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2021-07-16Cleanup: remove redundant parenthesesCampbell Barton
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 ```
2021-07-15UI: Support defining UI lists in CJulian Eisel
So far all UI lists had to be defined in Python, this makes it possible to define them in C as well. Note that there is a whole bunch of special handling for the Python API that isn't there for C. I think most importantly custom properties support, which currently can't be added for C defined UI lists. The upcoming asset view UI template will use this, which needs to be defined in C. Adds a new file `interface_template_list.cc`, which at this point is mostly a dummy to have a place for the `ED_uilisttypes_ui()` definition. I plan a separate cleanup to move the UI-list template to that file.
2021-07-15UI: Support UI list tooltips, defined via Python scriptsJulian Eisel
Makes it possible to create tooltips for UI list rows, which can be filled in .py scripts, similar to how they can extend other menus. This is used by the (to be committed) Pose Library add-on to display pose operations (selecting bones of a pose, blending a pose, etc). It's important that the Python scripts check if the UI list is the correct one by checking the list ID. For this to work, a new `bpy.context.ui_list` can be checked. For example, the Pose Library add-on does the following check: ``` def is_pose_asset_view() -> bool: # Important: Must check context first, or the menu is added for every kind of list. list = getattr(context, "ui_list", None) if not list or list.bl_idname != "UI_UL_asset_view" or list.list_id != "pose_assets": return False if not context.asset_handle: return False return True ```
2021-07-15UI: UI list refactor & preparations for asset view templateJulian Eisel
This is more of a first-pass refactor for the UI list template. More improvements could be done, but that's better done separately. Main purpose of this is to make the UI list code more manageable and ready for the asset view template. No functional changes for users. * Split the huge template function into more manageable functions, with clear names and a few structs with high coherency. * Move runtime data management to the template code, with a free callback called from BKE. This is UI data and should be managed at that level. * Replace boolean arguments with bit-flags (easily extendable and more readable from the caller). * Allow passing custom-data to the UI list for callbacks to access. * Make list grip button for resizing optional. * Put logic for generating the internal UI list identifier (stored in .blends) into function. This is a quite important bit and a later commit adds a related function. Good to have a clear API for this. * Improve naming, comments, etc. As part of further cleanups I'd like to move this to an own file.
2021-07-15Animation: apply pose to all or selected bones of armatureSybren A. Stüvel
New function `BKE_pose_apply_action_all_bones()`, which will be necessary for the upcoming pose library v2.0. This renames the function `BKE_pose_apply_action` to `BKE_pose_apply_action_selected_bones`, to reflect that it only works on selected bones, to contrast it to the new function.
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: AssetHandle type as temporary design to reference assetsJulian Eisel
With temporary I mean that this is not intended to be part of the eventual asset system design. For that we are planning to have an `AssetRepresentation` instead, see T87235. Once the `AssetList` is implemented (see T88184), that would be the owner of the asset representations. However for the upcoming asset system, asset browser, asset view and pose library commits we need some kind of asset handle to pass around. That is what this commit introduces. Idea is a handle to wrap the `FileDirEntry` representing the asset, and an API to access its data (currently very small, will be extended in further commits). So the fact that an asset is currently a file internally is abstracted away. However: We have to expose it as file in the Python API, because we can't return the asset-handle directly there, for reasons explained in the code. So the active asset file is exposed as `bpy.context.asset_file_handle`.
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.
2021-07-15Fix T88188: Allow keyframing vertex mass in cloth simRobert Sheldon
Update vertex weights between simulation steps if they have changed. This allows for animated vertex weights in the cloth sim. Reviewed By: Sebastian Parborg Differential Revision: http://developer.blender.org/D11640
2021-07-15Keymap: use Shift-Tab to toggle snap in the sequencerCampbell Barton
Match the same shortcut for the 3D view & UV editor.
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
2021-07-14Fix (unreported) LibOverride diffing generating operations for non-editable ↵Bastien Montagne
properties. Non-pointer-like properties that are not editable should never generate override operations. While harmless (those would never be applied back anyway), better not clutter override operations list, and also enjoy the symbolic performances improvement here. NOTE: Pointer-like properties (pointers and collections) remain processed as usual here since they usually imply recursivity. We could make an exception to the exception for ID pointers, but for now I don't think this is worth it.
2021-07-14Fix crash displaying invalid enum value with translations enabledBrecht Van Lommel
Found loading a cycles-x .blend file saved with different integer values for enum items.
2021-07-13Refactor: Move vertex group names to object dataHans Goudey
This commit moves the storage of `bDeformGroup` and the active index to `Mesh`, `Lattice`, and `bGPdata` instead of `Object`. Utility functions are added to allow easy access to the vertex groups given an object or an ID. As explained in T88951, the list of vertex group names is currently stored separately per object, even though vertex group data is stored on the geometry. This tends to complicate code and cause bugs, especially as geometry is created procedurally and tied less closely to an object. The "Copy Vertex Groups to Linked" operator is removed, since they are stored on the geometry anyway. This patch leaves the object-level python API for vertex groups in place. Creating a geometry-level RNA API can be a separate step; the changes in this commit are invasive enough as it is. Note that opening a file saved in 3.0 in an earlier version means the vertex groups will not be available. Differential Revision: https://developer.blender.org/D11689
2021-07-12Geometry Nodes: Curve Primitive QuadrilateralJohnny Matthews
This commit adds a curve primitive node for creating squares, rectangles, trapezoids, kites, and parallelograms. It also includes a mode where the four points are just vector inputs. Differential Revision: https://developer.blender.org/D11665
2021-07-09Nodes: Moved group interface panel code to python.Lukas Tönne
The node group interface panels were still implemented in C. Now they ported over to python for easier maintenance. Differential Revision: https://developer.blender.org/D11834
2021-07-09Cleanup: rename BKE_animdata_{add=>ensure}_idCampbell Barton
Use the term `ensure` as existing data is used when present.
2021-07-08Cleanup: spellingCampbell Barton
2021-07-07Fix crash accessing sequencer stripsSergey Sharybin
Was caused by recent clange sequences_all iterator in RNA (D11793).
2021-07-07Cleanup: spelling in commentsCampbell Barton
2021-07-07Cleanup: clang-tidy, unused functionCampbell Barton
2021-07-07VSE: Use snapping settings for scrubbingRichard Antalik
Use "Snap Playhead to Strips" option to enable playhead snapping. Change behavior of CTRL key to invert snapping similar to transform operator. Currently this option is disabled by default. It makes editing quite unpleasant for me personally, but ideally I should gather feedback from more users. Reviewed By: campbellbarton Differential Revision: https://developer.blender.org/D11745
2021-07-07VSE: Remove seq->tmp usage from RNA codeRichard Antalik
This field was used to reference "parent" meta strips in `sequences_all` RNA collection iterator functions. Use `SeqIterator` wrapped in `BLI_Iterator` to iterate over elements. Reviewed By: sergey Differential Revision: https://developer.blender.org/D11793
2021-07-06Nodes: Adds button to groups to change type of sockets.Lukas Tönne
The menu lists all socket types that are valid for the node tree. Changing a socket type updates all instances of the group and keeps existing links to the socket. If changing the socket type leads to incorrect node connections the links are flagged as invalid (red) and ignored but not removed. This is so users don't lose information and can then fix resulting issues. For example: Changing a Color socket to a Shader socket can cause an invalid Shader-to-Color connection. Implementation details: The new `NODE_OT_tree_socket_change_type` operator uses the generic `rna_node_socket_type_itemf` function to list all eligible socket types. It uses the tree type's `valid_socket_type` callback to test for valid types. In addition it also checks the subtype, because multiple RNA types are registered for the same base type. The `valid_socket_type` callback has been modified slightly to accept full socket types instead of just the base type enum, so that custom (python) socket types can be used by this operator. The `nodeModifySocketType` function is now called when group nodes encounter a socket type mismatch, instead of replacing the socket entirely. This ensures that links are kept to/from group nodes as well as group input/output nodes. The `nodeModifySocketType` function now also takes a full `bNodeSocketType` instead of just the base and subtype enum (a shortcut `nodeModifySocketTypeStatic` exists for when only static types are used). Differential Revision: https://developer.blender.org/D10912
2021-07-06Rename Scene's embeded collections from "Master Collection" to "Scene ↵Bastien Montagne
Collection" Note that this name is essentially never used anywhere, besides as 'information' mostly accessible from python console. Those embedded IDs are not in Main, so they are not accessible by name ever, and mostly unusable from animation perspective (either drivers or fcurves). Therefore, no breakage is expected in user scripts or addons, nor when loading in older versions of Blender. Reviewed By: dfelinto, brecht Differential Revision: https://developer.blender.org/D11812
2021-07-06Alembic: remove non-functional "Renderable Objects" only optionPhilipp Oeser
When introduced in {rB61050f75b13e} this was actually working (meaning it checked the Outliner OB_RESTRICT_RENDER flag and skipped the object if desired). Behavior has since then been commented in rBae6e9401abb7 and apparently refactored out in rB2917df21adc8. If checked, it seemed to be working (objects marked non-renderable in the Outliner were pruned from the export), however unchecking that option did not include them in the export. Now it changed - for the worse if you like - in rBa95f86359673 which made it so if "Renderable Objects" only is checked, it will still export objects invisible in renders. So since we now have the non-functional option with a broken/misleading default, it is better to just remove it entirely. In fact it has been superseeded by the "Visible Objects" option (this does the same thing: depsgraph is evaluated in render mode) and as a second step (and to make this even clearer) a choice whether Render or Viewport evaluation is used can be added (just like the USD exporter has). When that choice is explicit, it's also clear which visibility actually matters. This is breaking API usage, should be in release notes. ref. T89594 Maniphest Tasks: T89594 Differential Revision: https://developer.blender.org/D11808
2021-07-05Geometry Nodes: Curve Primitive LineJohnny Matthews
This node creates a poly spline line in one of 2 modes: - Line between two points - Start Point, Direction, and Length Both modes create splines with only start and endpoints. A resample node can be used afterward to increase the point count. Differential Revision: https://developer.blender.org/D11769
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
2021-07-05Cleanup: spelling, punctuationCampbell Barton
2021-07-05Cleanup: use 'use_' prefix for RNA booleansCampbell 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
2021-07-05Cleanup: spelling in commentsCampbell Barton
2021-07-03Cleanup: consistent use of tags: NOTE/TODO/FIXME/XXXCampbell Barton
Also use doxy style function reference `#` prefix chars when referencing identifiers.
2021-07-02Constraints: support a new Local Space (Owner Orientation) for targets.Alexander Gavrilov
Add a new transformation space choice for bone constraints, which represent the local transformation of the target bone in the constraint owner's local space. The use case for this is transferring the local (i.e. excluding the effect of parents) motion of one bone to another one, while ignoring the difference between their rest pose orientations. The new option replaces the following setup: * A `child` bone of the `target`, rotated the same as `owner` in rest pose. * A `sibling` bone of the `target`, positioned same as `child` in rest pose and using Copy Transforms in World Space from `child`. * The `owner` bone constraint uses Local Space of `sibling`. (This analogy applies provided both bones use Local Location) Differential Revision: https://developer.blender.org/D9493
2021-07-02Copy Transforms: implement Remove Target Shear and more Mix options.Alexander Gavrilov
This constraint can be naturally viewed as a prototype for a future 4x4 matrix math node (or subset thereof), since its basic semantics already is matrix assignment. Thus it makes sense to add math options to this constraint to increase flexibility in the meantime. This patch adds support for several operations that would be useful: - An option to remove shear in the incoming target matrix. Shear is known to cause issues for various mathematical operations, so an option to remove it at key points is useful. Constraints based on Euler like Copy Rotation and Limit Rotation already have always enabled shear removal built in, because their math doesn't work correctly with shear. In the future node system shear removal would be a separate node (and currently Limit Rotation can be used as a Remove Shear constraint). However removing shear from the result of the target space conversion before mixing (similar to Copy Rotation) has to be built into Copy Transforms itself as an option. - More ways to combine the target and owner matrices. Similar to multiple Inherit Scale modes for parenting, there are multiple ways one may want to combine matrices based on context. This implements 3 variants for each of the Before/After modes (one of them already existing). - Full implements regular matrix multiplication as the most basic option. The downside is the risk of creating shear. - Aligned emulates the 'anti-shear' Aligned Inherit Scale mode, and basically uses Full for location, and Split for rotation/scale. (This choice already existed.) - Split Channels combines location, rotation and scale separately. Looking at D7547 there is demand for Split Channels in some cases, so I think it makes sense to include it in Copy Transforms too, so that the Mix menu items can be identical for it and the Action constraint. Differential Revision: https://developer.blender.org/D9469
2021-07-02GPencil: New modifier to generate weights dynamicallyAntonio Vazquez
his new modifier allows to generate weights base on: * Angle of the stroke relative to object or world orientation. For example, if the value is 90, the maximum weights will be for vertical lines and minimum for horizontal lines. * Distance to Target object. The distance calculated is normalized to get valid weights between 0 and 1.0. The weights are created in an existing vertex group and the data can be replaced or mixed with the existing value to combine different weight effects. The minimum parameter, allows to define the minimum weight generated. This is useful to avoid very low weights. The generated weights can be used in any modifier. For example, the angle weight value can be used to mimic FreeStyle Caligraphy modifier using the weight with the thickness modifier. Also some modifier has been changed to inlude a new option to use the weights as factor of the effect. As result of this change, the fading option has been removed from Thickness and Opacity modifiers because this can be done using the new modifier, it's not logic to repeat the same. Reviewed By: mendio, filedescriptor Differential Revision: https://developer.blender.org/D11604
2021-07-01VSE: Snapping feedbackRichard Antalik
Address initial feedback: - Use checkboxes instead of radio buttons - Hide snapping distance control from UI - Tweak snapping line color - use selected strip color, 50% transparency. Similar to other editors - Draw 2px thick line, since strip outline is also 2px thick Reviewed By: HooglyBoogly Differential Revision: https://developer.blender.org/D11759
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.
2021-07-01Cleanup: rename playhead to current-frameCampbell Barton
2021-07-01Geometry Nodes: Curve Primitive CircleJohnny Matthews
This node has two modes: the first mode computes a circle from three locations and a resolution. The second takes radius and resolution. The first mode also outputs the center of the computed circle as a vector. Differential Revision: https://developer.blender.org/D11650
2021-06-30Fix T89535: FCurve.mute UI text wrongPhilipp Oeser
Copy-paste mistake in rB4e9817a4fb29 (copied from fmodifier). Maniphest Tasks: T89535 Differential Revision: https://developer.blender.org/D11753
2021-06-30Cleanup: use const arguments for accessor functionsCampbell Barton
2021-06-30Geometry Nodes: Curve Primitive Bezier SegmentJohnny Matthews
Creates a Curve with 1 Bezier Spline from four positions (start, start handle, end handle, end) and a resolution. The handles are aligned and mirrored automatically. An "Offset" mode is also included to allow specifying the handles relative to the control points. The default settings recreate the existing default Bezier Curve in the 3D viewport add menu. Differential Revision: https://developer.blender.org/D11648
2021-06-29VSE: Improved SnappingRichard Antalik
Change snapping behavior to snap strip edges when they are close to snap point. Default behavior is, that each transformed strip is snapped to any other strip. Implement snapping controls in sequencer tool settings. These controls include: - Snapping on/off - Ability to snap to playhead and strip hold offset points - Filter snap points by excluding sound or muted strips - Control snapping distance Snapping controls are placed in timeline header similar to 3D viewport Reviewed By: mano-wii Differential Revision: https://developer.blender.org/D11646
2021-06-29UI: Support setting operator properties for `UILayout.operator_menu_enum()`Julian Eisel
`UILayout.operator_menu_enum()` now returns the operator properties, just like `UILayout.operator()`. This makes it possible to set options for the operator displayed in the menu. In C it can be done through the new `uiItemMenuEnumFullO()` or `uiItemMenuEnumFullO_ptr()`. It's reasonable to have this, probably just a small thing never bothered to add. D10912 could use it, the following comment can be addressed now too: https://developer.blender.org/diffusion/B/browse/master/source/blender/editors/space_nla/nla_buttons.c$583-586
2021-06-29LineArt: Filtering intersection lines using mask numbersYimingWu
Mask value works just like transparency mask. You are able to select intersection lines inside a collection or, between collections. Reviewed By: Sebastian Parborg (zeddb) Differential Revision: https://developer.blender.org/D11309