Age | Commit message (Collapse) | Author |
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This node takes a geometry set with instances as input and outputs
points located on the origins of the top level of instances in the
geometry set (not nested instances). It also has position and radius
inputs to allow overriding the default, and a selection input to only
generate points for some instances.
The use case for this node is a method to use geometry proximity on
instance origins, but in a more generic way that is flexible and useful
in other situations.
Differential Revision: https://developer.blender.org/D12893
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Previously, when the start input was greater than the end input,
the spline was resized to a single point. That is correct, but the
single point wasn't placed properly along the spline. Now, it is
placed according to the "Start" value, as if the trim started, but
couldn't continue because the "End" value was smaller.
This behavior is handled with a separate code path to keep each
simpler and avoid special cases. Any cleanup to reduce duplication
should focus on making each code path shorter separately rather
than merging them.
Also included are some changes to `lookup_control_point_position`
to support cyclic splines, though this single-point method is still
disabled on cyclic splines for consistency.
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Fixes several notable mistakes and missing information
regarding the API documentation (*.rst).
This will allow API stub generators like bpystubgen or
fake-bpy-module to produce more accurate result.
Differential Revision: https://developer.blender.org/D12639
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Because `segment_is_vector` didn't handle the combined cyclic and
single control point case, it returned false, that the "segment" should
have the resolution evaluated point count. To avoid checking the size in
every call, add an assert for the size and check it elsewhere.
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Adds a filter popup to the header that allows specifiying which data-block
types to show. The menu automatically reflects all supported ID types, so it
shows a checkbox for materials, worlds and actions currently by default, and
all ID types with the "Extended Asset Browser" experimental feature enabled.
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Wasn't using the same icons as usually used for these IDs, which can be
confusing. Corrected them to be consistent with other usages of these IDs.
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Declare it at a lower scope so it doesn't go unused in evaluated mode.
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This was missed in the initial commit adding the node editor overlays.
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This was reported for FCurve modifiers, but was also true (in theory) for
other instanced panels (regular modifiers, spreadsheet filters, ...),
these would not show pinning for other reasons (no caterories).
So in the case of the Graph Editor the follwing happens:
`graph_buttons_register` only registers `GRAPH_PT_modifiers`, the panel
itself has no header (PANEL_TYPE_NO_HEADER), further panels for
individual modifiers are added dynamically in `graph_panel_modifiers`.
So when pinning a particular modifier, we would pin e.g. `GRAPH_PT_noise`
(not `GRAPH_PT_modifiers`).
ED_region_panels_layout_ex would only collect panels known to
`graph_buttons_register` (so is not aware of the specific panels of
modifiers). So while I think it should be possible to pin
`GRAPH_PT_modifiers` on top of an individual modifier's panel this would
result in all modifiers being shown in other categories [which would also
be weird]. Panel header layout was also not correct (drawing the pin
icon over the modifier delete icon).
So to resolve this, just dont use pinning for these type of panels.
part of T92293.
Maniphest Tasks: T92293
Differential Revision: https://developer.blender.org/D12965
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Send out notifications on catalog edits. This way all asset browsers will
refresh when catalogs are edited.
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Show assets that have an unknown catalog ID assigned in the "Unassigned"
catalog.
Another catalog named "Orphans" was considered as well, but that would
clash with the usual handling of Blender (discarding orphan data on
save) and thus that idea was discarded.
Manifest Task: T91949
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Keep track of unsaved asset catalog changes, in a more granular way than
just one boolean per asset library. Individual catalogs can now be
marked with a flag `has_unsaved_changes`. This is taken into account
when reloading data from the catalog definition file (CDF):
- New catalog in CDF: gets loaded
- Already-known catalog in CDF:
- local unsaved changes: on-disk catalog is ignored
- otherwise: on-disk catalog replaces in-memory one
- Already-known catalog that does not exist in CDF:
- local unsaved changes: catalog is kept around
- otherwise: catalog is deleted.
Because this saving-is-also-loading behaviour, the "has unsaved changes"
flags are all stored in the undo buffer; undoing after saving will not
change the CDF, but at least it'll undo the loading from disk, and it'll
re-mark any changes as "not saved".
Reviewed By: Severin
Differential Revision: https://developer.blender.org/D12967
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Since writing asset catalogs to disk also means loading any on-disk
changes, it's a good idea to store an undo step.
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The epsilon was too optimistic. Snapping to hard-coded (0,-1,0) at
singularity should produce max delta 0.0005, but double it to be safe.
This only affects debug builds obviously.
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These nodes just output a single value of their respective types,
making it possible to control multiple inputs with the same value.
Differential Revision: https://developer.blender.org/D12932
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* Forbid editing linked palettes.
* Make `color` RNA property of ColorPalette '`LIB_EXCEPTION`', so that
the color buttons in the palette template remain active on linked data.
NOTE: This incidently makes linked palettes' colors editable from RNA,
not from UI though, so think this is OK for now.
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Caused by using 3D math on 2D vectors, violating memory boundaries.
Use temporary float[3] variable.
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Camera, lattice and speaker object types were missing there own proper
`USER_DUP_` flags, leading to not properly handling duplication of their
object data.
NOTE: We could probably simply opions here, by using categories (like
'GEOMETRY', 'SHADING', etc.) instead of exact object types. But this is
beyond bugfix scope.
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This is a simplified version of D12730 by @erik85.
I added attribute search only to one legacy node for testing purposes.
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The type of sockets is `-1` in some cases, resulting in a crash
when accessing the `std_node_socket_colors` array.
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Actions of duplicated objects would not be properly made single user,
unlike obdata and materials.
Further more, there is no reason to manually handle such animdata
copying here, `BKE_id_copy_ex` can do that for us with the proper flags.
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Now 'Make Single User' will also create local copy of linked data as
needed.
IMPORTANT: Unlike with local data, this always happen, even if linked
data has only one user. This avoids e.g. cases like two local objects
sharing a same linked mesh, then when calling 'Make Single User ->
Object and ObData' on both objects, yu expect both of your objects to
get localized meshes, not one of them keeping its linked, un-editable
mesh.
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ScrArea.runtime.tool needs to be updated after switching scenes.
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Also add operator error report.
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´´´
error C4133: 'function': incompatible types - from 'float [2]' to 'int *'
error C4133: 'function': incompatible types - from 'const int [2]' to 'const float *'
´´´
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Both material and world assets should be ready to use as non-experimental
feature. They were not enabled by default yet because the work from the
previous commit was needed first.
Objects should follow soon.
Maniphest Task: https://developer.blender.org/T91752
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Updates UI code so that we can enable the asset UI for specific data-block
types by default, i.e. irrespective of the "Extended Asset Browser"
experimental feature.
"Mark as Asset" and "Clear Asset" are always visible in the Outliner context
menu now, but are grayed out if not applicable and show a disabled hint in the
tooltip.
A known side-effect of this: The "Mark as Asset" and "Clear Asset" operators
are enabled for action data-blocks now, even though only pose actions created
through the Pose Libraries add-on are supported. If this is something worth
addressing is being discussed still.
Differential Revision: https://developer.blender.org/D12955
Reviewed by: Sybren Stüvel
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Also fixes incompatible types.
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The viewport was being changed, so it needs to be reset.
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This patch includes code from D9891 and D12754, so credit goes to Juanfran and Dalai.
I updated the patches to work with `master` and with the new overlay toggle.
The reason to include both changes as part of one patch is that the dimmed dashed lines work much better together with colored wires.
Theme setting for dash opacity:
{F11370574, size=full}
{F11286177, size=full, autoplay, loop}
{F11149912, size=full}
For adding the overlay I used `SpaceImageOverlay` as reference, although I'm not familiar with this code so there might be mistakes.
Reviewed By: #user_interface, HooglyBoogly
Differential Revision: https://developer.blender.org/D12886
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This adds attribute search to the geometry nodes modifier
for the input and output attributes. The "New" search item
is only shown for the output attributes.
Some of the attribute search code is extracted to a new file
in the interface code, to avoid some code duplication.
The UI code required two fixes so that the search would work
for dynamic length strings (IDProperties do not have a fixed size).
Since this does changes to the UI layout of the modifier, I also
addressed T91485 here.
Differential Revisiion: https://developer.blender.org/D12788
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Overlapped regions have transparent backgrounds, so when placing
AZONE_REGION we need to move them in to the content edge.
See D12956 for details and examples.
Differential Revision: https://developer.blender.org/D12956
Reviewed by Hans Goudey
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This commit makes the bounding box node work on each unique geometry
(including instances) individually instead of making one large bounding
box for everything. This makes the node much faster, and is often the
desired result anyway. For the old behavior, a realize instances node
can be used in front of this node (versioning adds it automatically).
The min and max outputs now only output the values from the realized
geometry.
Differential Revision: https://developer.blender.org/D12951
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The parameter is only used in an assert.
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To display the "disabled hint" (text explaining why a button is disabled) in a
tooltip, it would run the operator poll callback, which could then set a poll
message. But the context for the poll check wasn't the one from the button, so
the poll may give a different result (and disabled hint) than the check of the
button itself did.
Make sure it uses the exact context from the button.
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No functional changes necessary, test already succeeds.
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When renaming an asset catalog, also update its simple name.
Catalogs will most likely be created from within Blender, so via the
catalog tree in the asset browser. Here catalogs are always named
"Catalog" until the user renames them, which was reflected in all simple
names being "Catalog".
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When there are multiple catalogs with the same path (so different UUIDs
all mapped to the same catalog path), treat the first-loaded one as the
main catalog for that path, and the rest as aliases.
This ensures that the UUID of a catalog (as chosen in the tree UI and thus
interacted with by users) is stable, regardless of whether by some coincidence
later another catalog with the same UUID is created.
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