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2021-04-29Cleanup: Use const argument for contextHans Goudey
2021-04-29GPencil: Add Layer and Material to Blank objectsAntonio Vazquez
Instead to create only the Blank object, now a new Layer and a simple material is added. This is a common request of artists. Reviewed By: mendio, pepeland Differential Revision: https://developer.blender.org/D11110
2021-04-28Cleanup: Fix inconcistent array lengths in function declarationsHans Goudey
In some cases functions were defined with arguments of different array lengths in headers vs. implementations. This commit fixes some of the cases I ran into, but probably not all of them.
2021-04-23UI: Join or Close Any Screen AreaHarley Acheson
Corner action zones allow joining any neighbors. New 'Area Close' operator. Improved Header Context Menu. Differential Revision: https://developer.blender.org/D8084 Reviewed by Campbell Barton
2021-04-22Animation: add "LocRotScaleCProp" keying setSybren A. Stüvel
Add a keying set that includes location, rotation, scale, and custom properties. The keying set is intentionally not based on the "Whole Character" keying set. Instead, it is generic enough to be used in both object and pose animation, making it possible to quickly switch between animating characters and props without switching keying sets. This is, according to @rikkert, what the Blender Studio animators need 99.9% of the time.
2021-04-20Cleanup: uiBut.flag had an internal flag out of the documented rangeCampbell Barton
Increase range of internal flags & order UI_SEARCH_FILTER_NO_MATCH within this range, so public button flags aren't accidentally added that overlap with internal flags.
2021-04-19Merge branch 'blender-v2.93-release'Hans Goudey
2021-04-19Fix T85223: Some modifier panels can dissapear in old filesHans Goudey
The problem is that each uiBlock needs to be assigned a unique name, but when there can be multiple modifiers of the same type, we use the panel sort order for the unique part of the string. However, the most recent test file has 1200+ panels in the property editor, so 4 characters isn't enough for a unique string. That's not a situation I expected, but it makes sense, because we don't remove legacy panels with unused types when loading old files. So they tend to accumulate a bunch of unused panels. That's why this works fine with a new property editor, it doesn't all of the extra old panels. These panels must be stored for the expansion status and order, but arguably we could cull unused panels on save. However, simply increasing the length of the unique panel string is a valid fix in this situation. In the future, we can look into removing unused panels when saving.
2021-04-19Cleanup: Rename variables to indicate what is evaluatedGermano Cavalcante
`ob` --> `ob_eval` `me` --> `me_eval` `em` --> `em_eval`
2021-04-17Snap Gizmo Refactor: Implement options for the gizmo behaviorGermano Cavalcante
The Snap Gizmo now has options for occlusion, selection filter and edit geometry. It will be useful to implement in current tools.
2021-04-17Transform Snap Refactor: Use enum for cage snap optionsGermano Cavalcante
This allows the addition of the `SNAP_GEOM_CAGE` option. Currently unused.
2021-04-15Spreadsheet: breadcrumbs and node pinningJacques Lucke
This introduces a context path to the spreadsheet editor, which contains information about what data is shown in the spreadsheet. The context path (breadcrumbs) can reference a specific node in a node group hierarchy. During object evaluation, the geometry nodes modifier checks what data is currently requested by visible spreadsheets and stores the corresponding geometry sets separately for later access. The context path can be updated by the user explicitely, by clicking on the new icon in the header of nodes. Under some circumstances, the context path is updated automatically based on Blender's context. This patch also consolidates the "Node" and "Final" object evaluation mode to just "Evaluated". Based on the current context path, either the final geometry set of an object will be displayed, or the data at a specific node. The new preview icon in geometry nodes now behaves more like a toggle. It can be clicked again to clear the context path in an open spreadsheet editor. Previously, only an object could be pinned in the spreadsheet editor. Now it is possible to pin the entire context path. That allows two different spreadsheets to display geometry data from two different nodes. The breadcrumbs in the spreadsheet header can be collapsed by clicking on the arrow icons. It's not ideal but works well for now. This might be changed again, if we get a data set region on the left. Differential Revision: https://developer.blender.org/D10931
2021-04-14Geometry Nodes: Add domain and data type to attribute searchHans Goudey
This patch adds domain and data type information to each row of the attribute search menu. The data type is displayed on the right, just like how the list is exposed for the existing point cloud and hair attribute panels. The domain is exposed on the left like the menu hierarchy from menu search. For the implementation, the attribute hint information is stored as a set instead of a multi-value map so that every item (which we need to point to descretely in the search process) contains the necessary data type and domain information by itself. We also need to allocate a new struct for every button, which requires a change to allow passing a newly allocated argument to search buttons. Note that the search does't yet handle the case where there are two attributes with the same name but different domains or data types in the input geometry set. That will be handled as a separate improvement. Differential Revision: https://developer.blender.org/D10623
2021-04-13Cleanup: preview rendering, push bContext a bit further down the call stackSybren A. Stüvel
Pass `bContext *C` a bit further down the call stack, to prevent exploding the number of parameters of `ED_preview_icon_render()`. An upcoming change will require access to yet another context member, and this can now be done without adding yet another parameter. No functional changes.
2021-04-13PyAPI: support retrieving the exception when running a stringCampbell Barton
- Optionally get the error as a single line. - Support access the error as an allocated string. - PyC_ExceptionBuffer_Simple was always printing to the `stdout` while PyC_ExceptionBuffer didn't, now either print to the output. Without this, callers are unable to do anything with the error string.
2021-04-08Add ability to get a selection list of bonesSebastian Parborg
This adds the ability to get a selection list for both edit mode bones and pose mode bones. To do this the selection menu list logic had to be reworked a bit. Before it only stored the names of objects. This might work will of objects, however as stated in the code, it might fail for linked objects (so multiple object can have the same name in some corner cases). For bones it is a very common occurance where you can have multiple armature that has the same bone names. So now it also stores the object and bone pointers for this case. Reviewed By: Sybren Differential Revision: http://developer.blender.org/D10570 Fix T85796
2021-04-08Text Editor: don't force other views to follow the cursorCampbell Barton
While the existing behavior worked as intended, it wasn't possible to have two views on the same file at different locations. Since there isn't much use in having two views open at the same location allow one view to be at a different scroll location. UI edit-source and selecting a text data block now need explicit calls to scroll to the cursor location. Resolves T87284
2021-04-08Object: add ED_object_editmode_free_ex utility functionCampbell Barton
2021-04-053D View Utils: Add 'margin' parameter to 'ED_view3d_depth_read_cached'Germano Cavalcante
Matches the alternative function ED_view3d_autodist_depth, but is more efficient since it uses the cache. No functional changes.
2021-04-01Cleanup/Refactor: Use flags instead of bool to configure the snap gizmoGermano Cavalcante
This simplifies the addition of future improvements. Also make it more practical to expose as a parameter of gizmo for Python.
2021-04-01Cleanup/Refactor: Transform Orientation: Use 'orient_index' instead ↵Germano Cavalcante
'orient_type' `orient_index` is a more comprehensive value as it reveals both the type and index. Differential Revision: https://developer.blender.org/D9595
2021-03-31Cleanup: naming for edit-mesh nearest distance valuesCampbell Barton
- Don't use `r_` prefix for an argument that's also read from (this is meant for return only arguments). - Rename variables to make it clear the distance is pixels, using manhattan length measurement.
2021-03-31Fix T87080: Select shortest path fails in face modeCampbell Barton
Regression in 80cbbd2843c2358879b1a710d81a3b41e1468327. Unfortunately keeping selection picking behavior as well as supporting finding the nearest face within a radius requires an inconsistency between x-ray and back-buffer selection that doesn't work well using the current arguments. Resolve by adding an argument that causes the input distance to be ignored for back-buffer selection. This is used by selection picking but not the knife tool. This changes behavior for path-selection in face mode, which now uses a margin for back-buffer selection. From my own testing this doesn't seem to be a problem like it could be for regular selection picking.
2021-03-30Cleanup/Refactor: Unify functions that redraw the depth bufferGermano Cavalcante
Now `ED_view3d_backbuf_depth_validate`, `ED_view3d_draw_depth` and `ED_view3d_draw_depth_gpencil` are unified in `ED_view3d_depth_override`. This new function replaces `ED_view3d_autodist_init`. Also, since `ED_view3d_depth_update` depends on the render context, and changing the context is a slow operation, that function also was removed, and the depth buffer cached is now updated inside the new unified drawing function when the "bool update_cache" parameter is true. Finally `V3D_INVALID_BACKBUF` flag has been renamed and moved to `runtime.flag`. Differential revision: https://developer.blender.org/D10678
2021-03-29Gizmo: Use a utility function to read snap gizmo valuesGermano Cavalcante
No functional changes. This makes the `ED_gizmotypes_snap_3d_update` function more specialized.
2021-03-27Object: faster object deletionCampbell Barton
The `object_delete_exec` lead to `BKE_library_ID_is_indirectly_used` being called twice. With this patch deleting is around 20% faster. Example when deleting 10000 objects: Current: 35.6s This patch: 18.8s (updated, last rev 29.7s) Reviewed By: campbellbarton Ref D9857
2021-03-24GPencil: New modules for Import and ExportAntonio Vazquez
This patch adds support to export and import grease pencil in several formats. Inlude: * Export SVG * Export PDF (always from camera view) * Import SVG The import and export only support solid colors and not gradients or textures. Requires libharu and pugixml. For importing SVG, the NanoSVG lib is used, but this does not require installation (just a .h file embedded in the project folder) Example of PDF export: https://youtu.be/BMm0KeMJsI4 Reviewed By: #grease_pencil, HooglyBoogly Maniphest Tasks: T83190, T79875, T83191, T83192 Differential Revision: https://developer.blender.org/D10482
2021-03-22Fix T86666: Lasso and Circle select tools selecting objects behind clip_minGermano Cavalcante
Although it works well in most cases, the algorithm to detect if a point is within the limits of the camera does not work well in othographic mode. This commit also adds the option `V3D_PROJ_TEST_CLIP_FAR` (currently unused). Differential Revision: https://developer.blender.org/D10771
2021-03-19Cleanup: rename x1/x2/y1/y2 to x/y/width/heightJacques Lucke
2021-03-18Cleanup: spellingCampbell Barton
2021-03-16Grease Pencil: Add LineArt modifierYimingWu
This adds the LineArt grease pencil modifier. It takes objects or collections as input and generates various grease pencil lines from these objects with the help of the active scene camera. For example it can generate contour lines, intersection lines and crease lines to name a few. This is really useful as artists can then use 3D meshes to automatically generate grease pencil lines for characters, enviroments or other visualization purposes. These lines can then be baked and edited as regular grease pencil lines. Reviewed By: Sebastian Parborg, Antonio Vazquez, Matias Mendiola Differential Revision: http://developer.blender.org/D8758
2021-03-16Compositor: Redesign Cryptomatte node for better usabilityJeroen Bakker
In the current implementation, cryptomatte passes are connected to the node and elements are picked by using the eyedropper tool on a special pick channel. This design has two disadvantages - both connecting all passes individually and always having to switch to the picker channel are tedious. With the new design, the user selects the RenderLayer or Image from which the Cryptomatte layers are directly loaded (the type of pass is determined by an enum). This allows the node to automatically detect all relevant passes. Then, when using the eyedropper tool, the operator looks up the selected coordinates from the picked Image, Node backdrop or Clip and reads the picked object directly from the Renderlayer/Image, therefore allowing to pick in any context (e.g. by clicking on the Combined pass in the Image Viewer). The sampled color is looked up in the metadata and the actual name is stored in the cryptomatte node. This also allows to remove a hash by just removing the name from the matte id. Technically there is some loss of flexibility because the Cryptomatte pass inputs can no longer be connected to other nodes, but since any compositing done on them is likely to break the Cryptomatte system anyways, this isn't really a concern in practise. In the future, this would also allow to automatically translate values to names by looking up the value in the associated metadata of the input, or to get a better visualization of overlapping areas in the Pick output since we could blend colors now that the output doesn't have to contain the exact value. Idea + Original patch: Lucas Stockner Reviewed By: Brecht van Lommel Differential Revision: https://developer.blender.org/D3959
2021-03-08Spreadsheet: add boilerplate code for new editor typeJacques Lucke
This adds the initial boilerplate code that is required to introduce the new spreadsheet editor. The editor is still hidden from the ui. It can be made visible by undoing the change in `rna_screen.c`. This patch does not contain any business logic for the spreadsheet editor. Differential Revision: https://developer.blender.org/D10645 Ref T86279.
2021-03-05Asset Browser Space API: add `activate_asset_by_id()` functionSybren A. Stüvel
Add an RNA function `activate_asset_by_id(asset_id: ID, deferred: bool)` to the File Browser space type, which intended to be used to activate an asset's entry as identified by its `ID *`. Calling it changes the active asset, but only if the given ID can actually be found. The activation can be deferred (by passing `deferred=True`) until the next refresh operation has finished. This is necessary when an asset has just been added, as it will be loaded by the filebrowser in a background job. Reviewed By: Severin Differential Revision: https://developer.blender.org/D10549
2021-03-05Cleanup: Sync header+implementaiton definition.Jeroen Bakker
Gave warning on Windows platform. There are more of these cases.
2021-03-04Cleanup: redundant struct declarationsCampbell Barton
2021-03-02UI: Rename search button variableHans Goudey
I landed D10527 in rB1a8aee0a7cec accidentally, and the version there was missing a name change discussed in review. This commit just renames the boolean variable controlling the special behavior for attribute search. Original message meant for this change: For geometry nodes we will use search buttons to display a list of attributes available the last time the node tree was executed (D10519). Because this list is just a hint, we need to be able to enter any string, not just strings from the search items. This patch adds a boolean option to string buttons to enable this. The change is quite simple, changes to behavior are only required in two places. The type-specific button struct changes help a lot here. Differential Revision: https://developer.blender.org/D10527
2021-03-02UI: Expose an "is first search" boolean to search button callbacksHans Goudey
Currently when you open an RNA collection search button, like a vertex group selector, the search filter isn't applied until you start typing, in order to display every option at the start. Otherwise they wouldn't be visible, since the search filter would run for the current text. Currently this check happens in one place, but it relies on the `changed` value of `uiBut`. This is fine in the interface directory, but anywhere else it would require exposing `uiBut.changed`, which is probably too low-level to expose. The solution is adding an `is_first` argument to the search callbacks, which is nice for a few reasons: - They work at a higher level of abstraction, meaning they don't have to worry about how exactly to tell if this is the first search. - It makes it easier to do special behavior when the search menu is first opened. - Then, obviously, it makes that state accessible without including `interface_intern.h`. Needed for attribute search: T85658 Differential Revision: https://developer.blender.org/D10528
2021-03-01Cleanup: move some drawing code into ed_draw.cChristoph Lendenfeld
Move some drawing code from `area.c` and `ed_util.c` into `ed_draw.c`. This is to support the new generic slider that wil be used in T81785. No functional changes. Reviewed By: #animation_rigging, #user_interface, Severin, sybren Maniphest Tasks: T81785 Differential Revision: https://developer.blender.org/D9313
2021-02-26Assets: Preview rendering for Action datablocksSybren A. Stüvel
Render previews for Action datablocks by rendering the scene camera with the Workbench (solid) engine. The //look// can be configured by setting the scene's render engine to Workbench and editing the scene's shading properties. It is assumed that the pose has already been applied and that the scene camera is capturing the pose. In other words, the render function just renders from the scene camera without evaluating/applying the Action stored in `preview->id`. The ID is only used to determine its type and to store the resulting preview. Not all code paths that lead to the `action_preview_render()` function actually provide a depsgraph. The "Refresh Asset Preview" button (`ED_OT_lib_id_generate_preview`) does, but `WM_OT_previews_ensure` does not. Reviewed By: Severin Differential Revision: https://developer.blender.org/D10543
2021-02-25Icons: Add icon for the upcoming spreadsheet editorJulian Eisel
The editor is being worked on by the geometry nodes team. Icon created by Andrzej Ambroz (jendrzych). Addresses https://developer.blender.org/T85925.
2021-02-25Fix T85975: Edit-mode undo/redo removes overlaysCampbell Barton
Setting the active object when decoding undo steps missed a call to ED_object_base_active_refresh.
2021-02-24PyAPI: Fix memory leak of parameters used for python 'draw_callbacks'Germano Cavalcante
When closing the blender, while the callbacks are removed, the reference count of the object used as `customdata` is not decremented. This commit adds two functions that correctly release the python `draw_callbacks` before releasing all `draw_callbacks`. Differential Revision: https://developer.blender.org/D10478
2021-02-21UI: Correct the text alignment in the quick setup (splash screen) dialogYevgeny Makarov
The "quick setup" dialog is actually a 'menu', and the "splash screen" block contains the UI_BLOCK_LOOP flag which causes the buttons' text to align to the left, however, usually regular buttons have centered text. As a workaround, add the UI_BLOCK_QUICK_SETUP flag which prevents the text from being left-aligned. Differential Revision: https://developer.blender.org/D10486 Reviewed by: Julian Eisel
2021-02-19UI: FModifier layout updates, drag and dropHans Goudey
This patch implements the list panel system D7490 for FCurve modifiers. The UI layouts are updated to make use of subpanels and to be consistent with the rest of the interface, and easier to understand. See the differential revision for screenshots. This commit also significantly cleans up the FModifier UI code, and improves, mainly by replacing the old button creation code is with the newer interface API using RNA. In turn there is a bit of complexity added because each FModifier has a separate panel. Although reordering of FModifiers was not implemented before, we get drag and drop basically for free here, so it is also included. As noted in some older to do tasks, FModifiers aren't evaluated in perfect order, which may be a point of improvement for the future. Differential Revision: https://developer.blender.org/D7997
2021-02-18Fix failing "Edit Source" (asserts) while number slider was visibleJulian Eisel
E.g. steps to reproduce: * Enter Vertex Paint mode * In the tool settings, right-click > "Edit Source" When creating a number slider via `layout.prop(..., slider=True)`, the UI code would reallocate the number button to be a number-slider button. That's because we now actually have different button data-structures for these (see e6f0b60c2e911). The edit source code stored data based on the button pointers, which didn't get updated after changing the type. The fix just adds this updating.
2021-02-18Cleanup: sort structs, file-listsCampbell Barton
2021-02-18Cleanup: Use const argument, decrease variable scopeHans Goudey
2021-02-17Cleanup: Return bool instead of intHans Goudey
2021-02-16Cleanup: Compile node_draw.c with C++Hans Goudey
This will allow using C++ data structures to draw node error messages. This required removing a forward declared enum for grease pencil undo. Compiles with clang tidy.