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2022-02-11File headers: SPDX License migrationCampbell Barton
Use a shorter/simpler license convention, stops the header taking so much space. Follow the SPDX license specification: https://spdx.org/licenses - C/C++/objc/objc++ - Python - Shell Scripts - CMake, GNUmakefile While most of the source tree has been included - `./extern/` was left out. - `./intern/cycles` & `./intern/atomic` are also excluded because they use different header conventions. doc/license/SPDX-license-identifiers.txt has been added to list SPDX all used identifiers. See P2788 for the script that automated these edits. Reviewed By: brecht, mont29, sergey Ref D14069
2022-01-21Attributes: add operator to convert generic attributes to other typesJacques Lucke
Editing of generic attributes on the original objects in edit modes is still very limited. However, when applying a geometry nodes modifier that generates new attributes. These attributes will show up in the Attributes panel. Currently, our exporters are not capable of exporting generic attributes. Therefore, for the time being, a work around is to apply geometry nodes and then convert a generic attribute to a task specific attribute like a uv map, vertex group or vertex color layer. Once more parts of Blender support generic attributes, this will become less important. Currently, only meshes are supported by the operator. However, it would be relatively easy to extend it to other geometry types. Differential Revision: https://developer.blender.org/D13838
2021-12-08Cleanup: move public doc-strings into headers for 'makesrna'Campbell Barton
Ref T92709
2021-08-17RNA: de-duplicate enums in generated sourceCampbell Barton
Reuse existing enums instead of expanding them since it bloats the binary. The icons enum for example contains over 900 items and was being expanded 17 times (once for each function that takes an icon argument). Similar with the event type enum which contains over 200 items and was duplicated 7 times. makesrna.c now matches enum definitions from declarations in RNA_enum_items.h, using their identifiers when found. The overall space saving on my system is 776kb (tested with a stripped release build). Reviewed By: brecht Ref D12245
2021-08-16Geometry Nodes: Add UV Smooth, Boundary Smooth options to subdivision nodeEitan
Replaces the boolean option with enum menus for consistency with the subdivision modifier (rB66151b5de3ff,rB3d3b6d94e6e). Adds all UV interpolation options. Original patch by Eitan. Updated by Himanshi Kalra <calra>. {F9883204} Reviewed By: HooglyBoogly Differential Revision: https://developer.blender.org/D10417
2021-07-15UI/Assets: Initial Asset View UI templateJulian Eisel
The asset view UI template is a mini-version of the Asset Browser that can be placed in regular layouts, regions or popups. At this point it's made specifically for placement in vertical layouts, it can be made more flexible in the future. Generally the way this is implemented will likely change a lot still as the asset system evolves. The Pose Library add-on will use the asset view to display pose libraries in the 3D View sidebar. References: * https://developer.blender.org/T86139 * https://code.blender.org/2021/06/asset-browser-project-update/#what-are-we-building * https://code.blender.org/2021/05/pose-library-v2-0/#use-from-3d-viewport Notes: * Important limitation: Due to the early & WIP implementation of the asset list, all asset views showing the same library will show the same assets. That is despite the ID type filter option the template provides. The first asset view created will determine what's visible. Of course this should be made to work eventually. * The template supports passing an activate and a drag operator name. The former is called when an asset is clicked on (e.g. to apply the asset) the latter when dragging (e.g. to .blend a pose asset). If no drag operator is set, regular asset drag & drop will be executed. * The template returns the properties for both operators (see example below). * The argument list for using the template is quite long, but we can't avoid that currently. The UI list design requires that we pass a number of RNA or custom properties to work with, that for the Pose Libraries should be registered at the Pose Library add-on level, not in core Blender. * Idea is that Python scripts or add-ons that want to use the asset view can register custom properties, to hold data like the list of assets, and the active asset index. Maybe that will change in future and we can manage these internally. As an example, the pose library add-on uses it like this: ``` activate_op_props, drag_op_props = layout.template_asset_view( "pose_assets", workspace, "active_asset_library", wm, "pose_assets", workspace, "active_pose_asset_index", filter_id_types={"filter_action"}, activate_operator="poselib.apply_pose_asset", drag_operator="poselib.blend_pose_asset", ) drag_op_props.release_confirm = True drag_op_props.flipped = wm.poselib_flipped activate_op_props.flipped = wm.poselib_flipped ```
2021-07-05Geometry Nodes: Add explicit Float to Int conversion nodeNikhil Shringarpurey
This patch adds a very simple node that explicitly converts a float to an int. While this may seem redundant, it would offer 2 benefits to the current requirement to use implicit float conversions: 1. It makes the node tree's intent more clear and self-documenting (especially if changes in the future require integer inputs). 2. It eliminates undefined behavior in current/future nodes from float inputs by guaranteeing that the input is an integer. The node offers a variety of rounding techniques to make it more flexible. Differential Revision: https://developer.blender.org/D11700
2021-04-30Geometry Nodes: Add an "Auto" option for Attribute Convert data typeCharlie Jolly
Currently there is an "Auto" option for the domain, this commit adds a similar option for "Auto" data type, that uses the data type from the target attribute or the source attribute (in that order). Ref T87347 Differential Revision: https://developer.blender.org/D10932
2021-03-23Geometry Nodes: show domain in attribute fill nodeJacques Lucke
Differential Revision: https://developer.blender.org/D10789
2021-01-13Cleanup: rename enum for event value itemsCampbell Barton
This contains all value items (with overlapping values), name this to make it clear it contains all items.
2021-01-13Fix WM_event_print error printing tweak events valueCampbell Barton
2020-12-24Bake: vertex color baking support for CyclesBrecht Van Lommel
In the Bake > Output panel, there is now a choice between Image Textures and Vertex Colors. The active vertex color layer is used for baking. This works with both existing per-corner and sculpt per-vertex vertex colors.
2020-12-15Asset System: Prepare File Browser backend for the Asset BrowserJulian Eisel
The Asset Browser will be a sub-editor of the File Browser. This prepares the File Browser code for that. **File-Lists** * Support loading assets with metadata read from external files into the file-list. * New main based file-list type, for the "Current File" asset library. * Refresh file-list when switching between browse modes or asset libraries. * Support empty file-lists (asset library with no assets). * Store file previews as icons, so scripts can reference them via icon-id. See previous commit. **Space Data** * Introduce "browse mode" to differeniate between file and asset browsing. * Add `FileAssetSelectParams` to `SpaceFile`, with `FileSelectParams` as base. Makes sure data is separated between asset and file browsing when switching between them. The active params can be obtained through `ED_fileselect_get_active_params()`. * `FileAssetSelectParams` stores the currently visible asset library ID. * Introduce file history abstraction so file and asset browsing can keep a separate history (previous and next directories). **General** * Option to only show asset data-blocks while file browsing (not exposed here). * Add "active_file" context member, so scripts can get and display info about the active file. * Add "active_id" context member, so `ED_OT_lib_id_load_custom_preview` can set a custom ID preview. (Only for "Current File" asset library) * Expose some of `FileDirEntry` in RNA as (non-editable). That way scripts can obtain name, preview icon and asset-data. Part of the first Asset Browser milestone. Check the #asset_browser_milestone_1 project milestone on developer.blender.org. Differential Revision: https://developer.blender.org/D9724 Reviewed by: Bastien Montagne
2020-11-03Fix C operators can't set default display or sort type for File BrowserJulian Eisel
`WM_operator_properties_filesel()` allows C operators to set a display or sort type for the File Browser to use. But the File Browser would always override that because of an invalid `_is_set()` check. (The operators don't actually set the value, they only set the property's default value.) The only operator affected by this is "Recover Auto Save". It is supposed to show a vertical list ordered chronologically. It used settings from the previous File Browser usage before this patch. Operators using the File Browser should generally use `FILE_DEFAULTDISPLAY`/`FILE_SORT_DEFAULT` now, except if they have a reason not to. See comments at their definition. ---- This makes it so operators that set a different display or sort type don't change the sort or display type for the next File Browser operation. So using "Recover Auto Save" entirely isolates display and sort type from other operations. Differential Revision: https://developer.blender.org/D8598 Reviewed by: Bastien Montagne
2020-09-15Collections: Add color taggingNathan Craddock
This adds color tagging to collections. There are 8 color options which are themable in the user preferences, with an additional option for no color tag by default. This adds a new filled collection icon and 8 colored variants of the icon that can be themed in the user preferences. In this commit the only interface to setting the color tags is through Python, and there is nowhere in the interface where the collections are shown colored. Setting and viewing the color tags from the outliner will follow. Manifest Task: https://developer.blender.org/T77777 Differential Revision: https://developer.blender.org/D8622
2020-09-09Geometry: add Attributes panel for PointCloud and HairBrecht Van Lommel
There is a list of attributes, along with operators to add and remove attributes. For adding, there are a few standard attributes that can be added quickly, as well as a popup to create a custom attribute. Ref T76659 Differential Revision: https://developer.blender.org/D8636
2020-09-01PyAPI: expose 'bl_options' for operators in bpy.opsCampbell Barton
Useful for checking which operators are only for internal use.
2020-08-07Code Style: use "#pragma once" in source directoryJacques Lucke
This replaces header include guards with `#pragma once`. A couple of include guards are not removed yet (e.g. `__RNA_TYPES_H__`), because they are used in other places. This patch has been generated by P1561 followed by `make format`. Differential Revision: https://developer.blender.org/D8466
2020-06-15Alembic: remove support for HDF5 archive formatSybren A. Stüvel
Alembic is not a single file format, it can be stored in two different ways: Ogawa and HDF5. Ogawa replaced HDF5 and is smaller and much faster (4-25x) to read ([source](http://exocortex.com/blog/alembic_is_about_to_get_really_fast)). As long as Blender has had Alembic support, it has never supported the HDF5 format in any release. There is a build option `WITH_ALEMBIC_HDF5` that can be used to enable HDF5 support in your own build. This commit removes this build option and the code that it manages. In the years that I have been maintainer of Blender's Alembic code, I only remember getting a request to support HDF5 once, and that was to support very old software that has likely since then been updated to support Ogawa. Ubuntu and Fedora also seem to bundle Blender without HDF5 support. This decision was discussed on [DevTalk](https://devtalk.blender.org/t/alembic-hdf5-support-completely-remove) where someone also mentioned that there is a tool available that can convert HDF5 files to the Ogawa format.
2020-04-20Fix: Add extern "C" to RNA_enum_types.hJacques Lucke
2020-04-20Simulations: Add Boolean Math, Switch and Float Compare node UIJacques Lucke
Reviewers: brecht Differential Revision: https://developer.blender.org/D7424
2020-03-09GPencil: Refactor of Draw Engine, Vertex Paint and all internal functionsAntonio Vazquez
This commit is a full refactor of the grease pencil modules including Draw Engine, Modifiers, VFX, depsgraph update, improvements in operators and conversion of Sculpt and Weight paint tools to real brushes. Also, a huge code cleanup has been done at all levels. Thanks to @fclem for his work and yo @pepeland and @mendio for the testing and help in the development. Differential Revision: https://developer.blender.org/D6293
2020-01-22VSE: Tool system integrationRichard Antalik
Add toolbar to sequencer regions. A bit of refactoring has to be done in RNA space. Currently there is only cut tool implemented to serve as template for anybody who would like to add more.
2020-01-17Fix lightprobe creation from python data APIswann
### Description of the problem Until now, it is only possible to correctly add a lightprobe in python via an operator: `bpy.ops.object.lightprobe_add()` ### Description of the proposed solution The idea of this patch is to fix the lack of consistency lightprobe creation without operator. It allow creation of different lightprobe type directly via `bpy.data.lightprobes.new(name, type)` (such as for curves). In order to make it possible I had to: 1. Add a function `BKE_lightprobe_configure` in charge of lightprobe settings configuration (avoid code redundancy) 2. Allow an object to take lightprobe datablock as data during is initialization. ### A short example of this patch usage ``` lp = bpy.data.lightprobes.new('some_name','PLANAR') bpy.data.objects.new('toto', lp) ``` Reviewed By: fclem Differential Revision: https://developer.blender.org/D6396
2019-12-19Cleanup: use 'context' to make panels show in their sectionCampbell Barton
All panels were calling poll to draw in their section causing a lot of repeated boiler plate poll functions. Also rename 'PreferencePanel' to 'CenterAlignMixIn' since this is it's purpose.
2019-12-07Shader Nodes: Add Interpolation modes to Map Range nodeCharlie Jolly
Modes: Linear interpolation (default), stepped linear, smoothstep and smootherstep. This also includes an additional option for the **Clamp node** to switch between **Min Max** (default) and **Range** mode. This was needed to allow clamping when **To Max** is less than **To Min**. Reviewed By: JacquesLucke, brecht Differential Revision: https://developer.blender.org/D5827
2019-11-21Bevel: Custom Profile and CurveProfile WidgetHans Goudey
Custom profiles in bevel allows the profile curve to be controlled by manually placed control points. Orientation is regularized along groups of edges, and the 'pipe case' is updated. This commit includes many updates to comments and changed variable names as well. A 'cutoff' vertex mesh method is added to bevel in addition to the existing grid fill option for replacing vertices. The UI of the bevel modifier and tool are updated and unified. Also, a 'CurveProfile' widget is added to BKE for defining the profile in the interface, which may be useful in other situations. Many thanks to Howard, my mentor for this GSoC project. Reviewers: howardt, campbellbarton Differential Revision: https://developer.blender.org/D5516
2019-10-02Implement a user preference for the default Auto Handle Smoothing mode.Alexander Gavrilov
The default was changed with an initial implementation of the feature. With the feedback from animators, having a behavior which affects curves outside of a changing range is not convenient for professional animators working on high quality character animation. On the other hand, automatic smoothing is better for casual animation of object motion. This change adds an ability to change the default via User Preferences. Differential Revision: https://developer.blender.org/D5875
2019-09-05Shading: Rewrite Mapping node with dynamic inputs.OmarSquircleArt
This patch rewrites the Mapping node to support dynamic inputs. The Max and Min options have been removed. They can be added as Min and Max Vector Math nodes manually. Texture nodes still use the old matrix-based mapping. A new SVM node `NODE_TEXTURE_MAPPING` has been added to preserve this functionality. Similarly, in GLSL, a `mapping_mat4` function has been added. Reviewers: brecht, JacquesLucke
2019-09-01Copy Rotation & Transform: add Euler order override options.Alexander Gavrilov
For reasons similar to drivers, it should be possible to set an explicit Euler rotation order in constraints that use Euler angles. The Transform constraint in a way approaches drivers in its use, in that it effectively alters channels using values of other channels after applying a fixed form mathematical expression. For this reason, instead of just specifying the euler order for its inputs, it uses the same enum as driver variables. However Quaternion components are converted to a weighted pseudo-angle representation as the rest of the constraint UI expects angles.
2019-05-11Python API: expose more keyframing flags for use in keyframe_insert.Alexander Gavrilov
Expose REPLACE and CYCLE_AWARE, and add AVAILABLE for completeness. These flags are generic and safe to use, and necessary to match the behavior of certain UI options.
2019-05-01UV Sculpt: improve tool-system integrationCampbell Barton
In 2.7x UV sculpt was a kind of sub-mode (a toggle with it's own key-map & drawing code). Move this to an operator that uses the tool-system, this simplifies internal logic, especially brush selection which now matches sculpt and other paint modes. - Remove toggle used to enable uv sculpt. - Expose the brush, which was already used but there was no way to select different brushes. - Make UV sculpt use paint paint tool slots (using brushes how all other paint mode currently do). - Move UV Sculpt keymap to the tools keymap. - Remove Q to toggle UV sculpt mode, S/P/G keys to switch tools.
2019-04-30UI: reorganize proportional editing optionsCampbell Barton
- Move connected & projected into individual toggles. - Top-level proportional editing button now only toggles. - Use popover for proportional edit-mode falloff and options. Note that it's no longer possible to toggle connected via key bindings, although this could be supported again if it's needed. Resolves T58081
2019-04-21Cleanup: comments (long lines) in makesrnaCampbell Barton
2019-04-17ClangFormat: apply to source, most of internCampbell Barton
Apply clang format as proposed in T53211. For details on usage and instructions for migrating branches without conflicts, see: https://wiki.blender.org/wiki/Tools/ClangFormat
2019-02-18doxygen: add newline after \fileCampbell Barton
While \file doesn't need an argument, it can't have another doxy command after it.
2019-02-06Cleanup: remove redundant doxygen \file argumentCampbell Barton
Move \ingroup onto same line to be more compact and make it clear the file is in the group.
2019-02-01Cleanup: remove redundant, invalid info from headersCampbell Barton
BF-admins agree to remove header information that isn't useful, to reduce noise. - BEGIN/END license blocks Developers should add non license comments as separate comment blocks. No need for separator text. - Contributors This is often invalid, outdated or misleading especially when splitting files. It's more useful to git-blame to find out who has developed the code. See P901 for script to perform these edits.
2019-01-28Cleanup: sort forward declarations of enum & structCampbell Barton
Done using: source/tools/utils_maintenance/c_sort_blocks.py
2019-01-16Cleanup: de-duplicate rotation mode enumCampbell Barton
2018-12-30Cleanup: remove non-existing function declarationsCampbell Barton
2018-12-12Keymap: event type filter w/ finding keymap itemsCampbell Barton
Now its possibly to ask for only keyboard/mouse/ndof events when finding key map items.
2018-12-07Fix T58902: error getting tools for Image Editor (modes Paint and Mask)Philipp Oeser
Maniphest Tasks: T58902 Differential Revision: https://developer.blender.org/D4044
2018-11-13Tool System: use enum for gp sculpt/weight paintCampbell Barton
Fixes T57525
2018-11-06Brush: split out vertex paint tool & blend modeCampbell Barton
- Vertex & weight paint now use the 'blend' setting. - Weight paint now has it's own tool setting, since weight paint doesn't deal with color - we'll likely support different tools eventually.
2018-11-06Tool System: use tool type enum to access brushesCampbell Barton
Previously the brush names were used which had the limit that: - Brush names that were deleted wouldn't show up in the toolbar. - Naming collisions between user defined brushes and existing tools broke tool selection. Now brushes are created as needed when tools are selected. Note, vertex/weight paint combine tool and blend modes, this should be split out into a separate enum.
2018-09-26Implement additional modes for Shrinkwrap to a surface.Alexander Gavrilov
In addition to the original map to surface and Keep Above Surface, add modes that only affect vertices that are inside or outside the object. This is inspired by the Limit Distance constraint, and can be useful for crude collision detection in rigs. The inside/outside test works based on face normals and may not be completely reliable near 90 degree or sharper angles in the target. Reviewers: campbellbarton, mont29 Differential Revision: https://developer.blender.org/D3717
2018-09-20UI: add support for defining any icon as a mono icon.Brecht Van Lommel
Previously it was hardcoded to one row. These icons are colored with the text color. Changes include some refactoring.
2018-08-30Workspaces: switch object mode when switching workspaces.Brecht Van Lommel
In the workspace properties a mode can now be configured that is automatically enabled when switching to the workspace. This is a test to validate how well it works. The weak point is that if you don't have an appropriate object already select it will not switch modes. See T56475.
2018-08-27BMesh: improvements/fixes to select side of activeCampbell Barton
- Add orientation option (defaults to local, as 2.7x does) can optionally use global, cursor, view... etc. - Fix typo which caused select flush to fail. - Fix for instanced objects (was only checking one instance). - Only tag for changes if a change is made. - Skip meshes with all vertices selected.