This commit fixes the custom property edit operator for the the case of
editing group properties. Currently this isn't supported very well, the
data is converted to a string, but the operator shouldn't fail anyway.
This allows editing properties created like this:
C.object['abuse'] = {'parent' : ['child1', 'child2']}
These changes reflect some issues with the design of the operator.
Requiring guessing the type of the data does not work well at all, and
makes code more complicated. In the future this operator can be updated
to use a type drop-down.
Differential Revision: https://developer.blender.org/D12364
All props of annotations are not animatable by design and opacity must be equal.
As the opacity is reused by gpencil objects, a new prop has been created in order to use different props for annotations and GP objects.
Steps to reproduce:
- enable Extended Asset Browser
- open a regular File Browser
gives:
"rna_uiItemR: property not found: FileSelectParams.asset_category"
Now do proper poll.
Differential Revision: https://developer.blender.org/D12350
This commit fixes editing the value of a list of strings custom property
with the "Custom Property Edit" operator. This sort of custom property
isn't very well supported in general, but editing the values should
work properly anyway.
Differential Revision: https://developer.blender.org/D12348
This node takes a curve geometry input and creates a filled mesh at Z=0
using a constrained Delaunay triangulation algorithm. Because of the
choice of algorithm, the results should be higher quality than the
filling for 2D curve objects.
This commit adds an initial fairly simple version of the node, but more
features may be added in the future, like transferring attributes when
necessary, or an index attribute input to break up the calculations
into smaller chunks to improve performance.
Differential Revision: https://developer.blender.org/D11846
The storage of IDProperty UI data (min, max, default value, etc) is
quite complicated. For every property, retrieving a single one of these
values involves three string lookups. First for the "_RNA_UI" group
property, then another for a group with the property's name, then for
the data value name. Not only is this inefficient, it's hard to reason
about, unintuitive, and not at all self-explanatory.
This commit replaces that system with a UI data struct directly in the
IDProperty. If it's not used, the only cost is of a NULL pointer. Beyond
storing the description, name, and RNA subtype, derived structs are used
to store type specific UI data like min and max.
Note that this means that addons using (abusing) the `_RNA_UI` custom
property will have to be changed. A few places in the addons repository
will be changed after this commit with D9919.
**Before**
Before, first the _RNA_UI subgroup is retrieved the _RNA_UI group,
then the subgroup for the original property, then specific UI data
is accessed like any other IDProperty.
```
prop = rna_idprop_ui_prop_get(idproperties_owner, "prop_name", create=True)
prop["min"] = 1.0
```
**After**
After, the `id_properties_ui` function for RNA structs returns a python
object specifically for managing an IDProperty's UI data.
```
ui_data = idproperties_owner.id_properties_ui("prop_name")
ui_data.update(min=1.0)
```
In addition to `update`, there are now other functions:
- `as_dict`: Returns a dictionary of the property's UI data.
- `clear`: Removes the property's UI data.
- `update_from`: Copy UI data between properties,
even if they have different owners.
Differential Revision: https://developer.blender.org/D9697
Add mode to overwrite strips on overlap instead of resolving overlap.
When overlap is created, 3 things can happen:
- On partial overlap, handles of overlapped strip are moved
- On complete overlap with smaller strip, overlapped strip is split
- On complete overlap with larger strip, overlapped strip is removed
This mode can be enabled in header.
Reviewed By: fsiddi, mano-wii
Differential Revision: https://developer.blender.org/D11805
These buttons were in Meshes but not for Grease Pencil. This patch add them in order to keep consistency.
Reviewed By: HooglyBoogly
Maniphest Tasks: T90973
Differential Revision: https://developer.blender.org/D12328
The inset tool requires moving the cursor towards the center of the
selection, making it nearly impossible to use the inset tool
when the view was aligned with the vertical handle.
Use custom settings for VIEW3D_GGT_tool_generic_handle_free
to make it draw hollow, as large as the scale tool.
Resolves T87991.
Having settings such as "extend" saved between executions causes
keymaps that don't include this setting to remember the value
between execution.
No longer store this setting for selection operations & remove
redundant values from the key-maps, see: T90275.
Use video format for export instead of image sequence. Settings are same
as defined in h264_in_MP4 preset.
Sound default is AAC with 256kbit bitrate.
Reviewed By: campbellbarton
Differential Revision: https://developer.blender.org/D7916
- New operator property to toggle edge panning in the keymap:
This is disabled by default to avoid edge-panning in cases where it
gets distracting, such as adding a new node. Only the explicit
translate operator(s) (GKEY or drag) have this enabled now.
- Restore the initial view rect on edge pan cancel:
The initial view rect is now stored in the edge pan operator data.
When an operator with edge panning is cancelled it can now call the
`UI_view2d_edge_pan_cancel` function to restore the original View2D
rect.
- Less delay in node editor scrolling:
Delay is useful when scrolling through long lists, such as in the
outliner, but makes node scrolling feel sluggish and unresponsive.
The lower scroll speed here makes a faster response the better option.
- Zoom influence feature:
Somewhat slower scrolling in UI-space when zoomed out. With the 0.5
zoom influence factor nodes behave as if zoom factor is halved,
otherwise it gets too fast when zoomed out. Previously scrolling would
always be constant-speed in UI space, now it's half-way between UI
space and node (view) space.
Remove `font_kerning_style` from `space_userpref.py` since this is no
longer valid.
See more details in D12276
Differential Revision: https://developer.blender.org/D12276
Reviewed by Campbell Barton
Lowers tile splitting limit so models with extremely dense mesh
portions could still have reasonable performance while for more
common cases the performance impact should be minimal.
Reviewed By: Sebastian Parborg (zeddb), Antonio Vazquez (antoniov)
Differential Revision: https://developer.blender.org/D12236
This was left over from when these scripts were loaded as modules,
where their names needed to be compatible with Pythons module naming.
Version patch existing files so text with register enabled
without a `.py` extension wont start executing on startup.
Resolves T89532.
Add Apply Constraint, Duplicate Constraint, and Copy To Selected
operators, and include them in a menu similar to the menu for modifiers.
The shortcuts in the extras menu are also matched to modifiers.
All the here added operators are intended to work exactly like the
analogous ones for modifiers. That means the apply operator should apply
a constraint as if it was first in the list, just like modifiers do. I
have added the same warning message as for modifiers when that happens.
The decision to use this approach of appling the constraint as if it was
first, was made for consistency with modifiers. People are already used
to how it works there. Is also provides more intricate control over the
applied transforms, then just applying all constraints up to that one.
Apply all constraints is already kinda implemented in Bake Animation.
Reviewed By: HooglyBoogly, sybren, #user_interface
Differential Revision: https://developer.blender.org/D10914
Before this commit rendering material icons the floor will is hidden.
This reduces the readability of reflective/refractive materials.
check patch for additional screenshots and notes.
This patch will switch the floor material that uses ray visibility tricks to render a floor for reflective rays.
Eevee uses screen space reflections that makes this a different problem. There is nothing else drawn in
the scene in screen space so we need a different trick. Using math we convert a reflective ray to UV space
and generate a world that projects a checker pattern to infinity.
As now the floor is in the world it is being reflected via
a cubemap. As the film is transparent the background (including the floor isn't rendered)
In the future when Eevee supports vulkan raytracing we can re-evaluate and perhaps remove this
approximation.
We tried lightprobes but that wasn't able to do the trick.
Using the compositor would lead to more memory usage (render layers and intermediate buffers) and slower performance.
Solution has been validated with Simon
Reviewed By: sybren, Severin
Differential Revision: https://developer.blender.org/D11988
Idea for 3.0 is to disable all functionality that isn't well polished
and focus on those parts first. Starting with poses.
* Adds a new experimental option "Extended Asset Browser", replacing
"Asset Browser".
* Unlike the previous option, this isn't enabled by default anymore.
This didn't work well in practice and caused plenty of confusion.
* "Mark as Asset" and "Clear Asset" are hidden if the option is
disabled.
* Same for the category selection in the Asset Browser.
* Always show display the "Only Assets" option in the File Browser while
browing inside .blend files. That way you can hide data-blocks that
are not pose assets.
* The Asset Library setup UI in the Preferences is always visible now,
it's needed for pose library access.
Addresses T90181, T90180 and T90300.
Differential Revision: https://developer.blender.org/D12120
bounding boxes
These are namely 'LIGHT', 'CAMERA', 'EMPTY', 'SPEAKER' and 'LIGHTPROBE'.
Note that Empties are included here despite the fact that they have
instancing capabilities ('Display As' can be 'Bounds' for example which
then displays all instanced geometry with boundingboxes -- this however
is not meant to work with the 'Bounds' checkbox and the display bounds
type, these are only affective for the object itself, not its instances)
Issue came up in T88443.
Maniphest Tasks: T88443
Differential Revision: https://developer.blender.org/D11344
Basically, only meshes, empties and pointclouds support direct
instancing atm., no need to have the panel for other types.
note: prior to rB2eca054e14b1, collection instancing was possible on all
types (but that was removed in said commit)
note2: for empties, rna_Object_instance_type_itemf should also be
tweaked so we dont get "Vertices" and "Faces" options, but that can be
done in a separate commit
Maniphest Tasks: T88443
Differential Revision: https://developer.blender.org/D11348
Right clicking would spawn the context menu under the cursor, but some
operators would actually act on the active asset/file which wasn't
the one clicked on.
When multiple files are selected and one of them is right-clicked on,
selection is not changed to allow operations on multiple files. E.g.
deletion.
This makes the File/Asset Browser match the Outliner (in behavior, not
implementation).
For the right-click selection keymap:
* The context menu still only spawns on W.
* Bonus: Right click now does something, it actually selects files!
I could have done additional changes here to avoid this, but it seems
like a good addition.
This is also a better alternative to rB5edfde58fe60, which didn't work
properly either. Using rename from the context menu would only work if
the clicked on file was also active...
Differential Revision: https://developer.blender.org/D12065
Reviewed by: Campbell Barton
Caused by {rBe3faef686d38}.
Error was getting the preview [which wasnt there yet]
These only appeared once the material tab in the Properties Editor was
used (since this ensured a valid preview icon).
Above commit changed behavior for RNA icon getter (this does not create
data anymore), so ensure the preview by hand here.
Maniphest Tasks: T89284
Differential Revision: https://developer.blender.org/D12178
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.
To be consistent with all other editors the annotation
layers pannel should be placed in a "View Tab".
In my next commit, this tab will be expanded to include other options.
- Remove check for screens being None as this would raise an error.
- Replace loop over `area.spaces` with `area.spaces.active`.
- Loop over grease pencil data directly instead of accessing
through the scenes objects.
- Split versioning into functions.
- Use `update_factory_startup_*` prefix for function names
as this isn't versioning existing files.
This commit makes the display options for mask only show in the header for the clip and image editors.
Prior to this change they would display in the header for the clip editor and in the sidebar for the image editors.
This commit does two things, first it removes the proportional editing tool settings.
This is not accessible code and is has not been used since the grease pencil/annotations changes in 2.8.
Second, this patch reorders the if statements so that the display options are always shown on the rightside.
Reviewed By: antoniov
Differential Revision: https://developer.blender.org/D12163
This seems to be really old code from 2.4 or earlier.
I was unable to find when it was removed gitk and git blame both couldnt find anything.
However, it is safe to say that this code is long gone.
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
Just like the "Select by Material" node, this node outputs a
boolean attribute for control points that have a matching handle
type. By default left and right handles are considered, but it's
possible to only check one side with the toggle in the node.
Differential Revision: https://developer.blender.org/D12135
The immediate reason for this is that we want to be able to initialize them
to different defaults for light objects, which is hard with Python properties.
But in general it is useful to be able to share these with other renderers.
As a side effect, Eevee now supports a per-object holdout instead of only
per-collection.
Differential Revision: https://developer.blender.org/D12133
The keymap is available in: Draw, Edit, Sculpt, Weight Paint and Vertex Paint modes.
The keymap is not available in Object mode to avoid any conflict.
Reviewed By: pepeland
Differential Revision: https://developer.blender.org/D12128