Commit Graph

783 Commits

Author SHA1 Message Date
Weizhen Huang
def9b76207 Shader: Change specular tint in Principled BSDF from float to color
For more artistic control. Tints the reflection of dielectric materials
at normal incidence.

Ref #99447

Pull Request: https://projects.blender.org/blender/blender/pulls/112192
2023-09-25 19:42:05 +02:00
Hans Goudey
7e0691d027 Fix: Grammar in operator description 2023-09-25 13:25:32 -04:00
Pablo Vazquez
9a3131323b UI: About: Update links and labels
Following f7af45ccfd, rename link labels:

* Release Notes -> What's New
* Development Fund -> Donate

The description are left as is since they
are still correct, just the labels to be more
in line with language used in blender.org
2023-09-25 18:40:36 +02:00
Pablo Vazquez
f7af45ccfd UI: Splash: Small changes to links and labels
* Rename "Development Fund" to "Donate", more in line with
  the language used in blender.org
* Rename "Release Notes" to "What's New". A bit more inviting
  to click and sounds less technical.
* In "Getting Started", remove "Credits" since it it nos related
  to getting started, and add relevant links already present
  in the Help menu.

Pull Request: https://projects.blender.org/blender/blender/pulls/112741
2023-09-25 18:09:02 +02:00
Pablo Vazquez
05fc31f27f UI: Remove redundant "Context Menu" in menu titles
Context menus are a type of menu, like header menus, there is no need to mention
the type as part of the name since it is implied by context.

Pull Request: https://projects.blender.org/blender/blender/pulls/112662
2023-09-25 16:25:55 +02:00
persun
90d8a07213 UI: Move "Reset Recent" inside a menu
Move the File Browser's `Reset Recent` button into a menu to prevent
accidental clicks of a destructive operation.

Also rename it to a more descriptive  `Clear Recent Items`, and since
the word "Reset" is used for resetting values to default.

Pull Request: https://projects.blender.org/blender/blender/pulls/112853
2023-09-25 15:15:53 +02:00
Jacques Lucke
8362563949 UI: show recently selected items at the top of searches
The goal is to make the search faster to use by dynamically adapting to the user.
This can be achieved using the simple but common approach of showing recently
selected items at the top. Note, that the "matching score" between the query and
each search item still has precedence when determining the order. So the last used
item is only at the top, if there is no other search item that matches the query better.

Besides making the search generally faster to use, my hope is that this can also
reduce the need for manually weighting search items in some places. This is
because while the ordering might not be perfect the first time, it will always be
once the user selected the element that should be at the top once.

This patch includes:
* Support for taking recent searches into account in string searching.
* Keep track of a global list of recent searches.
* Store recent searches on disk similar to recently opened files.
* A new setting in the user preferences that allows disabling the functionality.
  This can be used if deterministic key strokes are required, e.g. for automated tests.

In the future this could be improved in different ways:
* Add some kind of separator in the search list to indicate which elements are at
  the top because they have been used recently.
* Store the recent search items per search, instead of in a global list. This way
  it could adapt to the user even better.

Pull Request: https://projects.blender.org/blender/blender/pulls/110828
2023-09-25 10:56:12 +02:00
Hans Goudey
26e56d0b52 Fix: Correct UI string in previous fix
Sorry for the noise...
2023-09-24 18:58:08 -04:00
Hans Goudey
15f24bd248 Fix #112814: New geometry nodes always named "Tool" 2023-09-24 18:55:02 -04:00
Hans Goudey
d1d570d318 Geometry Nodes: Don't require geometry input for "Mode to Nodes"
It's valid for modifier node groups to not have a geometry input, since
they can just be generators. The operator used to give a warning and
cancel itself when there was no geometry input. Now it works, and
skips adding the geometry input and the group input node to the
new group.
2023-09-23 20:32:52 -04:00
Hans Goudey
652aab0b31 Fix: Swapped icons in node tool header popover 2023-09-22 20:51:34 -04:00
Hans Goudey
2cb34f7c0d UI: Improve geometry nodes tool popover layout
See #101778, #111524

Separate the layout into one popover for object types and another for
object modes. Use checkboxes with icons and full phrases like "Object
Mode". Also rename the modifier popover to "Modifier". Thought
it just has one option right now, so it looks quite weird.

---

![image](https://projects.blender.org/attachments/17e86c35-3c13-48e4-8113-817c5a80fdd3)
![image](https://projects.blender.org/attachments/f92a55a9-e4f0-4c29-8d15-a47a3154ed70)
![image](https://projects.blender.org/attachments/50cd0a93-0abb-4766-819b-62d265251822)

Pull Request: https://projects.blender.org/blender/blender/pulls/112749
2023-09-23 02:33:51 +02:00
Harley Acheson
0dab5818d7 UI: Discrete Thumbnail Sizes for Menus
Allow menus to select thumbnail sizes in discrete steps.

Pull Request: https://projects.blender.org/blender/blender/pulls/112455
2023-09-22 18:49:01 +02:00
Hans Goudey
1c51f74cb4 Geometry Nodes: Filter data-block buttons for tools and modifiers
In the data-block selectors in the node editor and the header,
apply a few rules to increase the separation between tool and
modifier node groups.
1. The modifier accepts non-asset groups or assets marked
   as modifiers (created in the modifier context). Tool node groups
   cannot be used by modifiers.
2. The tool context can only edit node group assets marked as tools
   (created in the tool context).

When switching contexts, the node group is cleared if the state would
be invalid. The tool node group is still stored in the editor's "root node
tree" property. Since it isn't retrieved from the context, the pin button
is useless, so it isn't displayed in the tool mode.

See #101778, #111526.

Pull Request: https://projects.blender.org/blender/blender/pulls/112389
2023-09-22 17:45:00 +02:00
Philipp Oeser
29dfb73eb7 Fix: bl_previews_render.py still using lamp.falloff_type
This was removed in 57d85b32a9aaa71b50c15d19f432462fa9fc4830.

Pull Request: https://projects.blender.org/blender/blender/pulls/112728
2023-09-22 17:17:05 +02:00
Alexander Gavrilov
be7e2d01a8 Python: support the step and precision arguments in rna_idprop_ui_create.
Support the property settings that were implemented some time ago.

As an aside, change the defaults for min and max to integers: integer
values can be implicitly cast to float, but the reverse results in an
error. Also, pointer properties don't support a default value.

Pull Request: https://projects.blender.org/blender/blender/pulls/112712
2023-09-22 12:07:26 +02:00
Jeroen Bakker
7b379eb657 Cleanup: Make format 2023-09-22 08:32:03 +02:00
Campbell Barton
a5cd497543 Console: add support for displaying tab-stops
Without this it was necessary to convert pasted text into spaces
for them to display properly.

Since tabs are a valid part of a string, it's incorrect to assume
tabs can always be expanded to spaces.

Pasted text and console output now display tabs properly,
the tab still uses spaces for indenting though.
2023-09-22 13:43:12 +10:00
Harley Acheson
18e07098ef UI: Support additional console text operations
Adds the ability to set text cursor position in the Console editor
by clicking with the mouse and many other expected operations such as
cut, select all & deselect on text entry.

Ref !108626
2023-09-22 13:36:29 +10:00
Campbell Barton
fb624720eb Cleanup: remove 'apple' variable for key-map parameters
The OSKEY-Comma key-map item will be kept on macOS by the
bl_keymap_utils.platform_helpers utility function.
2023-09-22 10:37:23 +10:00
Campbell Barton
fd0d6b27bb Cleanup: remove unnecessary hasattr check 2023-09-22 10:16:13 +10:00
Pablo Vazquez
d0aa521ea8 UI: Minor layout and style adjustments in Preferences
Small style and layout tweaks of some tabs in Preferences.
Mainly inline styling for compact layouts, grouping labels and
adding icons where needed.

Purposely leaving aside complex areas such as Themes,
Add-ons, or Keymap. They require larger design decisions.

Pull Request: https://projects.blender.org/blender/blender/pulls/112393
2023-09-22 01:07:56 +02:00
Brecht Van Lommel
208323c087 Fix duplicate preference key shortcut on macOS, causing test failure
After recent changes in 86f659a.
2023-09-21 18:46:30 +02:00
Brecht Van Lommel
1ef63e93b4 Fix missing BSDF nodes in add menu with Hydra render engines
Default to displaying nearly all nodes when the engine is not set to
Cycles or Eeeve. And instead hide nodes not supported in Eevee only
when Eevee is selected.

This way external engines can use the same menu, particularly useful
for upcoming support for conversion to MaterialX.

Only the Shader category was incomplete like this, so it can also be
seen as fixing an inconsistency with other categories.
2023-09-21 18:46:30 +02:00
Christoph Lendenfeld
01927e1e45 Anim: Time Offset Slider
This patch has been originally authored by Ares Deveaux #106520
I am just finishing it up.

This is a new operator for the Graph Editor.
It shifts the value of the keys in time,
while keeping the actual key positions in the same place.
It supports wrapping, so when offsetting beyond the range
of the F-Curve it will take values from the other end,
but offset in y-value so there is no jump.

This works best with dense key data.

Co-authored-by: Ares Deveaux <aresdevo@gmail.com>
Pull Request: https://projects.blender.org/blender/blender/pulls/110540
2023-09-21 15:11:16 +02:00
Nathan Vegdahl
be5cf8f8a1 Anim: add graph editor key/handles selection operator
This adds an operator `graph.select_key_handles` to the graph editor
that changes the selection of the different parts of a bezier keyframe.  It
operates on all keys that are either themselves selected or have either of
their handles selected, and changes whether the key itself and/or its handles
are selected.

The operator has three options:

- `left_handle_action`
- `right_handle_action`
- `key_action`

Each of which can be set to:

- Select
- Deselect
- Keep (do nothing)

Co-authored-by: cgtinker <Denys.Hsu@gmail.com>
Pull Request: https://projects.blender.org/blender/blender/pulls/111143
2023-09-21 15:05:30 +02:00
Jeroen Bakker
6d91d36161 GPU: Remove GPU_shader_storage_buffer_objects_support
Blender 4.0 requires OpenGL 4.3 which always support SSBO's.
Platforms that don't support enough SSBO bind points will be marked
as unsupported.

Users who start Blender on those platforms will be informed via a
dialog. This PR also updates the `--debug-gpu-force-workarounds`
to match our minimum requirements. Note that some bugs are still
there that should be solved in other PRs:

* Workbench only renders the object using a unit matrix this is because
  there is a bug in the workaround for shader_draw_parameters
* Navigating with middle mouse button is not working. Unsure what the
  cause is, but might be a missing feature check in the OpenGL backend.

Related to #112224

Pull Request: https://projects.blender.org/blender/blender/pulls/112572
2023-09-21 12:55:51 +02:00
Christoph Lendenfeld
25031f8a86 Anim: Graph Editor Push/Pull operator
This finishes the work that Ares Deveaux started here #106527

Scales the selected keys from an imaginary line that
runs from the start to the end of the segment.

Co-authored-by: Ares Deveaux <aresdevo@gmail.com>
Pull Request: https://projects.blender.org/blender/blender/pulls/112388
2023-09-21 12:46:27 +02:00
Pablo Vazquez
86f659ad96 Keymap: Add shortcut to open Preferences
Use Ctrl + Comma. It is an expected shortcut since many
other applications use it.
Agreed during module meeting.
2023-09-21 11:48:07 +02:00
Jeroen Bakker
9cc4df8062 Cleanup: Make Format 2023-09-21 07:55:23 +02:00
Pablo Vazquez
da495765b4 UI: Add icon to Library Override menu entries
To create a connection with the icon that shows up in
ID templates and decorators once library is overriden.

Affects Outliner context and Object menu in 3D Viewport.
Similar to the Asset menu.
2023-09-20 15:06:54 +02:00
persun
63fef34fda UI: Add Vertex Crease operator to vertex context menu
Add Vertex Crease operator to vertex context menu. This is consistent with
edge context menu having Edge Crease menu.

Pull Request: https://projects.blender.org/blender/blender/pulls/109146
2023-09-20 08:58:17 +02:00
Campbell Barton
9ed7d7cb03 UI: add extensions section (shown when extension repos are enabled)
This is a place-holder by default, the work-in-progress extensions
add-on makes use of this.
2023-09-20 15:14:07 +10:00
Germano Cavalcante
d61295155c Fix AttributeError: module 'urllib' has no attribute 'parse'
On some systems, the `urllib` package serves as a namespace only and
does not import the `parse` module under it.
2023-09-19 12:55:09 -03:00
b48031df8e Anim: armature edit mode, make Shift+M consistent with pose mode
Replace the 'armature layers' operator (which would toggle visibility of
armature layers) with the 'bone collections' menu (which allows assigning
to and unassigning from bone collections). The functionality of these
operators is quite different, but it unifies the behaviour between
armature pose and edit modes.

Selecting which bone collections are visible in the 3D Viewport may be
reintroduced after nestable bone collections are implemented. Otherwise
the list of bone collections will likely become unwieldy.
2023-09-19 17:43:26 +02:00
Julian Eisel
974d70918b RNA/BPY: Replace asset_library_ref with asset_library_reference
This is a compatibility breaking change to rename all usages of the name
`asset_library_ref` with `asset_library_reference`. Brecht recently
suggested that such abbreviations should be avoided in public API names.
2023-09-19 16:27:07 +02:00
Julian Eisel
591a1ae323 Assets: Remove (almost) all usages of asset handle in Python scripts
The asset handle type is supposed to be replaced by the asset
representation type. It is designed for the asset system as opposed to
the file browser backend. With d421ebac5e, d04cd3f3e6 and f6a6b27ac1, it
can now do everything that is needed in Python to be a replacement.

With this commit the asset handle type and the file handle type it uses
is almost entirely replaced in Python files (only for the asset view
template we require a collection property taking asset handles still,
for internal reasons.)

Part of #102877 and #108806.
2023-09-19 14:41:34 +02:00
62639080bc Anim: armature edit mode, replace 'bone layers' operator with collections
In armature edit mode, replace the 'bone layers' operator with the 'move
to bone collection' operator. This operator now works in both pose mode
and edit mode, and is available with the 'M' hotkey in either mode.
2023-09-19 11:45:40 +02:00
Lukas Tönne
742f3b233f Nodes: Rename ui_items property to items_tree
DNA names are unchanged, just affects the RNA API.

Resolves #112523

Pull Request: https://projects.blender.org/blender/blender/pulls/112527
2023-09-18 18:07:26 +02:00
Hans Goudey
1cfed92c84 Fix: Exception creating geometry node group or node group socket
c951464b8aacf16f30ce didn't update the uses of the API.
2023-09-18 11:01:05 -04:00
02659c0d01 Anim: merge bone collection assignment menus
Remove the Ctrl+G shortcut (remnant of the bone group assignment operator),
and change the 'Pose / Bone Collections' menu so that it handles linked
and overridden data properly. Shift+M now shows that menu too.
2023-09-18 14:48:34 +02:00
Damien Picard
418f817879 I18n: do not translate Freestyle modifier breadcrumbs
Each type of Freestyle modifier gets its own panel. Each panel draws
breadcrumbs below the header. These breadcrumbs look like:

MyLineSet > MyLineStyle

They are currently translated, but since they represent data they
should not.

This commit disables translation for these breadcrumbs.

Pull Request: https://projects.blender.org/blender/blender/pulls/112418
2023-09-18 13:03:08 +02:00
Campbell Barton
906a5a89c4 Cleanup: remove fix for #112129 which is no longer needed
Since [0] this is no longer needed.

[0]: a8db82861809be71f501d33cfe0a3e231ce1ae4d
2023-09-18 16:06:31 +10:00
Hans Goudey
f122193e24 Cleanup: Remove unused logic from geometry nodes operator
The "new node tree & assign to modifier" operator isn't used in the tool
context of the geometry node editor-- it doesn't have to handle it.
2023-09-17 20:09:14 -04:00
Campbell Barton
7eae806dda Cleanup: format, spelling 2023-09-17 09:05:40 +10:00
Clément Foucault
c00962d038 EEVEE-Next: Raytrace: Add back Screen Space radiance input
This finalize the implementation of the screen space tracing
for EEVEE-Next.

Refractive objects can now have screen space reflection too
and self reflect.

This keeps the feedback radiance buffer principle of the
Classic EEVEE so that we still get infinite bounces by default.

There are some conflict with refraction tracing and ambient
occlusion nodes. Materials using screen space refraction will
not be able to detect occlusion from any refractive surface using
screen space refraction including itself.
They also won't be visible to screen space reflections from other
materials *not* using screen space refraction.
This should be added to the list of limitations for now.

Note that the current approach to feed the radiance is to copy
the radiance buffer. This has the nice property of only containing
the currently rendered objects and not project transparent objects
or other non-yet rendered object onto the depth behind them.

Pull Request: https://projects.blender.org/blender/blender/pulls/112341
2023-09-16 11:48:13 +02:00
Bastien Montagne
e553c71aae I18n Py Module: Update settings after move to Weblate.
This is (mainly) some cleanup in names and descriptions, since we are
not using any SVN repository anymore, and layout of working new Git
repository is quite different.

Change in sync with upcoming update of the `ui_translate` add-on.

Related to https://projects.blender.org/infrastructure/blender-projects-platform/issues/65
2023-09-15 18:08:52 +02:00
Bastien Montagne
0ce02355c1 I18N module: updates for transition to weblate.
Remove `es_ES` language.
Rename `uz_UZ` to `uz_UZ@latin`
Rename `zh_CN` to `zh_HANS`
Rename `zh_TW` to `zh_HANT`

Add support for lowercase chars in `country` part of the locale code
(although in the end it is not needed, since `boost::locale` backend
does not supports lowercase 'country' part in locales identifiers
currently) .

Related to https://projects.blender.org/infrastructure/blender-projects-platform/issues/65
2023-09-15 18:08:52 +02:00
Julian Eisel
728d47f3e4 Asset shelf: Use asset representation for asset shelf BPY methods
Changes the `asset_poll()` and `draw_context_menu()` methods for asset
shelves to use the `AssetRepresentation` type, instead of `AssetHandle`.
The latter should be removed, so it's better to avoid using it in the
asset shelf BPY to avoid future compatibility breakage. This is possible
now with d421ebac5e.
2023-09-15 16:17:44 +02:00
ea360ffc12 Anim: hide bone collection customprop editor on overrides
Blender's generic custom property panel doesn't support operating on
overridden data yet, so it's better to just hide the panel altogether.
Before this commit, the 'Custom Properties' panel was shown but empty.
2023-09-15 14:54:04 +02:00
347ffd6262 Anim: add support for renaming bone collections added by overrides
Add a flag `BONE_COLLECTION_OVERRIDE_LIBRARY_LOCAL` that's only set on
bone collections that have been overridden locally.
2023-09-15 14:54:03 +02:00
Pablo Vazquez
2f31077463 Fix #112032: Theme: Wrong colors editing list items
Fixed by using a slightly transparent white color that blends
correctly with the background of text inputs and list items.

Also use the same colors in the Text Editor for consistency in both
Dark and Light themes.
2023-09-15 13:00:05 +02:00
Julian Eisel
213b8325bf Asset Shelf: Make display popup more constistent with Asset Browser
- Use property split layout
- Use "Size" instead of "Preview Size" for the label
- Place size option at the top
2023-09-15 12:40:19 +02:00
Campbell Barton
4790c6ac61 addon_utils: don't print a traceback when the add-on isn't found
This was already done for ImportError but missed, ModuleNotFoundError.
2023-09-15 17:23:08 +10:00
Campbell Barton
8d62b7c01c Fix fast-path addon_utils._initialize_once not being used on startup
Changes to initialization from [0] accidentally reverted renaming
_initialize to _initialize_once.

[0] 6de294a1915217c4711def25532d3d4b728b84d1
2023-09-15 17:00:46 +10:00
Campbell Barton
7516a9c0b6 Fix Python console command execution without a __main__ module
Account for sys.modules not to have a __main__ module, various other
minor improvements too.

- Use a context manager to temporarily override the __main__ module.
- Use a context manager to override the stdin when auto-completing.
- Remove `_BPY_MAIN_OWN` constant as the __main__ module is needed.
2023-09-15 12:23:40 +10:00
Campbell Barton
2c28f87230 Fix missing weight-paint overlay popover when mixing pose & weight-paint
Since [0] mixing weight-paint & pose modes made weight-paint overlay
options inaccessible. Display both popovers in the 3D view header
in this case.

[0]: 4fa4f5432d39b1d942d603436232a00a79db491d
2023-09-15 10:49:22 +10:00
Campbell Barton
a106760efa Cleanup: use variables for the 3D View header
Avoid re-accessing values already known.
2023-09-15 10:44:45 +10:00
Campbell Barton
0ed14c813f Cleanup: remove redundant checks from space_view3d.py
The context's mode implies having an active object in the mode
being checked.
2023-09-15 10:44:43 +10:00
Campbell Barton
3c6731969e Cleanup: simplify use of tool_settings in space_view3d.py
Assign early in and reuse, access directly from context.
2023-09-15 10:44:42 +10:00
Campbell Barton
def4a06fc9 Cleanup: format 2023-09-15 10:44:40 +10:00
Pablo Vazquez
4fa4f5432d UI: Viewport: Split object/mode overlays into own popover
Move object/mode-specific overlays into their own popover
in order to reduce scrolling and improve discoverability.

Pull Request: https://projects.blender.org/blender/blender/pulls/112156
2023-09-14 21:20:48 +02:00
Philipp Oeser
4086ef986c Fix #112374: loading reference/background images filters out movies
Movies are perfectly fine for reference/background images, now allow for
loading them by adjusting the default filter for the filebrowser.

Pull Request: https://projects.blender.org/blender/blender/pulls/112378
2023-09-14 19:42:26 +02:00
Campbell Barton
b7f3e0d84e Cleanup: spelling & punctuation in comments
Also remove some unhelpful/redundant comments.
2023-09-14 13:25:24 +10:00
Campbell Barton
636000ed39 Cleanup: group navigation argument with other preferences
Was incorrectly grouped with convenience assignments.
2023-09-14 13:25:22 +10:00
Campbell Barton
f56af0aa65 Cleanup: resolve bl_keymap_validate.py warning (when not --relaxed)
This would have also fixed the `script_validate_keymap` but these
issues from a strict check are better handled as warnings, not errors.
2023-09-14 12:38:35 +10:00
Bastien Montagne
6fcdcd4108 UI/I18N: Fix a couple of issues in new 'Add Modifiers' menu.
The recent change to the 'Add Modifier' created at least two issues:
* A complete duplicate of UI info for each modifier (its name and icon),
  now existing in both the RNA enum definition of modifiers types, and
  in the pyhton UI code.
* An implicit duplication of these UI names in two different translation
  contexts, since the ones from the enum use the default one, while
  explicit labels passed to the `layout.operator` UI API get assigned a
  default 'operator' context. See PR !112246 for details about this.

Both issues can be easily solved by making the new python code for these
menus a bit smarter. Adding a helper function that adds the `add_modifier`
operator with the right parameters, just based on the operator type.

Both names (labels) and icons can be found in the enum property
`bl_rna` definition itself then.

This change:
* Avoids duplicating UI info.
* Fixes translation context mismatch, by forcing the usage of the
  default one also from the python code.
* Makes code less verbose and overall more readable.

NOTE: An attempt has been made to use the `get_name` callback of
operator types to automatically return the right name based on the
defined type, but this is currently utterly failing with regular
layout-based UI code. This will be reported and handled separately.

Pull Request: https://projects.blender.org/blender/blender/pulls/112252
2023-09-13 22:44:47 +02:00
Harley Acheson
9659b2deda UI: Change Order of Lists in File Browser Sidebar
Change File Browser sidebar order to Bookmarks, System, Volumes, Recent

Pull Request: https://projects.blender.org/blender/blender/pulls/112114
2023-09-13 19:27:33 +02:00
Campbell Barton
c51336f5e8 Cleanup: single quote enums in Python 2023-09-13 13:38:39 +10:00
Campbell Barton
8167ad746c Fix Toggle Region pie menu items not matching the region direction
Regression in [0] which removed empty regions that were used to
ensure pie menu items match the location of regions.

The header for e.g. in time-line / graph editor for e.g. showed
on the opposite side.

[0]: 48b8c8f78f8037bf50411b81ab3a021840d80207
2023-09-13 12:19:43 +10:00
Philipp Oeser
ff6b25a200 Keymap: Add Numpad Return to create newline in Text object edit mode
Since this is what text editors usually do (blenders text editor as
well), we can also add it for Text object edit mode.

Resolves #112170.

Pull Request: https://projects.blender.org/blender/blender/pulls/112277
2023-09-12 15:42:54 +02:00
Christoph Lendenfeld
614fe73712 Fix: Wrong operator call in Graph Editor menu
During the recent operator renames, the menu
entry for "Sound to Samples" was missed and
left as "graph.sound_bake"
This fixes it to be the correct "graph.sound_to_samples"
2023-09-12 10:51:29 +02:00
Christoph Lendenfeld
e656e850a6 Animation: Rename ACTION_OT_sample
After Renaming "Bake Curve" to "Samples to Keys" in #111049,
the name of the `ACTION_OT_sample` operator needed renaming.
That is because the word "sample" is now used to describe FCurve
data in an uneditable state.

Rename to `ACTION_OT_bake_keys` since baking is the
term used in animation to describe the action of creating dense key data.

Pull Request: https://projects.blender.org/blender/blender/pulls/112151
2023-09-12 09:42:01 +02:00
Christoph Lendenfeld
9e5e04e915 Animation: Rename Graph_OT_sample
After Renaming "Bake Curve" to "Samples to Keys" in #111049,
the name of the `GRAPH_OT_sample` operator needed renaming.
That is because the word "sample" is now used to describe FCurve
data in an uneditable state.

Rename to `GRAPH_OT_bake_keys` since baking is the term
used in animation to describe the action of creating dense key data.

Pull Request: https://projects.blender.org/blender/blender/pulls/112148
2023-09-12 09:32:18 +02:00
Campbell Barton
f942f64b1d Cleanup: format 2023-09-12 14:48:18 +10:00
Miguel Pozo
b3bf8a4e05 EEVEE-Next: Add back data passes UI and missing passes
The `VIEWLAYER_PT_eevee_next_layer_passes_data` class name was
re-used by mistake for Workbench Next in ba982119cd,
and the actual EEVEE Next class was then removed in 678dc456e3.

This adds back the UI as it was, and the missing passes (Vector and
Position) it referenced.

Pull Request: https://projects.blender.org/blender/blender/pulls/112162
2023-09-11 20:14:04 +02:00
Hans Goudey
974edc5885 Cleanup: Remove unnecessary "add node search"
Now that specific menus can be searched directly (see 7f9d51853c978ff),
there is no need to maintain separate search functionality for adding
nodes. This PR removes the add node search. In a way this brings us
closer to the `NodeItem` situation before, but the setup is more
flexible since the menus are more standard and easier to customize.

In the few ways we customized the node search items before, this gives
us the same results as before. Overall the searching is less flexible,
but I think that is just a tradeoff we have to accept for the simplicity
of searching menus. In the future menus could be made more dynamic,
with each builtin node's menu path stored on the node type, similar to
assets. That might be a nice compromise. In the meantime this code
is just dead weight.

Pull Request: https://projects.blender.org/blender/blender/pulls/112056
2023-09-11 18:36:09 +02:00
casey bianco-davis
5870ffa570 GPv3: Frame delete operator
This operator is a combination of the previous delete operator `frame` mode
and the `active_frames_delete_all` operator.

This also add the delete menu and key binds.
2023-09-11 11:37:16 +02:00
Harley Acheson
48b8c8f78f Fix #112129: Remove Blank Items from "Region Toggle" Pie Menu
Remove empty menu items from the lists used by WM_MT_region_toggle_pie.

Pull Request: https://projects.blender.org/blender/blender/pulls/112193
2023-09-10 18:26:24 +02:00
Hans Goudey
6642bd6220 UI: Remove name property from node interface active panel UI
While it isn't "wrong" to have the name listed below too, In Blender
the name of an item is usually edited by double clicking inside
of list/tree views, and it's better to be consistent.
2023-09-08 10:03:16 -04:00
dshot92
162b2954a6 UI: Add "Open Recent" to File Context menu
Add "Open Recent" to the File Context menu (F4).

Pull Request: https://projects.blender.org/blender/blender/pulls/111701
2023-09-08 15:47:52 +02:00
Pablo Vazquez
754f2f9c80 UI: Use asset icon for "Mark Asset" in menus
Use the asset icon for the "Mark Asset" operator in menus.

Using icons is not only good for accessibility, but also to create
a connection with the Asset Browser and the icon shown in the
data-block template once marked as asset.

Pull Request: https://projects.blender.org/blender/blender/pulls/112111
2023-09-08 15:39:59 +02:00
Dalai Felinto
3b77e8315d Modifiers: Rename "Empty Modifier" to "Geometry Nodes"
Reasons to keep calling it Geometry Nodes:
* People can search for Geometry or Nodes and find it.
* It makes a connection with the editor called Geometry Nodes.

Interesting enough these were similar reasons to the original discussion
we had when Geometry Nodes first got added to Blender. Basically the
reasoning is still valid.

Counter-arguments:
* Over-time more and more modifiers will be geometry-nodes based, it
  could be seem as strange to single out one of them.
* Once we have different node-base systems that may also work as
  modifiers (e.g., collection modifiers?) we will need a more unified
  name.

The response to the latter is that once we get to this we will also
rename the editor. Until then we keep what is working.
2023-09-08 14:55:23 +02:00
Damien Picard
f64858896c I18n: fix the name of the Czech language
Like other languages, the way the Czech language was called in Czech
was incorrect: "Český is adjective, Čeština is noun".

Ref #105461

Pull Request: https://projects.blender.org/blender/blender/pulls/112130
2023-09-08 14:44:21 +02:00
Hans Goudey
006104645a Cleanup: Remove unnecessary struct keyword in C++ code 2023-09-08 08:27:28 -04:00
nutti
e55599c120 Python API: Fix docstring about bpy.utils.load_scripts
Document layout of `bpy.utils.load_scripts` is collapsed due to the invalid format of docstring.
This PR fix it.

Pull Request: https://projects.blender.org/blender/blender/pulls/112127
2023-09-08 14:16:01 +02:00
Christoph Lendenfeld
d3d19e8be9 Animation: Rename "Bake Curve" to "Keys to Samples"
Breaking change since the operator name changes.

Users have been confused about this for a long time.
The term "bake" in the context of animation usually means
to add keys at a given interval without changing the shape of the curve.

The fact that the curve isn't editable after baking was the main issue.

In order to stop the confusion the operator is renamed to "Keys to Samples"
to indicate that there is a conversion happening and that there are no keys afterwards.

The Un-Bake operator has also been changed to "Samples to Keys"

The operator description has been updated to mention that after the conversion
the data is no longer editable.

The "Bake Sound to F-Curves" has been renamed to "Create Samples from Sound"

Pull Request: https://projects.blender.org/blender/blender/pulls/111049
2023-09-08 14:01:47 +02:00
Christoph Lendenfeld
1a73039499 Animation: Scale Average slider for Graph Editor
This patch has been originally authored by Ares Deveaux #106526

Scale the selected key segments to their average
Unlike just scaling using the transform tools, this scales to the average of each individual F-Curve segment.

Co-authored-by: Ares Deveaux <aresdevo@gmail.com>
Pull Request: https://projects.blender.org/blender/blender/pulls/111744
2023-09-08 13:07:30 +02:00
59c592f1de Anim: remove RNA access to bone groups
Bone groups have been replaced with bone collections (#108941), but for
versioning purposes are still in DNA. This commit removes the RNA
access.
2023-09-08 12:12:39 +02:00
f78ed7b900 Anim: rename Armature show_group_colors to show_bone_colors
There are no more bone groups, and the colors have been moved to the
bones themselves (042c5347f4b8e69dee76285e3bf085b8933427b0). Now the
armature property that controls whether they're shown or not also refers
to 'bone colors' instead of 'group colors'.
2023-09-08 12:12:39 +02:00
Campbell Barton
9e41eccc6e Cleanup: spelling in comments 2023-09-08 17:12:29 +10:00
Campbell Barton
e60aa8ab01 Cleanup: key-map indentation 2023-09-08 16:53:28 +10:00
Campbell Barton
45305a5ad1 Keymap: remove internal vert_without_handles option
This was needed while testing #96544, now all curve picking selects
bezier knots without handles - the option can be removed.

This is a functional change for the 2.7x keymap, however selecting
bezier points with handles isn't a useful difference to keep.
2023-09-08 16:40:59 +10:00
Hans Goudey
b4dc16f32d Geometry Nodes: Improved defaults when creating new tool
The default options are now based on the active object type
and mode, and the new node group is named "Tool".

See #111523, #101778

Pull Request: https://projects.blender.org/blender/blender/pulls/111761
2023-09-07 19:46:40 +02:00
a6bb302f9f Anim: show Bone Collections panel when armature is pinned
Show the Bone Collections panel when the Armature is pinned in the
properties editor.
2023-09-07 17:09:17 +02:00
e6bb1374f9 Anim: add bone collection custom properties sub-panel
Add a 'Custom Properties' sub-panel to the Bone Collections panel.

Custom properties for bone collections were introduced in 9eee076a299,
this just adds the GUI.

Ref: #108941
2023-09-07 16:52:08 +02:00
Hans Goudey
82438b37ad Cleanup: Add comment about purpose of add modifier operator 2023-09-07 07:55:07 -04:00
Campbell Barton
76dd61d942 Fix incorrect operator in sequencer context menu
Error in [0] referenced two operators when a dynamic enum is used.

[0]: 1015bed2fd89c5a8f741c5f1dd22099a9441bea0
2023-09-07 21:34:15 +10:00
Pratik Borhade
9f4f50ef70 Fix #111432: Shortcut for cycling fallback tool not working
Add missing Keymap for cycling fallback tool in node editor
to maintain consistency.

Pull Request: https://projects.blender.org/blender/blender/pulls/112006
2023-09-07 13:01:33 +02:00
Hans Goudey
e86211cded Cleanup: Remove unnecessary search item in texture node add menu
Unnecessary since 7f9d51853c978fffa66b3fdf01dde72251b60f1c
2023-09-06 16:01:39 -04:00
Jacques Lucke
7f9d51853c UI: support searching in menus
The basic idea is very simple. Whenever a supported menu is open, one can just
start typing and this opens a search that contains all the (nested) menu entries.

The main downside is that this collides with accelerator keys. Those are the
underlined characters in each menu. For now, we just enable this new searching
behavior in a few selected menus: Node Add Menu, View3D Add Menu and
Modifier Add Menu.

This new functionality can be enabled for a menu by setting
`bl_options = {'SEARCH_ON_KEY_PRESS'}` to true in the menu type.

The status bar shows `Type to search...` when a menu is opened that supports search.

Pull Request: https://projects.blender.org/blender/blender/pulls/110855
2023-09-06 18:16:45 +02:00
Hans Goudey
4e97def8a3 Geometry Nodes: Expose sharp edge status with builtin nodes
Change the existing "Is Shade Smooth" node to be named "Is Face Smooth"
and add a new "Is Edge Smooth" node. Also give the "Set Shade Smooth"
node the ability to set face or edge smoothness.

The fact that the nodes process "smooth" data reversed from the builtin
"sharp" attributes can be reversed with versioning in a separate commit.

While it's tempting to abstract the sharpness status into a single node,
face and edge smoothness are accessed separately in edit mode, and the
subtlety of interacting with data on different domains would make that
confusing. Instead, a separate "Is Shade Smooth" node group asset will
give all the sharp elements taking into account both builtin attributes.

The fact that sharpness is stored separately on two domains makes the
best design for simple operations non-obvious. For example, you should be
able to remove all sharpness or make everything flat with a single node.
The behavior depends on whether the two attributes exist and the
combination of values between the domains.

---

![image](/attachments/c3f053c4-2b0f-44ac-9227-62071065fe56)

![image](/attachments/fd489fb3-314b-42ff-a5a9-e79578cbdfe7)

Pull Request: https://projects.blender.org/blender/blender/pulls/112029
2023-09-06 17:12:27 +02:00
Pablo Vazquez
3b5df8a7ea UI: Add canvas picker to paint modes in 3D Viewport
In paint modes, show a selector for the active canvas, similar
to how other editors (UV/Image, Nodes, Action) do it.

Available canvas in each mode:
* Weight Paint: Vertex Groups
* Vertex Paint: Color Attributes
* Texture Paint: Canvas (material, image)
* Sculpt Paint: Color Attributes, canvas in experimental sculpt paint)

Pull Request: https://projects.blender.org/blender/blender/pulls/111756
2023-09-06 16:21:11 +02:00
Miguel Pozo
2aa7961e6f Workbench: Remove old implementation 2023-09-06 15:54:48 +02:00
Hans Goudey
b51a2dde3f UI: Add separator after "Empty Modifier" in add modifier menu
This helps distinguish it as a separate thing from the submenus below.
2023-09-06 08:59:50 -04:00
Miguel Pozo
fc08f220bf EEVEE Next: Volumes: Lighting integration improvements
Add the features missing from #107176

* Irradiance integration.
* Self-shadows.
* Receive shadows from shadow maps.

Shadow tagging works by iterating all the froxels in a
compute shader and tagging the exact same position
that will be sampled by the volume scatter shader.
Froxels that are fully transmissive, have no scattering,
or are behind opaque geometry, are skipped.

It also adds a LoD bias parameter for shadow tagging,
driven by the volumetric tile size.
This works for punctual shadows, but directional lights
would need a way to support re-direction between levels
at sampling time, which is out of the scope of this PR.

Pull Request: https://projects.blender.org/blender/blender/pulls/110809
2023-09-06 14:35:57 +02:00
Campbell Barton
48950ff934 Cleanup: format 2023-09-06 19:15:47 +10:00
Jacques Lucke
461a458e85 Fix: exception when using menu search outside of properties editor 2023-09-06 10:04:01 +02:00
Campbell Barton
7df693b70d Fix crash loading Blender when the key-configuration fails to load
An error in the key-map could cause the default keymap to be removed
leaving Blender without a default keymap.

Prevent the crash, even though Blender wont be usable in this state.
2023-09-06 14:23:05 +10:00
Campbell Barton
a191e113c4 Cleanup: remove redundant preset lookup loading the default key-config 2023-09-06 14:23:02 +10:00
Campbell Barton
1f01a64403 Cleanup: spelling in comments 2023-09-06 14:23:01 +10:00
Campbell Barton
8caec75f2c Correct own error in 0424d57d76d9fce928bce54668729919461fb776 2023-09-06 10:49:02 +10:00
Jesse Yurkovich
0424d57d76 Fix #89006: Use correct path to DJV viewer on Windows
The DJV installer does not add its executable to the PATH, but Blender
attempts to execute it using just "djv". This will not work.

Until DJV is able to address this we can fish out the full path from the
registry in the meantime.

Ref !111458
2023-09-06 10:41:38 +10:00
Pablo Vazquez
5fac8f822b Texture Nodes: Refactor Add menu
Refactor the Add menu in Texture Nodes, with manually created menus,
inspired by Geometry Nodes and more recently Shader and Compositor.

Minor sorting adjustments by splitting categories in groups, with
separators in between groups, and sorted alphabetically.

Unlike other node editors, this menu will not feature assets for the time
being. Doing so would add (more) burden of maintenance to a system
that is deemed end-of-life, and likely to be rewritten before long.

Part of #111746

Pull Request: https://projects.blender.org/blender/blender/pulls/111838
2023-09-05 21:52:31 +02:00
Hans Goudey
ef03121e52 UI: Add shortcut for "Add Modifier" menu in property editor
In the property editor "Modifier" tab, open the new modifier
from 6da4b87661f0fbbe7fc5 menu with the Shift-A shortcut.

A new operator is added that opens the menu because there
doesn't seem to be a way to make the shortcut dependent
on the property editor tab otherwise.

Pull Request: https://projects.blender.org/blender/blender/pulls/111982
2023-09-05 16:44:08 +02:00
Hans Goudey
6da4b87661 Geometry Nodes: Extend add modifier menu with node group assets
Implements part of #111538.

Change the modifier add button to create a menu with submenus.
Extend the submenus dynamically with geometry node group assets.
This makes it much simpler to share and use custom modifiers.

Node groups get a new "Is Modifier" property, which is controllable
in a popover in the node editor header when the group is an asset.

The built in modifier can be rearranged in different categories in
a next step. For now the existing organization is used, except for
the geometry nodes modifier, which is called "Empty Modifier" and
put in the root menu.

The changes in !110855 and !110828 will be important to improve
interaction speed with the new UI. Those are planned for 4.0 as well.

Pull Request: https://projects.blender.org/blender/blender/pulls/111717
2023-09-05 14:47:18 +02:00
Christoph Lendenfeld
9d4edd3565 Cleanup: Make format 2023-09-05 14:23:54 +02:00
Pablo Vazquez
dabc35724e Fix #111942: wrong colors editing list items in light theme
Also updates a bunch of missing entries recently added (uses default
colors from the dark theme).
2023-09-05 12:55:32 +02:00
Christoph Lendenfeld
11fe57cab8 Animation: Move Snapping to Scene
Part of #91973

Moving the snapping code for the
* Graph Editor
* Action Editor
* and NLA editor

into the common system that lives on the scene.
This includes the Magnet icon for turning
snapping on and off.

The old settings translate to the new in the following way:
* `Frame Step` -> `Frame`
* `Second Step` -> `Second`
* `Nearest Frame` -> `Frame` + `Absolute Time Snap`
* `Nearest Second` -> `Second` + `Absolute Time Snap`
* `Nearest Marker` -> `Nearest Marker`

Since this moves the location of the snapping settings
from the editor to the scene, it changes the behavior.
Previously each editor could have different snapping
settings, where now they are all synced.

Pull Request: https://projects.blender.org/blender/blender/pulls/109015
2023-09-05 10:06:55 +02:00
Campbell Barton
02736d28cd Fix error batch renaming light probes 2023-09-05 13:19:05 +10:00
Campbell Barton
6de294a191 PyAPI: postpone loading add-ons until after key-maps have been defined
Loading add-ons after key-maps resolves a problem where add-ons would
setup shortcuts before Blender had created the key-maps.
Making add-ons have to declare the key-maps using region & window types
matching Blender's internal values.

This PR a pitfall pointed out in #110030.

Ref !110092
2023-09-05 11:35:14 +10:00
Campbell Barton
0c26c84704 Cleanup: spelling in comments 2023-09-05 11:04:27 +10:00
Campbell Barton
b479510d6c Cleanup: remove redundant filenames from freestyle scripts 2023-09-05 10:49:18 +10:00
Richard Antalik
9f8d062de4 Fix #111891: Speed factor property is still available in panel
Property should have been removed when retiming for sound strips  has
been implemented.
2023-09-05 01:39:53 +02:00
Clément Foucault
4f3b224141 EEVEE-Next: Irradiance Volume: Add clamp options
This allows to clamp the lighting components
during the baking phase.

Also add back intensity option.

Pull Request: https://projects.blender.org/blender/blender/pulls/110858
2023-09-04 23:27:30 +02:00
Damien Picard
564bbdf6e7 I18n: disambiguate and extract a few messages
This commit disambiguates the following messages:

- Sequencer effect strip types: use "Sequence" context in relevant
  places, as that is already extracted as part of the
  `sequencer_prop_effect_types` enum, and more specific.
- "Language" (a natural or programming language)
- "Flat" (gender)
- "Smooth" (action or amount -- very partial disambiguation for now
  because this is all over the place)

It also extracts these messages:

- Newly created Freestyle data
  - LineStyle
  - LineSet
  - Modifiers
- "Registering panel class:" error message from RNA registration
- "Node must be run as tool" error message from tool geometry nodes

Ref #43295

Pull Request: https://projects.blender.org/blender/blender/pulls/111146
2023-09-04 16:16:26 +02:00
Campbell Barton
e8c812a307 Cleanup: spelling in comments, update dictionary 2023-09-03 21:35:07 +10:00
Campbell Barton
8ea2db5337 Cleanup: format, remove redundant trailing commas 2023-09-03 15:48:30 +10:00
Lukas Tönne
5a7df8f587 Fix #111817: Use new interface API in move-to-nodes operator
This also now supports sockets that have been marked both input and
output.

Pull Request: https://projects.blender.org/blender/blender/pulls/111824
2023-09-02 14:08:45 +02:00
Jacques Lucke
8cadeac18b Cleanup: fix node registration
This was broken in 15f5dfd45d14655f715617802f371f7f6b7a26ae.
2023-09-02 09:18:09 +02:00
Hans Goudey
15f5dfd45d Nodes: Remove unused shader and compositor NodeItem definitions
Unused after:
- 577c0b4b4662a960430821edee6b931fea7d66b1
- 9db4c0ca4be17e71cb062e3c489a80780847ea31

See the geometry nodes commit for more background:
- 837144b4577f161baf1625f8a5478c83a088ea0f
2023-09-01 23:07:51 -04:00
Harley Acheson
347e4692de UI: Minor Changes to Topbar Edit and File Menus
Minor reordering of items on the Edit and File Menus, and the addition
of "Release Notes" to the latter.

Pull Request: https://projects.blender.org/blender/blender/pulls/111814
2023-09-02 05:05:34 +02:00
Pablo Vazquez
de09bdb510 Cleanup: rename compositing to compositor in menu file
Also use lowercase for menu bl_idname, since there won't be any
conflict it's not needed.
2023-09-01 23:43:13 +02:00
Pablo Vazquez
f8dd297531 Cleanup: rename shading to shader in add menu file
Also use lowercase for menu bl_idname, since there won't be any
conflict it's not needed.
2023-09-01 23:36:34 +02:00
Pablo Vazquez
403b6a67f1 Fix: Duplicate Mix node in Add menu
"Mix" node was twice since the recent refactor, one as Mix Color and
regular Mix (which belongs in the Converter category).
2023-09-01 22:16:04 +02:00
Pablo Vazquez
9db4c0ca4b Shading Nodes: Refactor Add menu
Refactor the Add menu in Shading nodes, with manually created menus,
inspired by Geometry Nodes and more recently the Compositor.

Minor sorting adjustments by splitting categories in groups, with
separators in between groups, and sorted alphabetically. Shading
node group assets are also populated in the menus.

This is the first part of the re-organization of the Add menu,
part of #111746

Pull Request: https://projects.blender.org/blender/blender/pulls/111798
2023-09-01 20:46:12 +02:00
Rawalanche
0e090369d6 Fix #109439: Use List Item widget colors for View Item widgets
As concluded in discussion under #109439, the View Item widgets are
supposed to use List Item widget theme colors. This patch does that.

Co-authored-by: Harley Acheson <harley.acheson@gmail.com>
Pull Request: https://projects.blender.org/blender/blender/pulls/111584
2023-09-01 20:02:20 +02:00
Campbell Barton
5c9e5d9dc8 Cleanup: line-length, use percentage formatting 2023-09-01 14:31:09 +10:00
Campbell Barton
523700030f Fix enabling experimental gpencil-v3 failing to refresh the keymap
Add an update function that ensures the key-configuration is reloaded.

Also prefer passing individual options instead of passing in
PreferencesExperimental to the key-map since it's no longer clear
which options impact shortcuts.
2023-09-01 14:31:06 +10:00
Campbell Barton
618f39fca2 Keymap: improve tweak tool consistency & behavior
Remove experimental options & make them default:
- Tweak Select: Mouse Select & Move
- Tweak Tool: Left Mouse Select & Move

Changes:

- LMB press selects the element
  (unless it's already selected - in that case no selection takes place).
- LMB drag moves the selection.
- LMB click selects the element
  (deselecting all others).

Implications:

- This makes it possible to tweak more than one item at a time.
- It is no longer possible to set the 3D cursor with LMB when the tweak
  tool is active.

Details:

- Shift-LMB remains unchanged.
- RMB selection remains unchanged.
- Blender 2.7 key-map remains unchanged.

Addresses design task #96544.
2023-09-01 12:58:05 +10:00
Campbell Barton
23e8ffd72d Cleanup: various non-functional C++ changes, format 2023-09-01 11:19:44 +10:00
Harley Acheson
7833703603 UI: Reverse Order of Timeline Menu Items
Reverse the order of items in the Timeline "View" and "Marker" menus.
These menus assume reversed order since this editor is usually at the
bottom. This change will keep them as expected after #109798.

Pull Request: https://projects.blender.org/blender/blender/pulls/111758
2023-08-31 20:25:35 +02:00
Christoph Lendenfeld
9d0aed6589 Animation: Shear operator for Graph Editor
This is a combination of two PRs from Ares Deveaux: #106521 and #106522

This adds a new operator that allows shearing keys
based on the position of the segment ends.
By pressing `D` while the operator is in modal you can
switch if the operator takes the left or the right segment end as a reference.

Co-authored-by: Ares Deveaux <aresdevo@gmail.com>
Pull Request: https://projects.blender.org/blender/blender/pulls/111735
2023-08-31 17:09:01 +02:00
Pablo Vazquez
75919610b4 Compositor: Re-organize Add menu
Improve discoverability of items and consistency with other editors.

Split menu into groups, divided by separators, sorting alphabetically
within each group of items. Following how it is done in Geometry Nodes.

Pull Request: https://projects.blender.org/blender/blender/pulls/111481
2023-08-31 16:32:49 +02:00
Philipp Oeser
726ef2c873 Fix: remove UI code relating to bone layers
Since #109976 was merged, one would run into the following when opening
Bone Relations panel in Properties:

```
/build_linux/bin/4.0/scripts/startup/bl_ui/properties_data_bone.py:228
rna_uiItemR: property not found: Bone.layers
```

So now remove the UI code there (since Bone.layers are no more...)

Pull Request: https://projects.blender.org/blender/blender/pulls/111730
2023-08-31 15:02:07 +02:00
Pablo Vazquez
7ab67dafb3 UI: Theme Editor: Align relevant columns and simplify labels
* Align similar settings in the same column.
* Remove redundant words from similar setting labels.
* Use two-column flow for Collection and Strip colors.
* In Bone Color Sets:
  * align column for a more compact layout
  * Rename "Select" label to "Selected", likely a typo.
2023-08-31 14:59:53 +02:00
Pablo Vazquez
4649cf15b7 UI: Theme Editor: Sort widget colors alphabetically
This way items like Menu, Menu Item, Menu Back, are together.
And overall easier to find what we are looking for.

Also renames "Menu Back" to "Menu Background".
2023-08-31 13:11:48 +02:00
Julian Eisel
0699c9a2b3 Cleanup: make format changes in space_sequencer.py 2023-08-31 13:00:03 +02:00
Campbell Barton
88a875ec3a Fix #111702: Crash accessing KeyMapItem.properties on script reload 2023-08-31 12:04:30 +10:00
Marcos Perez
1015bed2fd VSE: Sound equalizer modifier
The sound equalizer is using the Audaspace FFT Convolver.
The blender part creates an array of descriptions of power per "band"
and orders the creation of Equalizer (ISound) in the Audaspace.

Modifier can be created on sound strips. It lets you define
amplification or attenuation over frequency range from 30Hz to 20 kHz.
The power is limited to -30 db - 30 db. This is done using curve
mapping widget.

Co-authored-by: menda <alguien@aqui.es>
Co-authored-by: Richard Antalik <richardantalik@gmail.com>
Pull Request: https://projects.blender.org/blender/blender/pulls/105613
2023-08-30 22:36:36 +02:00
Hans Goudey
af56a4f0d3 UI: Remove gap for decorators in node group interface panel
Usually use_property_split is matched with false use_property_decorate
when the settings in the panel aren't animateable, which is the case
here. This matches the panel from before the node panels commit.
2023-08-30 10:34:55 -04:00
Julian Eisel
d5bac0421f Fix warning print when running asset shelf UI template
Was printing the following warning:
  Warning: 'MyAssetShelf' does not contain '_AST_' with prefix and suffix

I followed some other template for the naming, apparently the "Ui Tool
Simple" one, but that doesn't print the warning.
2023-08-30 16:26:55 +02:00
Lukas Tönne
e071288ab2 Nodes: Panels integration with blend files and UI
Part 3/3 of #109135, #110272

Switch to new node group interfaces and deprecate old DNA and API.
This completes support for panels in node drawing and in node group
interface declarations in particular.

The new node group interface DNA and RNA code has been added in parts
1 and 2 (#110885, #110952) but has not be enabled yet. This commit
completes the integration by
* enabling the new RNA API
* using the new API in UI
* read/write new interfaces from blend files
* add versioning for backward compatibility
* add forward-compatible writing code to reconstruct old interfaces

All places accessing node group interface declarations should now be
using the new API. A runtime cache has been added that allows simple
linear access to socket inputs and outputs even when a panel hierarchy
is used.

Old DNA has been deprecated and should only be accessed for versioning
(inputs/outputs renamed to inputs_legacy/outputs_legacy to catch
errors). Versioning code ensures both backward and forward
compatibility of existing files.

The API for old interfaces is removed. The new API is very similar but
is defined on the `ntree.interface` instead of the `ntree` directly.
Breaking change notifications and detailed instructions for migrating
will be added.

A python test has been added for the node group API functions. This
includes new functionality such as creating panels and moving items
between different levels.

This patch does not yet contain panel representations in the modifier
UI. This has been tested in a separate branch and will be added with a
later PR (#108565).

Pull Request: https://projects.blender.org/blender/blender/pulls/111348
2023-08-30 12:37:21 +02:00
Campbell Barton
e1b72e569d Fix #111649: 3rd party Python modules can cause Python error on exit
Disabling all add-ons on exit could raise exceptions when `sys.modules`
contained modules that ran logic in their `__getattr__` function.

Resolve by accessing the modules name-space directly,
bypassing the `__getattr__` function.
2023-08-30 16:16:24 +10:00
Campbell Barton
2eceb48ea7 Cleanup: simplify NewGeometryNodeGroupTool poll function
Move inline comment into the space_data doc-string.
2023-08-30 10:57:15 +10:00
Harley Acheson
ddbe073a6d Cleanup: Typo in prior commit.
Copy and Paste error in 468584f5e7
2023-08-29 11:32:19 -07:00
Christoph Lendenfeld
468584f5e7 UI: Handle lack of active area in NewGeometryNodeGroupTool poll
Calling F3 Menu Search while mouse is outside of the blender window
_can_ result in a console error message. This just checks for that
situation.
2023-08-29 11:29:29 -07:00
Iliya Katueshenock
48b08199d5 Geometry Nodes: Points to Curves node
New node to converts groups of points to curves. Groups
of points defined as `Curve Group ID` attribute. `Weight` in curve
is used for sort points in each group. Points of result curves
propagate attributes from original points. Implicit conversion
of other geometry types is not supported currently.

Pull Request: https://projects.blender.org/blender/blender/pulls/109610
2023-08-29 16:52:20 +02:00
Jeroen Bakker
f0385d7a9e Cleanup: Make format 2023-08-29 15:30:13 +02:00
persun
50afd1f05d UI: Rename and reorder group operators in Node Editor menus
Rename and reorder group operators in Node Editors header "Node" and
context menu for consistency and clarity.

Pull Request: https://projects.blender.org/blender/blender/pulls/111505
2023-08-29 15:05:42 +02:00
998136f7a7 Anim: replace Bone Groups & Armature Layers with Bone Collections
Armature layers (the 32 little dots) and bone groups are replaced with
Bone Collections:

- Bone collections are stored on the armature, and have a name that is
  unique within that armature.
- An armature can have an arbitrary number of bone collections (instead
  of the fixed 32 layers).
- Bones can be assigned to zero or more bone collections.
- Bone collections have a visibility setting, just like objects in scene
  collections.
- When a bone is in at least one collection, and all its collections in
  are hidden, the bone is hidden. In other cases (in any visible
  collection, or in no collection at all), the bone visibility is
  determined by its own 'hidden' flag.
- For now, bone collections cannot be nested; they are a flat list just
  like bone groups were. Nestability of bone collections is intended to
  be implemented in a later 4.x release.
- Since bone collections are defined on the armature, they can be used
  from both pose mode and edit mode.

Versioning converts bone groups and armature layers to new bone
collections. Layers that do not contain any bones are skipped. The old
data structures remain in DNA and are unaltered, for limited forward
compatibility. That way at least a save with Blender 4.0 will not
immediately erase the bone group and armature layers and their bone
assignments.

Shortcuts:

- M/Shift+M in pose/edit mode: move to collection (M) and add to
  collection (shift+M). This works similar to the M/Shift+M menus for
  objects & scene collections.
- Ctrl+G in pose mode shows a port of the old 'bone groups' menu. This
  is likely to be removed in the near future, as the functionality
  overlaps with the M/Shift+M menus.

This is the first commit of a series; the bone collections feature will
be improved before the Blender 4.0 release. See #108941 for more info.

Pull request: https://projects.blender.org/blender/blender/pulls/109976
2023-08-29 14:31:18 +02:00
042c5347f4 Anim: move bone colors from bone groups to individual bones
Move control over the color of bones from bone groups to the bones
themselves. Instead of using bone groups (which are defined on the pose,
and thus owned by the object), the color is stored on:

- the bone (`struct Bone`, or RNA `armature.bones['bone_name'].color`)
- a possible override on the pose bone (`struct bPoseChannel`, or RNA
  `ob.pose.bones['bone_name'].color`).

When the pose bone is set to its default color, the color is determined
by the armature bone. In armature edit mode, the armature bone colors
are always used, as then the pose data is unavailable.

Versioning code converts bone group colors to bone colors. If the
Armature has a single user, the group color is stored on the bones
directly. If it has multiple users, the group colors will be stored on
the pose bones instead.

The bone group color is not removed from DNA for forward compatibility,
that is, to avoid immediate dataloss when saving a 3.6 file with 4.0.

This is part of the replacement of bone groups & armature layers with
bone collections. See the design task at #108941.

Pull request: https://projects.blender.org/blender/blender/pulls/109976
2023-08-29 14:31:18 +02:00
Julien Kaspar
44750edb31 Fix #111533: Sequencer selection broken with IC keymap
Clears Tweak Tool keymap entries and prevents inheritance from the
default keymap.

Ref !111625
2023-08-29 17:29:21 +10:00
Campbell Barton
7abf5fc093 Cleanup: format, single quote enums 2023-08-29 15:09:05 +10:00
Rawalanche
411cd827b7 Nodes: Move Auto-Offset toggle to User Preferences
Move Auto-Offset toggle from Node Editor View menu
into the Editing > Node Editor section of User Preferences,
to reflect its use as a workflow option not configured
per editor or per file.

Pull Request: https://projects.blender.org/blender/blender/pulls/111589
2023-08-29 01:18:33 +02:00
Bastien Montagne
5ba692898e I18N/UI messages fixes. 2023-08-28 18:02:31 +02:00
Gilberto Rodrigues
fb6687a790 Viewport: Add toggle for edit mode overlays fresnel
Adds a userpref toggle for the edit mode overlays fresnel.
The edit mode fresnel is only a bit useful in edge cases, like
very dense photogrametry, and the problem is that it causes
more eye strain when modeling for many hours. And it's
benefit on shape readability is small compared to it's negative
impact on selection visibility. It makes the selection color to a
darker less saturated color instead of the theme color, which
leads to worse contrast between the selection and the mesh
or with the background, and also makes the unselected (black)
brighter, also reducing contrast. So it's off by default.

This was split up from https://projects.blender.org/blender/blender/pulls/110097

Pull Request: https://projects.blender.org/blender/blender/pulls/111494
2023-08-28 15:29:25 +02:00
Gilberto Rodrigues
1f4c7a36df Wireframe color option for all shading modes
Enables three options of wireframe color for all shading modes: theme color, object color
and random color.  Previously this was exclusive to the wireframe shading mode.

Pull Request: https://projects.blender.org/blender/blender/pulls/111502
2023-08-28 11:04:40 +02:00
Campbell Barton
19850496cb Cleanup: remove unused function, format 2023-08-26 17:05:19 +10:00
Harley Acheson
7405993cb7 UI: Object Types Visibility Popover Tweaks
Visual changes to the Object Types Visibility Popover, adding icons,
changes to order and alignment, and tooltips.

Co-authored-by: Pablo Vazquez <pablo@blender.org>
Pull Request: https://projects.blender.org/blender/blender/pulls/111285
2023-08-25 22:17:48 +02:00
Julian Eisel
e57726594d Fix missing context attribute access in asset shelf polls
When creating a new main window, the `context.object` attribute wouldn't
exist, causing an error message to be printed.

Rather than checking if the attribute extists, query the mode from
context directly (this is always available), rather than querying it
through the active object.
2023-08-25 19:38:09 +02:00
Campbell Barton
b150b47720 UI: add a preference for the number of samples used for FPS playback
This was hard coded to 8, which can still result in a number that
jitters making the overall FPS difficult to measure.

The default is still 8, but this is now a preference that can be
increased for values that don't jitter as much.
2023-08-25 19:33:48 +10:00
Campbell Barton
7074c210cc Cleanup: format 2023-08-25 09:40:42 +10:00
Pablo Vazquez
fb2a657bdc Fix: wrong sorting in Add menu in recent commit
`Edges to Face Groups` comes after `Edge Vertices`, didn't
notice it was plural. Thanks Dalai for pointing it out.
2023-08-24 16:15:43 +02:00
Pablo Vazquez
968e35d703 Geometry Nodes: Sort Add menu entries
* In Input → Scene, move:
  * `Scene Time` above `Self Object`

* In Geometry, move:
  * `Geometry to Instance` above `Join Geometry`

* In Curve → Topology, move:
  * `Curve of Point` above `Offset Pint in Curve`

* In Mesh → Read, move:
  * `Face Group Boundaries` above `Face Neighbors`
  * `Edges to Face Groups` above `Edge Vertices`
2023-08-24 16:10:08 +02:00
Hans Goudey
34e4bedcd8 Nodes: Move rotation socket out of experimental
See #92967.

Pull Request: https://projects.blender.org/blender/blender/pulls/111448
2023-08-24 15:28:07 +02:00
Philipp Oeser
44ba616614 Fix #108782: Fcurve Modifer shortcut does not work in channels region
Since the 5e1470d1b3eb / 0f51b5b599bb the `fmodifier_add` operator has
moved to the Channel menu in the Graph Editor and also the channels
context menu in the channels region. The shortcut was not working in the
channels region though since the operator was only in the keymap for the
main region (not the channels region).

Now move the keymap entry to the generic keymap of the Graph Editor so
it works in both regions.

Pull Request: https://projects.blender.org/blender/blender/pulls/111378
2023-08-24 15:10:57 +02:00
Hans Goudey
45d8a8b0c3 Geometry Nodes: Initial basic rotation socket nodes
This PR adds an initial set of nodes using the new rotation socket.
6 nodes build rotations or convert them to other formats, a 7th rotates
a vector with a rotation, and the last inverts rotations.

The design task #109965 describes the choice to use separate nodes
for the rotation construction and separation operations. In the future,
a "Switch Node" operator (#111438) will help to make working with
these separated nodes faster.

- **Axis Angle to Rotation**
- **Rotation to Axis Angle**
- **Combine Quaternion**
- **Separate Quaternion**
- **Euler to Rotation**
- **Rotation to Euler**
- **Rotate Vector**
- **Invert Rotation**

See #92967

Pull Request: https://projects.blender.org/blender/blender/pulls/109030
2023-08-24 14:58:55 +02:00
Pablo Vazquez
577c0b4b46 Compositor: Refactor Add menu
Refactor the Add menu in the Compositor, with manually created menus,
inspired by Geometry Nodes.

Minor sorting adjustments by splitting categories in groups, with
separators in between groups, and sorted alphabetically. Compositor
node group assets are also populated in the menus.

This is the first part of the re-organization of the Add menu project,
proposal coming in another patch after this.

Pull Request: https://projects.blender.org/blender/blender/pulls/111282
2023-08-24 13:46:11 +02:00
Hans Goudey
550c15bccd Geometry Nodes: Move tool-specific nodes to proper menus
Instead of putting all the tool specific nodes (inputs, operations, etc)
in a single menu, use the existing categories. This is similar to how
the shader editor shows nodes depending on which render engine
is enabled. It's also more scalable for when more tool-specific nodes
are added.

---

I discussed this with Pablo on Tuesday-- it came up when we talked
about the organization of the compositor add menu.

Pull Request: https://projects.blender.org/blender/blender/pulls/111449
2023-08-24 13:34:15 +02:00
casey bianco-davis
5bed3ef827 GPv3: Dissolve Operator
Adds the Dissolve operator.

note that this pull request contains some of the same menu code also included in #110938

Pull Request: https://projects.blender.org/blender/blender/pulls/111079
2023-08-24 11:06:18 +02:00
Hans Goudey
7c2dc5183d Nodes: Remove "Make Group" and "Ungroup" from add menu
Since these are operations rather than new nodes, they don't make
sense in the add menu. They are also available in the "Node" menu
in the editor's header and in the context menu.
2023-08-23 15:52:22 -04:00
Miguel Pozo
85b02b893a Workbench-Next: Enabled by default
Replace Workbench with Workbench Next.
The old Workbench code is still there for now,
but it should be unreachable.

Pull Request: https://projects.blender.org/blender/blender/pulls/111403
2023-08-23 15:09:37 +02:00
Julian Eisel
7bb693581f UI: Move asset shelf out of experimental
This makes the asset shelf available as a standard, non-experimental
feature. Currently no script makes use of it, so it will still not be
available. However the pose library will be updated to use this for its
UI instead.

Initially the asset shelf was committed as experimental feature, even
though it seemed ready for non-experimental. After double checking with
some people (Dalai and Brecht) we decided to go ahead with this.

There are still some futher changes planned, see #107881.
2023-08-23 12:15:33 +02:00
Philipp Oeser
b4c380acb4 Fix #109427: Shortcut missing in animation editors channel context menu
Specifying the correct operator context (`INVOKE_REGION_CHANNELS` in
this case) is mandatory, otherwise looking up the shortcut in
`wm_keymap_item_find_props` will fetch the wrong region
(`RGN_TYPE_WINDOW` not `RGN_TYPE_CHANNELS`) and thus wont find the keymap
item in that region keymap.

This was already done for the other menus, not for the context menu
though.

Pull Request: https://projects.blender.org/blender/blender/pulls/111376
2023-08-23 09:40:27 +02:00
Clément Foucault
acd6dd96b7 Camera: Move panoramic projection settings to DNA
This is in prevision of EEVEE panoramic projection support.

EEVEE-Next is planned to add support for these parameters.
Not having these parameters in Blender DNA will make Cycles
and EEVEE not share the same parameters and will be confusing
for the user.

We handle forward compatibility by still writing the parameters
as ID properties as previous cycles versions expect.

Since this change will break the API compatibility it is crucial
to make it for the 4.0 release.

Related Task #109639

Pull Request: https://projects.blender.org/blender/blender/pulls/111310
2023-08-22 15:49:34 +02:00
Zijun Zhou
a9053f7efb Color management: Add AgX view transform and make it default
On a user level this view transform provides much better handling of colors in
the over-exposed areas.

With this configuration the following display devices are available, including
AgX view transform for them:
* sRGB
* Display P3
* Rec.1886
* Rec.2020

NOTE: There is no Filmic view transform available for the newly added display
devices.

AgX also brings an implementation of False Colors view transform, which replaces
Filmic-based, and is available for all display devices.

The backward compatibility is preserved. The new files will default to AgX view
transform, which makes it non-forward compatible.

More technical details is available in the original PR #106355.
Please note that the PR has been split into more incremental changes when
was landing.

Pull Request: https://projects.blender.org/blender/blender/pulls/111099
2023-08-22 12:53:15 +02:00
Julien Kaspar
920271da42 Keymap: Left and Right Click consistency improvements
Fix some remaining consistency issues for selection shortcuts for both
left and right click select.

Based on design of #105298

Grease Pencil:

Instead of using `Alt Select` shortcuts for selecting whole strokes,
these are now following existing standards with `L` and `Shift L` from
select linked pick operations.

`Alt Select` keys are instead used for selecting individual components
in modes that use brushes just like [0].

Regular selection like `Select` and `Shift Select` are now always mapped
to ensure that all keymap configurations are able to select individual
components in every mode.
This does not cause conflicting behavior with brushes.

Lasso Select shortcuts on `Ctrl Alt` and `Shift Ctrl Alt` have been
removed. These were duplicates and are not needed.

Mesh Sculpt Mode:

Mesh sculpt mode uses correct lasso masking shortcuts in both right and
left click select. These are now the same as lasso selection shortcuts
in other modes.

Ref !110960.

[0]: fb54d3f865928ebe4042eb1a3a12eb02709332b8
2023-08-22 15:47:07 +10:00
Campbell Barton
6a169cfe73 Cleanup: use rna_idprop_quote_path utility function in rna_prop_ui 2023-08-22 13:34:25 +10:00
Jeroen Bakker
8b311daf0a Cleanup: Make format 2023-08-21 15:03:43 +02:00
Bastien Montagne
b3c7f3c8a9 UI: Add initial UI support for ID pointers custom properties.
Customprops to IDs are supported since years through code, but were
never exposed directly in the UI of customporperties.

This commit mainly:
* Adds a new `DATA_BLOCK` type to UI customprops types.
* Exposes the existing `id_type` settings to python API.

Pull Request: https://projects.blender.org/blender/blender/pulls/110458
2023-08-21 14:14:26 +02:00
Rawalanche
eb57163fdf UI: Add panel for Node Editor in Preferences
Move Node Editor preferences in the Editing section from `Miscellaneous`
panel into their own `Node Editor` panel.

Pull Request: https://projects.blender.org/blender/blender/pulls/111261
2023-08-18 15:54:47 +02:00
Pablo Vazquez
26dcc961f5 Markers: Use double-click to rename
For speed and consistency with other areas in Blender like Outliner,
UILists, animation channels, etc.

This is additionally to F2 (Enter in Industry Compatible keymap),
that shortcut is still valid.

Pull Request: https://projects.blender.org/blender/blender/pulls/111264
2023-08-18 15:23:20 +02:00
Christoph Lendenfeld
bb8766ef01 Animation: Match Slope slider
It blends selected keys to the slope of neighboring ones.
It is used to push the segment closer to the values of the next or previous pose.

Co-authored-by: Ares Deveaux <aresdevo@gmail.com>
Pull Request: https://projects.blender.org/blender/blender/pulls/110567
2023-08-17 10:28:46 +02:00
Campbell Barton
e955c94ed3 License Headers: Set copyright to "Blender Authors", add AUTHORS
Listing the "Blender Foundation" as copyright holder implied the Blender
Foundation holds copyright to files which may include work from many
developers.

While keeping copyright on headers makes sense for isolated libraries,
Blender's own code may be refactored or moved between files in a way
that makes the per file copyright holders less meaningful.

Copyright references to the "Blender Foundation" have been replaced with
"Blender Authors", with the exception of `./extern/` since these this
contains libraries which are more isolated, any changed to license
headers there can be handled on a case-by-case basis.

Some directories in `./intern/` have also been excluded:

- `./intern/cycles/` it's own `AUTHORS` file is planned.
- `./intern/opensubdiv/`.

An "AUTHORS" file has been added, using the chromium projects authors
file as a template.

Design task: #110784

Ref !110783.
2023-08-16 00:20:26 +10:00
Julien Kaspar
8814101a20 Keymap: Compatible Keymap - Consistency and Updates
The changes in this keymap are much more involved.
If any shortcut isn't mentioned, that means it is unchanged.

General:

- All brush shortcuts have been removed for free custom mapping
- `S` & `U` are now consistently mapped for Brush size & strength
- Redundant shortcuts have been removed such as
  - Line Session drawing (In GP Draw Tool)
  - Select Alternate in GP
  - Quadriflow Remesh (In Mesh Sculpt Mode)
  - Box Hide (In Mesh Sculpt Mode)
  - Dynamic Topology Toggle (In Mesh Sculpt Mode)
  - Mask Overlay (In Mesh Sculpt Mode)
- Removed Lasso Mask/Select shortcuts (This keymap is mainly using the Tools instead. Easy to add back if needed.)

Mode Switching (Global change):

Easier mode switching access for any workflow.

- `123` = switch selection/mask modes for the **current mode**. If in object mode, it will first switch to edit mode (Previously this would always switch to edit mode)
- `4` = Mode switching pie menu (previously `4-7` for individual modes)
- `Tilde` = Transfer Mode (Previously not mapped. Useful for instant object switching while keeping the current mode)
- `5-0` = Unassigned

Brush vs Selection:

Multiple Modes were missing these shortcuts.

- `Shift` `LMB` = Smooth Brush
- `Ctrl` `LMB` = Inverted Brush
- `Shift` `Alt` `LMB` = Set Selection
- `Shift` `Alt` `Ctrl` `LMB` = Toggle-Extend Selection

Brush Size vs Select Linked:

These were previously in direct conflict. Now they are both distinct and based on other DCC software.

- `[` = Decrease Brush Size
- `]` = Increase Brush Size
- `Alt` `dbl LMB` = Select Linked Pick
- `Ctrl` `Alt` `dbl LMB` = Deselect Linked Pick
- `Ctrl` `L` = Select Linked

Select & Mask:

- `Q` = Cycle Masking/Selection Tools
- `Ctrl` `A` = Mask/Select Pie Menu (Draw, Paint, Sculpt Modes)
- `Alt` `A` = Auto-Masking Pie Menu (Mesh & GP Sculpt Mode)
- `Shift A` = Expand Mask (Mesh Sculpt Mode) / Grow Selection (Curve Sculpt Mode)
- `Shift` `Alt` `A` = Expand Mask by Normals (Mesh Sculpt Mode)

Face Sets & Visibility:

Previously missing shortcuts.

- `Shift` `W` = Face Set Expand
- `Shift` `Alt` `W` = Active Face Set Expand
- `Ctrl` `W` = Face Set Edit Pie Menu
- `Page Up` = Grow Active Face Set
- `Page Down` = Shrink Active Face Set
- `H` = Hide Active Face Set
- `Shift` `H` = Hide Inactive Face Sets / Show everything
- `Ctrl` `H` = Hide Masked Geometry

Transforming:

For Sculpt and Weight Painting modes. Previously missing

- `C` = Cursor Tool
- `W` = Move Tool
- `E` = Rotate Tool
- `R` = Scale Tool
- `T` = Transform Tool
- `Shift` `RMB` = Set Cursor / Set Transform Pivot in Sculpt Mode

Sculpting:

Consistent and easier to access shortcuts for remeshing and subdiv level .

- `Shift` `D` = Subdivision level Down (Previously on `Pg Down`)
- `D` = Subdivision level Up (Previously on `Pg Up`)
- `Shift` `Ctrl` `D` = Voxel Size / Dyntopo Size
- `Ctrl` `D` = Voxel Remesh / Dyntopo Flood Fill

Adding missing shortcuts

Painting:

Fixing various missing or inconsistent shortcuts.

- `Backspace` = Set Color/Weight
- `I` = Sample Color/Weight
- `Alt` `I` = Sample Vertex Group
- `Alt` `Ctrl` `I` = Vertex Group Lock Pie
- `X` = Swap Colors (Previously missing in Sculpt Mode)

Grease Pencil:

Adding many missing shortcuts.

- `Shift S` = Animation Menu (Previously on `I` and missing outside of Draw Mode)
- `Shift` `Alt` `S` = Insert Blank Keyframe
- `Alt` `H` = Unhide Layers
- `Ctrl` `H` = Hide Active Layer
- `Shift` H = Hide Inactive Layers
- `Y` = Active Layer Menu
- `Shift` `Y` = Merge Layer Down
- `Alt` `Y` = Material Menu
- `Alt` `Backspace`/`Delete` = Delete Active Keyframe (Previously on `D` `Backspace`/`Delete`)

Other:

Adding missing shortcuts.

- `MMB` for panning in the User Interface (Highly requested)
- `Shift F` = Center View to Mouse (Replacing Frame Selected(All Regions) shortcut)
- `D` = Annotate
- `L` = Toggle Stabilize Stroke (Previously on `Shift` `S`)
- `Ctrl F` = Weight radial control in weight painting modes

Ref !109750.
2023-08-12 23:44:07 +10:00
Campbell Barton
931467cbd5 Fix type checking error in recent fix for #110464
Correct type check from dce2368b8cfc3a780a505467c22202e05804a5bd.
2023-08-12 18:41:23 +10:00
Colin Marmond
b3485c29a8 Nodes: use flat previews for shader nodes by default
For shader nodes, use the flat preview scene as default.

A new setting in the overlay panel adds the possibility to
use the material preview scene for the node previews.

Pull Request: https://projects.blender.org/blender/blender/pulls/110958
2023-08-11 16:12:58 +02:00
Christoph Lendenfeld
8ddb8e0d05 Animation: Blend To Ease Slider
This PR blends the selected keyframes to an ease-in or ease-out curve.
The difference to the existing ease slider is that this one blends,
while the other snaps to the ease curve

Co-authored-by: Ares Deveaux <aresdevo@gmail.com>
Pull Request: https://projects.blender.org/blender/blender/pulls/110566
2023-08-10 17:51:14 +02:00
Philipp Oeser
dce2368b8c Fix #110464: rna_idprop_ui_create() fails to create new string property
The `BPy_IDPropertyUIManager` takes different keywords for different
data types in its `update` methods.
Booleans and Strings only handle defaults and description while Floats
and Ints can handle additional stuff like min/max.
(see `idprop_ui_data_update_string` vs. e.g.
`idprop_ui_data_update_float`)

There was a different code path in `rna_idprop_ui_create` for bools
already (only passing a subset to `update`), now use this for string as
well since it matches.

Bug introduced in 8b9a3b94fc.

Probably good for LTS.

Pull Request: https://projects.blender.org/blender/blender/pulls/110935
2023-08-10 16:54:35 +02:00