviewed By: HooglyBoogly, JacquesLucke
Differential Revision: https://developer.blender.org/D12717
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There were several places attempting to check to see if scene lights
and world were enabled for display. This tries to find a common place
for both of these to reduce duplication.
Honestly, I couldn't find a really good spot for these and settled on
DRW_engine. It's not the best spot since they're not strictly drawing
related, but let's start here.
Reviewed By: fclem
Differential Revision: https://developer.blender.org/D12658
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In editors with vertical scale indicators, such as Graph Editor,
Drivers, or VSE, display the values aligned to the view.
Also add a shadow (similar to the 3D View info) to improve readability when the text is on top of curves, strips, or other content.
{F10987240, size=full}
Reviewed By: Severin
Differential Revision: https://developer.blender.org/D12809
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Removing a line that remained from a merge.
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Re-alphabetize the main add menu.
Rename Node ID Names:
FloatCompare => CompareFloats
AttributeCapture => CaptureAttribute
Boolean => MeshBoolean
CurveFill => FillCurve
CurveFillet => FilletCurve
CurveReverse => ReverseCurve
CurveSample => SampleCurve
CurveResmaple => ResampleCurve
CurveSubdivide => SubdivideCurve
CurveTrim => TrimCurve
MaterialReplace => ReplaceMaterial
MeshSubdivide => SubdivideMesh
EdgeSplit => SplitEdges
Differential Revision: https://developer.blender.org/D12865
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This commit adds a fields version of the mesh to curve node, with a
field for the input selection. In order to reduce code duplication,
it adds the mesh to curve conversion to the new geometry module
and calls that implementation from both places.
More details on the geometry module can be found here: T86869
Differential Revision: https://developer.blender.org/D12579
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Currently `PoseBone.children` is implemented by a linear scan of
the list of armature bones. This is doubly inefficient, since
not only is it scanning all bones, the `obj.data.bones` list
is actually synthetic and generated from Bone children lists.
Instead, use the `Bone.children` native RNA property.
Differential Revision: https://developer.blender.org/D12727
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Port White Noise shader to geometry nodes.
Reviewed By: JacquesLucke
Differential Revision: https://developer.blender.org/D12719
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- Move Converters to 'From' menus
- Create Instances Menu
- Realphabetize the Curve Menu
Differential Revision: https://developer.blender.org/D12860
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This changes the edge split node to have a selection input, which is
more aligned with the other design changes. This loses the ability to
split edges based on an angle, but the edge angle can be added as a
field input node in the future, which will make for a much more
flexible system.
Differential Revision: https://developer.blender.org/D12829
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Adds a node that can rotate each of a geometry's instances in global
(to the modifier object) or local space (of each point) by a specified
angle around a pivot point.
In the future, separating the local-global choice for the pivot and the
rotation might be useful. However, for now the node is kept simple.
Differential Revision: https://developer.blender.org/D12682
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These 2 large tables, `areaTexBytes` and `searchTexBytes`, contributed
~176kb worth of duplicate data into the `blender` executable due to the
header being used in multiple places. We were lucky that only 2
translation units had included this header so only 1 duplicate copy of
each was wasted.
Define the tables as `extern` to address this.
Reviewed By: fclem
Differential Revision: https://developer.blender.org/D12723
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Adds a node that can scale a geometry's instances. With "Local" turned
on, the instance is scaled individually from the center point input,
while when local space is turned off, it's more like the transform
node, except it scales outward from the center point instead of only
from the origin.
Differential Revision: https://developer.blender.org/D12681
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Adds a node that can translate instances in the transform space of
the modifier object, or the local space of their original transform.
One reason to have a special node for instances is that they always
have the existing transform, unlike mesh or point cloud points.
Differential Revision: https://developer.blender.org/D12679
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Add Get/Set Nodes for Material Index
Rename Assign Material to Set Material
Differential Revision: https://developer.blender.org/D12837
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Allow undo/redo of asset catalog edits with Ctrl+Z/Ctrl+Shift+Z. These
keys are registered in the 'screen' keymap, so that they can take
priority over the global undo/redo operators.
Updated both Blender Default and Industry Compatible keymaps.
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Ensure that catalog operations create an undo snapshot, and show
undo/redo operators in the asset browser.
A hidden operator `ASSET_OT_catalog_undo_push` is also added such that
add-ons can also set undo snapshots if they need.
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Hide the catalog UUID and the catalog simple name from the Asset Browser
side-panel, unless "Developer Extra's" is enabled in the user prefs.
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This can help separate the field inputs from the other nodes,
like some other categories.
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Adds a color input node with picker.
Differential Revision: https://developer.blender.org/D12793
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This makes the long "Curve" category take up less space.
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This commit implements T91780, adding nodes to get and set builtin
attributes. Individual set nodes are used so that the values can be
exposed for direct editing, which is useful for attributes like shade
smooth and spline resolution. Individual input nodes are used to allow
reusing nodes for multiple components, and to allow grouping multiple
outputs conceptually in the same node in the future.
Input Nodes
- Radius
- Curve Tilt
- Curve Handle Positions
- Is Shade Smooth
- Spline Resolution
- Is Spline Cyclic
'Set' Nodes
- Curve Radius
- Point Radius
- Curve Tilt
- Curve Handle Positions
- Is Shade Smooth
- Spline Resolution
- Is Spline Cyclic
Using hardcoded categories is necessary to add separators to the node
menu.
Differential Revision: https://developer.blender.org/D12687
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Delete Geometry:
This adds a copy of the old node in the legacy folder and updates the
node to work with fields. The invert option is removed, because it is
something that should be very easy with fields, and to be consistent
with other nodes which have a selection. There is also a dropdown to
select the domain, because the domain can't be determined from the
field input. When the domain does not belong on any of the components
an info message is displayed.
Separate Geometry:
A more general version of the old Point Separate node. The "inverted"
output is the same as using the delete geometry node.
Differential Revision: https://developer.blender.org/D12574
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This function now takes a depsgraph and a list of objects to avoid
inefficient O(n^2) iteration when extracting instances from all objects
in the scene. Returning an object -> instance map.
Note that keeping compatibility with the existing API wasn't practical
in this case since instances can no longer be generated from the scene
and it's objects.
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URL presets weren't working, raising a Python exception
when the splash screen was displayed.
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This fixed an error in a corner case, and is a reasonable check anyway.
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