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2021-09-11UI: Quad View Option Names ImprovedNikhil Shringarpurey
Improvements to Quad View options' titles and descriptions. See D12381 for more details. Differential Revision: https://developer.blender.org/D12381 Reviewed by Hans Goudey and Campbell Barton
2021-09-03UDIM: Show the UV grid even when images are loadedJesse Yurkovich
Allow the UDIM grid to be shown and adjusted when there are images loaded in UV edit mode. Right now the grid feature disappears once an image is loaded and many have found this to be confusing. Based on community and artist feedback, there was support to change this behavior[1] This patch does the following: - Allows the grid to be shown even when images are present - The max allowable dimensions for the grid has been increased from 10x10 to 10x100 to match the underlying maximum UDIM range that blender supports Note: This should not affect other Image editor modes like Paint/Mask or the Render Result viewer etc. Future work in this area is currently documented in a dedicated design task[2] [1] https://devtalk.blender.org/t/the-udim-tile-grid-design-and-feedback-thread/20136 [2] https://developer.blender.org/T90913 Differential Revision: https://developer.blender.org/D11860
2021-09-02Cleanup: remove redundant alloc argument to SEQ_editing_getCampbell Barton
Callers that require lazy initialization can use SEQ_editing_ensure.
2021-09-01File Browser/BPY: Expose relative path of a file via BPYJulian Eisel
There were requests to be able to track the file selection in the File Browser. Just using the file name for that wouldn't if the file browser has the recursive display enabled. File names could be duplicated then. So expose the entire path relative to the currently displayed directory.
2021-08-31Cleanup: remove unnecessary obedit argument from ED_space_image_setCampbell Barton
This was left over from when changing the image set the faces texture.
2021-08-09Cleanup: Remove unecessary RNA get and set functionsHans Goudey
2021-08-09UI: Clip Editor: Expose 2D Cursor Location to RNA and UIAaron Carlisle
To be consistent with the image editors and 3D viewport the cursor location can be changed from the sidebar. This was missing from the clip editor, but support has been added in this commit. Previously, the only way to precisely set the cursor was to call the set cursor operator then use the redo panel to adjust the value.
2021-08-06Cleanup: rename `FileList::asset_library` → `asset_library_ref`Sybren A. Stüvel
In the `FileList` struct, rename the `AssetLibraryReference *asset_library` field to `asset_library_ref` -- it's a description of which asset library is used, and not the asset library itself. This is to make space for a future `AssetLibrary *asset_library` field, which will point to an actual asset library struct/class. No functional changes. Reviewed by: Severin Differential Revision: https://developer.blender.org/D12151
2021-08-04Viewport normal drawing with constant lengthJeroen Bakker
Patch for: T37878 {F10169694} Reviewed By: fclem Differential Revision: https://developer.blender.org/D11487
2021-08-02Asset Browser: Adjust header pulldowns to be Asset Browser specificJulian Eisel
So far the Asset Browser just showed the same menus as the File Browser. Not all of their entries made sense for the Asset Browser though. I decided to just give them entirely different classes to avoid confusing if-else checks everywhere. I think the code duplication this adds is a minor issue, it's better to keep things seperated clearly IMO. * View menu: Add "Asset Details" toggle for the sidebar region. * View menu: Remove recursion sub-menu * View menu: Remove "File Path" region toggle, which doesn't apply for the Asset Browser. Differential Revision: https://developer.blender.org/D12057
2021-07-29VSE: Change grid line drawingRichard Antalik
Add overlay option to disable grid drawing. Reuse drawing code from other editors (timeline editor) Add argument `display_minor_lines` to function `UI_view2d_draw_lines_x__discrete_frames_or_seconds` This way minor line drawing can be disabled and so it doesn't cause too much visual noise. Also spacing seems to be too fine, so VSE uses 3x what is defined in preferences. Reviewed By: fsiddi, Severin Differential Revision: https://developer.blender.org/D11790
2021-07-23Cleanup: double spaces in stringsCampbell Barton
2021-07-21Cleanup: Centralize/unify asset library reference from/to enum codeJulian Eisel
This was an open TODO, I wanted to have code for translating asset library references from and to enum values in a central place, and access that in the same way from both the Asset Browser and the Workspace RNA code. * Adds own file for the related functions. * Adds doxygen comments. * Updates RNA callbacks to properly use these functions. * Let these functions call each other, avoid duplicating logic.
2021-07-16Cleanup: compiler warningsCampbell Barton
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 ```
2021-07-15File/Asset Browser: Extend file-entry and asset handle Python APIJulian Eisel
Adds the following to `bpy.types.FileSelectEntry`: * `id_type`: The data-block type the file represenets, if any. * `local_id`: The local data-block it represents, if any (assets only). And the following to `bpy.types.AssetHandle`: * `local_id`: The local data-block the asset represents, if any. This kind of information and the references are important for asset related operators and UIs. They will be used by upcoming Pose Library features.
2021-07-15Assets: Initial Asset List as part of the Asset System designJulian Eisel
Implements a basic, WIP version of the asset list. This is needed to give the asset view UI template asset reading and displaying functionality. See: * Asset System: Data Storage, Reading & UI Access - https://developer.blender.org/T88184 Especially the asset list internals should change. It uses the File/Asset Browser's `FileList` API, which isn't really meant for access from outside the File Browser. But as explained in T88184, it does a lot of the stuff we currently need, so we (Sybren Stüvel and I) decided to go this route for now. Work on a file-list rewrite which integrates well with the asset system started in the `asset-system-filelist` branch. Further includes: * Operator to reload the asset list. * New `bpy.types.AssetHandle.get_full_library_path()` function, which gets the full path of the asset via the asset-list. * Changes to preview loading to prevent the preview loading job to run eternally for asset views. File Browsers have this issue too, but should be fixed separately.
2021-07-15Assets: Add an active asset library per workspace, for the UI to useJulian Eisel
This per-workspace active asset library will be used by the asset views later. Note that Asset Browsers have their own active asset library, overriding the one from the workspace. As part of this the `FileSelectAssetLibraryUID` type gets replaced by `AssetLibraryReference` which is on the asset level now, not the File/Asset Browser level. But some more work is needed to complete that, which is better done in a separate commit. This also moves the asset library from/to enum-value logic from RNA to the editor asset level, which will later be used by the asset view.
2021-07-15Cleanup: replace BLI_assert(!"text") with BLI_assert_msg(0, "text")Campbell Barton
This shows the text as part of the assertion message.
2021-07-14Python API: Add functions to ensure and clear IDPropertiesHans Goudey
This adds id_properties_clear() and id_properties_ensure() functions to RNA structs. This is meant as an initial change based on discussion in review of D9697. However, they may be useful in other situations. The change requires refactoring the internal idproperties callback to return a pointer to the IDProperty pointer, which actually turns out to be quite a nice cleanup. An id_properties attribute could be added in the future potentially. Differential Revision: https://developer.blender.org/D11908
2021-07-09Cleanup: rename BKE_animdata_{add=>ensure}_idCampbell Barton
Use the term `ensure` as existing data is used when present.
2021-07-07Cleanup: spelling in commentsCampbell Barton
2021-07-05Geometry Nodes: new Viewer nodeJacques Lucke
This adds a viewer node similar to the one in the compositor. The icon in the headers of nodes is removed because it served the same purpose and is not necessary anymore. Node outputs can be connected to the active viewer using ctrl+shift+LMB, just like in the compositor. Right now this collides with the shortcut used in the node wrangler addon, which will be changed separately. As of now, the viewed geometry is only visible in the spreadsheet. Viewport visualization will be added separately. There are a couple of benefits of using a viewer node compared to the old approach with the icon in the node header: * Better support for nodes that have more than one geometry output. * It's more consistent with the compositor. * If attributes become decoupled from geometry in the future, the viewer can have a separate input for the attribute to visualize. * The viewer node could potentially have visualization settings. * Allows to keep "visualization points" around by having multiple viewer nodes. * Less visual clutter in node headers. Differential Revision: https://developer.blender.org/D11470
2021-07-03Cleanup: consistent use of tags: NOTE/TODO/FIXME/XXXCampbell Barton
Also use doxy style function reference `#` prefix chars when referencing identifiers.
2021-07-01Fix race condition when loading multiple File/Asset Browsers at onceJulian Eisel
When multiple File or Asset Browsers would load at once (e.g. when loading a file with two File Browsers open) and they would load multiple directories or .blend files (using the Recursions option in the File Browser or loading an asset library with multiple .blends), often only one File/Asset Browser would correctly load all files. Others would be incomplete or entirely empty. That was because of a race condition, where the directories or .blend files would be loaded concurrently and the first one that finished would cancel the other ones. This again happened because they used the job system with the same "owner", which by design makes all jobs with the same owner cancel as soon as the first is finished. Address this by making sure they have different owners. That is, not the scene anymore, but the filelist the job belongs to. Doesn't make much sense to use the scene as owner for scene-unrelated file loading anyway. Steps to reproduce were: * Open two File Browsers as regular editors. * In the Display Settings popover, set "Recursions" to 2 or 3 levels. * Navigate to a directory with plenty of subdirectories in both File Browsers. * Save the file. * Reload the file, one of the File Browsers likely has an incomplete file list. Alternatively, use Asset Browsers and open an asset library containing multiple .blends.
2021-06-28Outliner: View Layers filter for View Layer ModeDalai Felinto
This option allow users to see the view layer in context to the others. It is particularly useful to see which view layers have which collections enabled, and their render settings (holdout, ...). This option is off by default. Differential Revision: https://developer.blender.org/D11708
2021-06-25Cleanup: make formatDalai Felinto
string.c still needs cleanup, but I will leave to the original author of the latest chagnes to do it since it needs some tags to skip formatting.
2021-06-25Spreadsheet: Dataset region for spreadsheet editorFabian Schempp
This patch adds a left aligned sidebar to the spreadsheet editor. This Sidebar can be used to navigate the geometry component types and attribute domains. It also provides a quick overview of domain sizes. It replaces the two dropdowns in the regions header. Next step will be to add the domain cycling shortcut using the CTRL + mouse wheel. Reviewer: Dalai Felinto (dfelinto), Julian Eisel (Severin), Hans Goudey (HooglyBoogly). Differential Revision: https://developer.blender.org/D11046
2021-06-24Cleanup: comment blocks, trailing space in commentsCampbell Barton
2021-06-22Cleanup: Spelling MistakesLeon Zandman
This patch fixes many minor spelling mistakes, all in comments or console output. Mostly contractions like can't, won't, don't, its/it's, etc. Differential Revision: https://developer.blender.org/D11663 Reviewed by Harley Acheson
2021-06-20Cleanup: clang-formatCampbell Barton
2021-06-19Spreadsheet Editor: Row FiltersHans Goudey
This patch adds support for filtering rows based on rules and values. Filters will work for any attribute data source, they are a property of the spreadsheet rather than of the attribute system. The properties displayed in the row filter can depend on data type of the currently visible column with that name. If the name is no longer visible, the row filter filter is grayed out, but it will remember the value until a column with its name is visible again. Note: The comments in `screen.c` combined with tagging the sidebar for redraw after the main region point to a lack of understanding or technical debt, that is a point to improve in the future. **Future Improvements** * T89272: A search menu for visible columns when adding a new filter. * T89273: Possibly a "Range" operation. Differential Revision: https://developer.blender.org/D10959
2021-06-18UI: Sequencer: Use ampersand instead of slash for "Sequencer/Preview"Aaron Carlisle
Using an ampersand here is more semantically correct. A slash indicates "or" while an ampersand indicates "and". An ampersand here is best because the view type shows both the Sequencer and the Preview.
2021-06-11Overlays: Make flash on mode transfer an operator propertyPablo Dobarro
This moves the flash on mode transfer effect option from the overlays to an operator property of the mode transfer operator. - This effect is intended to show the target object when no overlays or a minimal set of overlays is enabled. Making it part of the whole set of overlays invalidates this use case. - The effect is not intended to be configurable per viewport, it should be a global option. The effect is still implemented using the overlay engine (instead of a draw modal callback) due to performance and drawing artifacts. Having it implemented as an overlay with runtime timer data in the objects makes also possible to run multiple animations at the same time without any visual glitches. Reviewed By: campbellbarton, JulienKaspar Differential Revision: https://developer.blender.org/D11519
2021-06-11Add option to link assets on drag & dropJulian Eisel
Note: Linking in this case as in link vs. append. Easily confused with linking a data-block to multiple usages (e.g. single material used by multiple objects). Adds a drop-down to the Asset Browser header to choose between Link and Append. This is probably gonna be a temporary place, T54642 shows where this could be placed eventually. Linking support is crucial for usage of the asset browser in production environments. It just wasn't enabled yet because a) the asset project currently focuses on single user, not production assets, and b) because there were many unkowns still for the workflow that have big impact on production use as well. With the recently held asset workshop I'm more confident with enabling linking, as design ideas relevant to production use were confirmed. Differential Revision: https://developer.blender.org/D11536 Reviewed by: Bastien Montagne
2021-06-03Overlay: Flash on Mode Transfer overlayPablo Dobarro
This implements T87633 This overlay renders a flash animation on the target object when transfering the mode to it using the mode transfer operator. This provides visual feedback when switching between objects without extra overlays that affect the general color and lighting in the scene. Differences with the design task: - This uses just a fade out animation instead of a fade in/out animation. The code is ready for fade in/out, but as the rest of the overlays (face sets, masks...) change instantly without animation, having a fade in/out effect gives the impression that the object flashes twice (once for the face sets, twice for the peak alpha of the flash animation). - The rendering uses a flat color without fresnel for now, but this can be improved in the future to make it look more like the shader in the prototype. - Not enabled by default (can be enabled in the overlays panel), maybe the defaults can change for 3.0 to disable fade inactive and enable this instead. Reviewed By: jbakker, JulienKaspar Differential Revision: https://developer.blender.org/D11055
2021-05-31VSE: Fix missing cache invalidationRichard Antalik
Fixes T88606
2021-05-25Unreported fix: vertex colors overlay not set for new 3d views.Jeroen Bakker
Found during researching {T86956}.
2021-05-03Geometry Nodes: Initial basic curve data supportHans Goudey
This patch adds initial curve support to geometry nodes. Currently there is only one node available, the "Curve to Mesh" node, T87428. However, the aim of the changes here is larger than just supporting curve data in nodes-- it also uses the opportunity to add better spline data structures, intended to replace the existing curve evaluation code. The curve code in Blender is quite old, and it's generally regarded as some of the messiest, hardest-to-understand code as well. The classes in `BKE_spline.hh` aim to be faster, more extensible, and much more easily understandable. Further explanation can be found in comments in that file. Initial builtin spline attributes are supported-- reading and writing from the `cyclic` and `resolution` attributes works with any of the attribute nodes. Also, only Z-up normal calculation is implemented at the moment, and tilts do not apply yet. **Limitations** - For now, you must bring curves into the node tree with an "Object Info" node. Changes to the curve modifier stack will come later. - Converting to a mesh is necessary to visualize the curve data. Further progress can be tracked in: T87245 Higher level design document: https://wiki.blender.org/wiki/Modules/Physics_Nodes/Projects/EverythingNodes/CurveNodes Differential Revision: https://developer.blender.org/D11091
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
2021-04-13Spreadsheet: rename Point to VertexJacques Lucke
Ref T86821. Differential Revision: https://developer.blender.org/D10962
2021-04-11Cleanup: spellingCampbell Barton
2021-04-08Spreadsheet: support showing data of specific nodeJacques Lucke
Previously, the spreadsheet editor could only show data of the original and of the final evaluated object. Now it is possible to show the data at some intermediate stages too. For that the mode has to be set to "Node" in the spreadsheet editor. Furthermore, the preview of a specific node has to be activated by clicking the new icon in the header of geometry nodes. The exact ui of this feature might be refined in upcoming commits. It is already very useful for debugging node groups in it's current state though. Differential Revision: https://developer.blender.org/D10875
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
2021-04-08LibOverride: Add a dedicated view in the Outliner.Bastien Montagne
This is a minimal, information-only view currently, listing by default all the override data-blocks, with their user-edited override properties. System-generated overrides (like the overrides of pointers to other override data-blocks) can be shown through a filter option. Finally, potential info or warning messages from (auto-)resync propcess are also shown, as an icon + tooltip next to the affected items. Part of D10855.
2021-04-06Fix T86175: Missing viewport update when toggling HDRI previewEvan Wilson
Caused by rB0f95f51361d7. Similar to T85515, T84717, T85543 and their related fixes. In this case, add missing shading notifier as in rB9274bd457a25. Reviewed By: brecht, lichtwerk Maniphest Tasks: T86175 Differential Revision: https://developer.blender.org/D10604
2021-03-25Geometry Nodes: rename attribute domainsJacques Lucke
This patch renames two domains: * `Polygon` -> `Face` * `Corner` -> `Face Corner` For the change from `polygon` to `face` I did a "deep rename" where I updated all (most?) cases where we refere to the attribute domain in code as well. The change from `corner` to `face corner` is only a ui change. I did not see a real need to update all code the code for that. It does not seem to improve the code, more on the contrary. Ref T86818. Differential Revision: https://developer.blender.org/D10803
2021-03-20VSE: Preview images when moving strip handlesPeter Fog
Add option to override current frame whem transforming strip handles. Option can be found in View menu of VSE preview, or in timeline when using backdrop. Reviewed By: ISS Differential Revision: https://developer.blender.org/D10424
2021-03-19Geometry Nodes: Add geometry instances data to the spreadsheetHans Goudey
This patch adds data about instances generated by geometry nodes to the spreadsheet. The transform data is decomposed into position, rotation, and scale, and there is a name column to display the name of the instanced object or collection. This data is implemented specifically for the spreadsheet, because we're not sure that we want to expose this data as attributes for the use elsewhere. Differential Revision: https://developer.blender.org/D10770
2021-03-17Fix issues with automatic proxy buildingRichard Antalik
After merging patches and resolving conflicts, typo prevented correct operation. This uncovered crash on NULL dereference as well.