Tools currently used by VSE don't have much useful settings, but they
use a lot of space. Therefore these headers will be hidden by default.
Property `show_region_tool_header` was added to view menu to enable tool
settings.
This could be resolved by region overlap, but it isn't working well
currently.
Differential Revision: https://developer.blender.org/D12875
Since points aren't relevant in function nodes, replace all mentions
of it with "local" to illustrate rotations done in local-space instead.
Differential Revision: https://developer.blender.org/D12881
Commit 213554f24a17 added slope/offset/power controls to the sequencer
color balance modifier, but colors in this mode were not initialized
with old files.
Initialize colors to default values.
Reviewed By: ISS
Differential Revision: https://developer.blender.org/D12806
Commit e1665c3d3190 added math to do 2D affine transformations with 3x3
matrices, but these matrices are also used for 3D transformations.
Remove added functions and use 4x4 matrices for 2D transformation.
Reviewed By: campbellbarton
Differential Revision: https://developer.blender.org/D12510
Issue was caused by adding `seq->sound` check in ded68fb10275 in
function `BKE_sound_scene_add_scene_sound` as `offset_time` field was
introduced to resolve sub-frame a/v misalignment.
Scene strips don't have `bSound` allocated but also don't suffer from
a/v misalignment.
Remove `seq->sound` check and don't apply any offset for scene strips.
Reviewed By: zeddb, sergey
Differential Revision: https://developer.blender.org/D12819
This is caused by removing `gizmo_cage2d_modal()` code in 482806c8167.
Some areas use cage gizmo to modify RNA properties without using
transform operator like area light, image empty, and compositor preview.
This functionality is implemented in code that was removed.
Add this code back.
Reviewed By: zeddb, campbellbarton
Differential Revision: https://developer.blender.org/D12859
Replaces the old Subdivision Surface Node.
Changes:
- Removes implicit instance realization, instead the node runs once
per unique instance.
- "Use Creases" becomes a crease field input applied to edges.
The values are clamped between zero and one.
Addresses T91763
Differential Revision: https://developer.blender.org/D12830
The object info node output an instance as a performance optimization.
Before that optimization was (almost) invisible to the user, but now
that we aren't automatically realizing instances, it isn't intuitive
for a single object to become an instance.
I refactored the transform node so its ability to translate/transform
an entire geometry set was more usable from elsewhere and exposed the
function to get a geometry set from an object.
Differential Revision: https://developer.blender.org/D12833
This commit adds an updated version of the old attribute transfer node.
It works like a function node, so it works in the context of a
geometry, with a simple data output.
The "Nearest" mode finds the nearest element of the specified domain on
the target geometry and copies the value directly from the target input.
The "Nearest Face Interpolated" finds the nearest point on anywhere on
the surface of the target mesh and linearly interpolates the value on
the target from the face's corners.
The node also has a new "Index" mode, which can pick data from specific
indices on the target geometry. The implicit default is to do a simple
copy from the target geometry, but any indices could be used. It is also
possible to use a single value for the index to to retrieve a single
value from an attribute at a certain index.
Differential Revision: https://developer.blender.org/D12785
Instead of checking whether the socket value was hidden, use the proper
node declaration to check whether the socket has an implicit input. The
remaining larger change to make is allowing nodes to specify what their
implicit input should actually be.
This commit removes the constant padding around to the left and
right of the curve widget. The padding worked in screen space and
didn't take UI scale/zoom into account. This makes the curve widget
consistent with the more recently added curve profile widget used
for bevel profiles.
Differential Revision: https://developer.blender.org/D12883
Checking RNA_MAGIC is not enough to identify the ID property case which always
needs updates. If the property is already resolved to an RNA property we need
to check the flag too.
This menu doesn't have an effect on the importing while in the "Current File"
asset library. This can be quite confusing.
However, just hiding the menu may be a temporary solution. Decision
actually to instead show a different menu, that allows choosing between
duplicating and reusing data on drop. This is being reviewed here
https://developer.blender.org/D12879.
Meanwhile (or in case we end up rejecting that), this change should
avoid some confusion.
Differential Revision: https://developer.blender.org/D12752
This is caused by {rB3b6ee8cee708}.
Since rigging curves with armatures only works with envelopes (if I am
not mistaken), this stirs up the question again why we actually give the
choice for vertex groups in parenting. Anyways, curves can have armature
modifiers and renaming bones should not crash.
Now make sure we only go down the route of `BKE_object_defgroup_list`
and `BKE_object_defgroup_find_name` if vertex groups are actually
supported.
Maniphest Tasks: T92083
Differential Revision: https://developer.blender.org/D12876
There was a rare crash in WM_event_get_keymap_from_toolsystem_fallback
when wm->winactive was NULL.
This could happen when the event was handled
immediately after closing a window.
The issue was that this menu was only looking at socket templates,
but not at the new node declarations. This fix is to just check those
as well. The fix comes with a small refactor that makes the memory
management a bit simpler.
Differential Revision: https://developer.blender.org/D12866
`BLF_height_max()` uses the tallest character in the font, and many characters
in our font are taller than numbers. Use `BLF_height` with `0` as reference instead.
Fix by @harley, thanks!
There were several places attempting to check to see if scene lights
and world were enabled for display. This tries to find a common place
for both of these to reduce duplication.
Honestly, I couldn't find a really good spot for these and settled on
DRW_engine. It's not the best spot since they're not strictly drawing
related, but let's start here.
Reviewed By: fclem
Differential Revision: https://developer.blender.org/D12658
Shortcut lookups for property buttons were only supported for a subset
of RNA types.
Replace inline data-path calculation with
WM_context_path_resolve_property_full.
Now the shortcut for the 3D View's overlay toggle (for e.g.) is shown.
In editors with vertical scale indicators, such as Graph Editor,
Drivers, or VSE, display the values aligned to the view.
Also add a shadow (similar to the 3D View info) to improve readability when the text is on top of curves, strips, or other content.
{F10987240, size=full}
Reviewed By: Severin
Differential Revision: https://developer.blender.org/D12809
While there may be arguments for different positions of the selection
inputs, it's important to be consistent, and putting them right after
the corresponding geometry works well when there are multiple
geometry inputs. Addresses T91646.
Avoiding creating empty components can be a hassle for code that
interacts with a geometry set. One easy way to do that was calling
the functions that retrieved mutable access to geometry data directly,
like get_mesh_for_write. This commit makes it so that sort of direct
function does not create an empty component if there is no data.
Another way to create an empty component was calling the replace_*
methods with a null pointer. It's more convenient to have a nice API
that handles those cases without creating an empty component.
It's still convenient that the regular get_component_for_write adds
the component if it doesn't exist, because that's often a nice way to
add data to the geometry set.
Differential Revision: https://developer.blender.org/D12862
This commit adds a fields version of the mesh to curve node, with a
field for the input selection. In order to reduce code duplication,
it adds the mesh to curve conversion to the new geometry module
and calls that implementation from both places.
More details on the geometry module can be found here: T86869
Differential Revision: https://developer.blender.org/D12579
Currently `PoseBone.children` is implemented by a linear scan of
the list of armature bones. This is doubly inefficient, since
not only is it scanning all bones, the `obj.data.bones` list
is actually synthetic and generated from Bone children lists.
Instead, use the `Bone.children` native RNA property.
Differential Revision: https://developer.blender.org/D12727