Commit Graph

13181 Commits

Author SHA1 Message Date
Bastien Montagne
2ecaa971f0 I18n: Fix several issues with UI messages extraction script.
* Fix systematic skipping of labels when they are the same as
  the identifier (Some cases are valid, like `RGB` or `HSV` e.g.).
* Add instead heuristics checks to skip non-UI properties (non-capitalized,
  or same name as identifier and Operator properties, mainly).
* Skip `bl_icon` and `icon` properties.
* Properly search for properties in all parent classes (some cases with
  e.g. `Panel` would break due to intermediary utils classes, leading to
  those internal UI properties not being skipped as expected).

Related to T43295.
2021-11-03 16:13:46 +01:00
Campbell Barton
e1f1b0841d Merge branch 'blender-v3.0-release' 2021-11-03 15:56:11 +11:00
Campbell Barton
68759625b1 Fix T92053: Industry compatible key-map fallback tools don't work
Caused by c9d9bfa84ad5cb985e3feccffa702b2f3cc2adf8.

Support for fallback tools with right-click select needed
the industry compatible key-map to be updated.
2021-11-03 15:52:42 +11:00
Bastien Montagne
12bf4adbe3 Merge branch 'blender-v3.0-release' 2021-11-02 17:05:03 +01:00
Bastien Montagne
cde982d672 I18n: Fix all new cpp files not being parsed by UI message extractor.
The 'new' `.cc`/`.hh` extensions were never added to UI message
extractor.

Related to T43295.
2021-11-02 17:02:33 +01:00
Campbell Barton
9cc05fe9c4 Merge branch 'blender-v3.0-release' 2021-11-02 16:08:13 +11:00
Campbell Barton
af9e0409f1 Merge branch 'blender-v3.0-release' 2021-11-02 16:08:10 +11:00
Campbell Barton
2fb43f08e7 Fix "Alt Tool Access" key-map preference with sequencer preview 2021-11-02 16:04:07 +11:00
Campbell Barton
4511964594 Fix T92721: "Alt Cursor Access" option fails to drag the cursor 2021-11-02 16:04:06 +11:00
Thomas Dinges
b8c573c9cd Fix T92722: Error when saving new render preset
The preset menu name was not renamed in 4ddad5a7ee5d.
2021-11-01 19:40:23 +01:00
Thomas Dinges
85176c86f0 Fix T92722: Error when saving new render preset
The preset menu name was not renamed in 4ddad5a7ee5d.
2021-11-01 19:25:11 +01:00
Bastien Montagne
339fd8027f Merge branch 'blender-v3.0-release' 2021-11-01 17:28:40 +01:00
Bastien Montagne
2f667c2bc9 Fix UI messages, typos, etc. 2021-11-01 17:28:07 +01:00
Julian Eisel
2a4dfaa0e9 Asset Browser: Correct name & tooltip for asset list refresh operator
The name and tooltip were talking about file-lists, which exposes the
fact that the Asset Browser uses the File Browser code in the UI, which
we shouldn't do. This can confuse users.
Instead have a dedicated operator for the Asset Browser with a proper
name and tooltip.
2021-11-01 12:12:28 +01:00
Clément Foucault
fe44001215 Revert "Pointcloud selection support"
This reverts commit a50f8b3fd8e74d7cc0f2224f110c85493acee1cc.
2021-11-01 11:40:34 +01:00
Jarrett Johnson
a50f8b3fd8 Pointcloud selection support
This patch adds support for selecting pointclouds.

Since pointclouds were not properly drawn to the selection buffer (as diagonsed by output from `glReadPixels` and Renderdoc), they were not able to be selectable by depth picking or occlusion queries. In `basic_engine`, objects were rendered with a shader which draws to a depth buffer but only assumes a single position vertex attribute. Pointclouds, though, require at least another vertex attribute `pos_inst` which provides the instance offsets. Thus, this patch adds another shader variant for pointclouds which supports these two attributes and renders the points appropriately.

{F11652666}

Addresses T92415

Reviewed By: fclem

Differential Revision: https://developer.blender.org/D13059
2021-11-01 11:25:23 +01:00
Julian Eisel
dcdbaf89bd Asset Browser: Correct name & tooltip for asset list refresh operator
The name and tooltip were talking about file-lists, which exposes the
fact that the Asset Browser uses the File Browser code in the UI, which
we shouldn't do. This can confuse users.
Instead have a dedicated operator for the Asset Browser with a proper
name and tooltip.
2021-10-29 16:55:20 +02:00
Jacques Lucke
c112418e95 Merge branch 'blender-v3.0-release' 2021-10-29 11:05:20 +02:00
Jacques Lucke
2d42dc4182 Cleanup: remove unused function 2021-10-29 10:39:05 +02:00
Campbell Barton
99fbf1716f Merge branch 'blender-v3.0-release' 2021-10-29 13:54:43 +11:00
Campbell Barton
bbb5a77896 Cleanup: add sections for tool key-maps 2021-10-29 11:34:20 +11:00
Campbell Barton
0283a22456 Merge branch 'blender-v3.0-release' 2021-10-29 10:53:42 +11:00
Campbell Barton
c1c016b9a4 Fix T92468: Annotation Drag option broken in Node Editors
Also enable fallback tool for link-cut.
2021-10-29 10:52:14 +11:00
Campbell Barton
45439dfe4c Preferences: remove special case for copying previous settings
This was only needed for skipping version numbers when the numbering
scheme changed for 3.0.
2021-10-28 17:59:51 +11:00
Campbell Barton
2a2d873124 Fix T92467: Path Selection broken when Drag is set to Tweak
Ctrl-RMB was getting used by "object" selection in edit-mode.

Remove selection key-map from fallback tools,
rely on the editors key-map for selection.
2021-10-28 17:42:59 +11:00
Campbell Barton
5aeecc0a29 Fix fallback tools for the sequence editor
Only regions with gizmos were checking for fallback tools.
2021-10-28 17:11:23 +11:00
Campbell Barton
f0d20198b2 Sequencer: support basic selection & delete from previews
Expose select & strip menus and shortcuts for sequencer preview.
2021-10-28 16:52:22 +11:00
Campbell Barton
e1fb7740f8 Cleanup: use sections for key-map definition 2021-10-28 14:40:06 +11:00
Julian Eisel
78c9c1012b Asset Browser: Increase size of search button a bit
Before this, the search button was quite small really, not much text would fit
into it. Increase the size a bit, but not too much to still make the layout
work in smaller area sizes.
2021-10-27 19:01:15 +02:00
Jacques Lucke
bbd6dc55d1 Nodes: fix menu when there is no node tree
Previously, some submenus were empty.
2021-10-27 15:23:27 +02:00
Hans Goudey
7d3d09b69c Geometry Nodes: Get and set nodes for ID attribute
These nodes allow accessing and changing the stable/random ID used
for motion blur with instances and stable randomness.

Since rB40c3b8836b7a, the stable ID is a built-in attribute, so to be
consistent and allow changing it in the node tree like other built-in
attributes, it has get and set nodes.
2021-10-26 15:40:57 -05:00
6871f8482b 3D View, Objects menu: Always show Assets sub-menu
Now that object assets are no longer considered experimental, the Assets
submenu can always be shown (regardless of the Extended Asset Browser
experimental feature).
2021-10-26 19:27:01 +02:00
eaed38cbd3 Add Assets menu to 3D View's Object menu
In the 3D Viewport, add an "Assets" submenu to the Objects menu, for the
same operators as available in the outliner: Mark as Asset, Clear Asset,
Clear Asset (Set Fake User).

Since object assets are still considered experimental, the menu is only
shown when the Extended Asset Browser experimental feature is enabled.
2021-10-26 18:56:13 +02:00
Hans Goudey
8ddfdfd2b2 Geometry Nodes: Handle multiple grids in the volume to mesh node
In future use cases, a volume can contain many grids that represent the
density information. In this case, it's better if the volume to mesh node
creates a mesh based on all of the grids in the volume.

This is also a benefit to share-ability, since one doesn't have to
specify the grid name in the node. Instead, in the future we can have
a way to split particular grids into separate volumes, if only one
grid should be considered.

The code changes are relatively simple:
 - Move the old volume to mesh node to the legacy folder.
 - Run the volume to mesh node on all instance geometry, like elsewhere.
 - Make the blenkernel's volume to mesh API a bit more specific.

Differential Revision: https://developer.blender.org/D12997
2021-10-26 11:25:44 -05:00
Charlie Jolly
52ccb44501 Geometry Nodes: Add Brick Texture node
Port brick shader node to GN

Reviewed By: JacquesLucke

Differential Revision: https://developer.blender.org/D12783
2021-10-26 15:39:53 +01:00
William Leeson
366262bef5 Distance Scrambling for for Cycles X - Sobol version
Cycles:Distance Scrambling for Cycles Sobol Sampler

This option implements micro jittering an is based on the INRIA
research paper [[ https://hal.inria.fr/hal-01325702/document | on micro jittering ]]
and work by Lukas Stockner for implementing the scrambling distance.
It works by controlling the correlation between pixels by either using
a user supplied value or an adaptive algorithm to limit the maximum
deviation of the sample values between pixels.

This is a follow up of https://developer.blender.org/D12316

The PMJ version can be found here: https://developer.blender.org/D12511

Reviewed By: leesonw

Differential Revision: https://developer.blender.org/D12318
2021-10-26 16:11:27 +02:00
Pablo Vazquez
af26720b21 UI: Use text highlight theme color for active tab
Currently, both inactive and active tabs are using the `Region Text` theme property.
This patch makes it so active tabs use `Region Text Highlight`.

Since this check is done in other places already but was simply missing in this case, I believe this was just an oversight and not a design decision.

Top is master, bottom is this patch:

{F11520838, size=full}

This allows this kind of tab highlight, not possible before since all tabs would have white text.

{F11520873, size=full}

Reviewed By: #user_interface, Severin

Differential Revision: https://developer.blender.org/D13003
2021-10-26 15:00:46 +02:00
Campbell Barton
118664e463 Fix custom property editing with Python 3.10 2021-10-26 22:26:35 +11:00
bird_d
41a4c62c31 Animation UI: Make Ctrl+F use textbox instead of pop-up
Avoid blocking the UI when searching for animation channels with Ctrl+F.

Instead of showing a single text input in a blocking popup, Ctrl+F now
just focuses the search box above the channel list. It feels nicer to
use and has the niceties that come from using that textbox, like
searching per keystroke, compared to the old pop-up method.

As the behaviour of the operator has changed considerably, this also
changes the operator name from `anim.channels_find` to
`anim.channels_select_filter` and updates the keymaps.

Reviewed By: ChrisLend, sybren

Differential Revision: https://developer.blender.org/D12146
2021-10-26 11:56:45 +02:00
YimingWu
fee2cedb33 GPencil: Fix(unreported) Dash modifier wrong logic.
When the modifier iterates to an empty layer with no frame it will return,
while the correct logic is to continue.
2021-10-26 17:11:51 +08:00
Hans Goudey
e463d2c16f UI: Change node editor grid into a dot grid
This patch makes the background grid of the node editor a grid of dots
instead of lines. This makes the background look a bit more subtle and
reduces visual complexity. The dots are meant to provide a reference
when panning and zooming. Based on the design of @pablovazquez, and
a patch originally authored by @fabian_schempp.

The "Grid Levels" controls how many levels of dots are drawn. As the
editor zooms in, the higher levels of dots fade in, making them closer
together visually. The zoom factor at which each grid starts and ends
fading in is controllable in the code, and could be tweaked further
in the future. The new default value is 7, out of a range from 0 to 9.

Differential Revision: https://developer.blender.org/D10345
2021-10-25 21:50:05 -05:00
Aaron Carlisle
6f5bf8aa3b Sequencer: Expose preview transform operators in menu
The also moves all the image operators into one menu.
The goal here is to expose the operators in the UI so they
work with the operator search and to make the UI consistent.

Reviewed By: ISS

Differential Revision: https://developer.blender.org/D12808
2021-10-25 22:19:30 -04:00
Aaron Carlisle
348b5f98f0 UI: Don't use colons at the end of property labels
This was a 2.7x design, now with property split we omit the colon.
2021-10-25 17:23:44 -04:00
Hans Goudey
972677b25e UI: Improve layout of custom property edit panel
This patch makes the layout of the custom property panel more coherent
with the rest of the property editor interface, makes it less busy,
allows more space for the buttons for the actual properties, and
simplifies editing values of unsupported property types or long arrays.

 - Remove the box around each property.
 - Use an non-embossed X icon for deleting.
 - Use an "edit" icon instead of the text for the meta-data edit operator.
   The "gear" icon used for editing isn't ideal here.
 - Increase the max array length for drawing the values directly to 8.
 - Add an "Edit Property Value" operator for dictionaries or longer arrays.
 - Replace the "Library Override" text with an icon.
 - Use a proper split factor, the same as the rest of the UI.

Differential Revision: https://developer.blender.org/D12805
2021-10-25 10:01:07 -05:00
Pablo Vazquez
4758a7d357 UI: Use flat colors for NLA strip drawing
The NLA editor is in need of a design overhaul, hopefully for 3.1 or 3.2.

This should be a project on itself, however, the worst offender currently is the use of
gradients on strips. Something that can be fixed easily.

{F11390293, size=full, loop, autoplay}

A simple replace of `UI_draw_roundbox_shade_x` for `UI_draw_roundbox_4fv` brings strips
in line with how other areas are drawn.

This patch also:
* Remove embossed lines around active action channel.
* Highlight the strip while being moved.

This patch does not include any theme changes. This will be tackled separately.

Reviewed By: HooglyBoogly

Differential Revision: https://developer.blender.org/D12968
2021-10-25 16:29:26 +02:00
Dalai Felinto
cfde1f9f3b Geometry Nodes: Keep Add menu sorted alphabetically 2021-10-25 15:14:40 +02:00
Julian Eisel
4100a79219 Assets: Add Author field to asset metadata
This is information you'd typically want to be visible in the UI. It's optional
of course, so if not relevant, it can just remain unset.
2021-10-25 13:51:14 +02:00
Antonio Vazquez
61bb70e0c7 GPencil: Fix unreported double stroke color in materials panel
There was an extra stroke color in the side panel, but this prop must be visible only in Topbar.
2021-10-25 13:14:54 +02:00
Jacques Lucke
039094c1ec Geometry Nodes: new Image Texture node
This adds a new image texture node for geometry nodes. It does not
reuse the same node that is used in shading, because we want to be
able to expose the image and frame as sockets.

There is a known update issue when a movie or image sequence is
used. That will be fixed separately (also see D12957).

Currently, the image socket is just a pointer to an Image ID data block.
This can contain single images but also movies and image sequences.
In the future, the definition of an image socket can be expanded to
include images that are generated from scratch in the node tree.
For more details read the discussion in D12827.

Some of the code is a direct port from cycles and should be cleaned
up a bit in the future. For example `image_cubic_texture_lookup`.

For still images, the frame input is ignored. Otherwise, the frame
has to be in a valid range for the node to work. In the future we
may add e.g. automatic looping functionality.

Differential Revision: https://developer.blender.org/D12827
2021-10-25 13:03:57 +02:00
Campbell Barton
e288e392a8 Cleanup: line length in Python scripts 2021-10-24 21:04:04 +11:00
Erik Abrahamsson
dc2524eaae Geometry Nodes: Rename node "String Substring"
This patch renames the node "String Substring" to "Slice String"
to conform to the "verb first" naming convention.
Default length is also changed to 10 to make it easier for users
to understand what the node does.

Reviewed By: HooglyBoogly

Differential Revision: https://developer.blender.org/D12931
2021-10-24 11:43:54 +02:00
Julian Eisel
9ad642c59a Assets/UI: Improve asset library Preferences UI
* Open File Browser when pressing "Add Asset Library". This just makes sense,
  since users have to select a directory for the asset library anyway.
* Move '+' icon back to the right side of the box. Then it is right under the
  'x' icons for each indivdual library, which seems like the more natural
  place.
* Correct tooltip for the "Add Asset Library" operator.
* Mark empty asset library name or paths field in red, to make clear that these
  need to be set.
2021-10-23 18:07:48 +02:00
Jarrett Johnson
3af597d16b Geometry Nodes: Add Instances to Points Node
This node takes a geometry set with instances as input and outputs
points located on the origins of the top level of instances in the
geometry set (not nested instances). It also has position and radius
inputs to allow overriding the default, and a selection input to only
generate points for some instances.

The use case for this node is a method to use geometry proximity on
instance origins, but in a more generic way that is flexible and useful
in other situations.

Differential Revision: https://developer.blender.org/D12893
2021-10-23 00:01:59 -05:00
Hans Goudey
2a7a8a04e3 Fix: Empty geometry nodes input menu with legacy nodes enabled
Caused by a misplaced comma at the end of a line in Python.
2021-10-22 22:35:27 -05:00
Xavier Cho
62d64bec2a Docs: Fixes and improvements in API documentation
Fixes several notable mistakes and missing information
regarding the API documentation (*.rst).

This will allow API stub generators like bpystubgen or
fake-bpy-module to produce more accurate result.

Differential Revision: https://developer.blender.org/D12639
2021-10-22 18:27:16 -04:00
Julian Eisel
cfc64261c1 Asset Browser: Filter options for specific ID types
Adds a filter popup to the header that allows specifiying which data-block
types to show. The menu automatically reflects all supported ID types, so it
shows a checkbox for materials, worlds and actions currently by default, and
all ID types with the "Extended Asset Browser" experimental feature enabled.
2021-10-22 23:56:05 +02:00
Julian Eisel
ca5d84b31d UI: Show ID filter settings in Link/Append File Browser as icon & checkbox
The checkboxes integrate better with the surrounding layout and are not that
attention grabbing. To my knowledge the only reason not to use checkboxes was
so the icons could be displayed. But this does it just like the Outliner filter
settings: Show the icon before the checkbox.

Also widen the popover a bit to fit longer labels (didn't fit before this patch
even).
2021-10-22 23:53:11 +02:00
Dorian
781289e31f Geometry Nodes: add Boolean and Integer Input nodes
These nodes just output a single value of their respective types,
making it possible to control multiple inputs with the same value.

Differential Revision: https://developer.blender.org/D12932
2021-10-22 15:01:28 +02:00
Bastien Montagne
65dbeb1d81 Fix T90638: Inconsistent object data behavior when link-duplicating collections.
Camera, lattice and speaker object types were missing there own proper
`USER_DUP_` flags, leading to not properly handling duplication of their
object data.

NOTE: We could probably simply opions here, by using categories (like
'GEOMETRY', 'SHADING', etc.) instead of exact object types. But this is
beyond bugfix scope.
2021-10-22 12:35:40 +02:00
Julian Eisel
a286148799 Assets: Allow specific data-block types to be enabled by default
Updates UI code so that we can enable the asset UI for specific data-block
types by default, i.e. irrespective of the "Extended Asset Browser"
experimental feature.
"Mark as Asset" and "Clear Asset" are always visible in the Outliner context
menu now, but are grayed out if not applicable and show a disabled hint in the
tooltip.

A known side-effect of this: The "Mark as Asset" and "Clear Asset" operators
are enabled for action data-blocks now, even though only pose actions created
through the Pose Libraries add-on are supported. If this is something worth
addressing is being discussed still.

Differential Revision: https://developer.blender.org/D12955

Reviewed by: Sybren Stüvel
2021-10-21 22:18:59 +02:00
Pablo Vazquez
9b1b4b9e32 Node Editor: Introduce color overlay and dashed wires theme setting
This patch includes code from D9891 and D12754, so credit goes to Juanfran and Dalai.
I updated the patches to work with `master` and with the new overlay toggle.

The reason to include both changes as part of one patch is that the dimmed dashed lines work much better together with colored wires.

Theme setting for dash opacity:
{F11370574, size=full}

{F11286177, size=full, autoplay, loop}

{F11149912, size=full}

For adding the overlay I used `SpaceImageOverlay` as reference, although I'm not familiar with this code so there might be mistakes.

Reviewed By: #user_interface, HooglyBoogly

Differential Revision: https://developer.blender.org/D12886
2021-10-21 21:00:38 +02:00
Dalai Felinto
84bb6d7c02 UI: Header / Tool Settings: Show tool icon when tools are collapsed
Show the scaled down tool icon when the tool region is collapsed. Show a
blank space when the tool region is visible.

* Minimize the UI flickering when changing the active tool.
* Show the active tool when the tool region is collapsed.
* Smaler header footprint (the tool name is not visible).

This is a follow up for T91536.

Differential Revision: https://developer.blender.org/D12939
2021-10-21 12:12:05 +02:00
Campbell Barton
5faa333e78 Cleanup: match cursor hide option with naming for the 3D viewport 2021-10-21 17:01:15 +11:00
Richard Antalik
33d6d7c6e3 VSE: Add 2D cursor overlay option
Since 2D cursor will be used rarely in VSE and it is adding visual
noise, it will be hidden by default.

Reviewed By: campbellbarton

Differential Revision: https://developer.blender.org/D12933
2021-10-21 07:49:12 +02:00
William Leeson
f0df0e9e07 Fix: Add cast to atof for CYCLES_CONCURRENT_STATES_FACTOR env variable parsing.
The conversion from double to float was causing a build failure.

Differential Revision: https://developer.blender.org/D12946
2021-10-20 21:01:39 +02:00
Dalai Felinto
1de8374374 UI: Remove extra padding on Annotate tool settings
For some reason the Annotate tool has an extra padding when compared to
other tools. This makes the UI to flicker a bit (specially with D12939
applied).

Differential Revision: https://developer.blender.org/D12943
2021-10-20 19:01:53 +02:00
Charlie Jolly
2537b32392 Geometry Nodes: Add Checker Texture
Port checker shader to GN

Reviewed By: JacquesLucke

Differential Revision: https://developer.blender.org/D12762
2021-10-20 16:45:35 +01:00
Hans Goudey
334a8d9b3e Geometry Nodes: Fields version of Curve to Points node
This commit adds an updated version of the curve to points that
supports fields. Only the position and radius are transferred
by default now, which should improve performance. The other outputs
like tangent and rotation are outputted with anonymous attributes.

I took the opportunity to change a few other small things:

 - Name geometry sockets "Curve" and "Points" like other nodes.
 - Remove the radius multiple of 0.1, which was confusing.

Thanks to @Johnny Matthews (guitargeek) for an initial patch.

Differential Revision: https://developer.blender.org/D12887
2021-10-20 10:25:49 -05:00
Philipp Oeser
690e1baf72 Fix T91808: Batch Generate Previews fails
Caused by the Cycles-X merge.

The old style of tile rendering was removed, leaving the script to error
out trying to set the tile size.

Tile rendering came back in a new form (but only really relevant for
large resolution rendering), so now leave setting auto_tile & tile_size
alone (since previews are rendered at PREVIEW_RENDER_DEFAULT_HEIGHT 128
-- which should never make a difference here).

Maniphest Tasks: T91808

Differential Revision: https://developer.blender.org/D12937
2021-10-20 12:38:33 +02:00
Julian Eisel
dd728e1539 Asset Browser: UI polish for the asset metadata sidebar
* Show asset path in a (read only) text button. Makes it possible to see the
  full path in the tooltip, brings support for copying the path and integrates
  better with the sourrounding layout. Previous label needed lots of space to
  show the full path without clipping.
* Remove "Details" panel, it only contained one item (description). That is
  moved next to the name and asset path button.
* Use property split layout for name source and description buttons. Now that
  there are multiple buttons, it's better to have a label for them.
* Always show operators for asset previews, just gray them out if not
  applicable instead of hiding. Keeps the layout consistent and graying out is
  less confusing than hiding UI elements.
2021-10-20 12:31:54 +02:00
Campbell Barton
d73f664790 Cleanup: trailing space, use single quotes for enums 2021-10-20 09:17:25 +11:00
Erik Abrahamsson
a83b405a45 Geometry Nodes: Replace String node
This commit adds a node that can be used to find and replace strings
inside of the input string. One initial use case is to have an easier
way to add line breaks to strings to the string to curves node.

Differential Revision: https://developer.blender.org/D12721
2021-10-19 15:27:47 -05:00
Charlie Jolly
67dbb42236 Geometry Nodes: Add Wave texture node
Port shader wave texture node

Reviewed By: JacquesLucke

Differential Revision: https://developer.blender.org/D12733
2021-10-19 17:30:24 +01:00
Charlie Jolly
56bf34aa17 Geometry Nodes: Add Magic texture node
Port shader node magic texture

Reviewed By: JacquesLucke

Differential Revision: https://developer.blender.org/D12732
2021-10-19 17:18:33 +01:00
Hans Goudey
0a6cf3ed0c Geometry Nodes: Fields version of the raycast node
This patch includes an updated version of the raycast node that uses
fields instead of attributes for inputs instead of outputs. This makes
the node's UI much clearer. It should be faster too, since the
evaluation system for fields provides multi-threading.

The source position replaces the input geometry (since this node is
evaluated in the context of a geometry like the other field nodes).

Thanks to @guitargeek for an initial version of this patch.

Differential Revision: https://developer.blender.org/D12638
2021-10-19 09:01:39 -05:00
Jacques Lucke
cd36f59027 Cleanup: trailing whitespace 2021-10-19 15:30:46 +02:00
Brecht Van Lommel
5b6dacb9eb Fix splash screen showing language when building without that feature 2021-10-19 14:48:37 +02:00
Charlie Jolly
729b2d026d Geometry Nodes: Add shader Musgrave texture node
Port shader node musgrave texture

Differential Revision: https://developer.blender.org/D12701
2021-10-18 14:24:14 +01:00
Jan-Willem van Dronkelaar
4de0e2e771 Animation: Motion Paths Refresh All
Adds a button, Update All Paths, to the Motion Paths property tabs and
will always show. The operator goes through all visible objects and
updates their motion paths.

The current implementation has a subtle functional change. Calculating
or updating motion paths for armature objects (through the Object tab,
not Armature tab) now also updates the paths for its bones. We could
preserve the old behavior but it doesn't seem necessary. It seems more
likely that the animator wants to update both anyways.

Reviewed by: sybren

Maniphest Tasks: T83068

Differential Revision: https://developer.blender.org/D11667
2021-10-18 14:36:26 +02:00
Johnny Matthews
1f51037676 Geometry Nodes: Endpoint Selection Nodes
The Endpoint Selection node allows for the Selection of an aribitrary
number of endpoints from each spline in a curve. The start and end
inputs are evaluated on the spline domain. The result is outputted
as a boolean field on the point domain.

Differential Revision: https://developer.blender.org/D12846
2021-10-18 06:45:16 -05:00
Campbell Barton
4f3f79c382 Keymap: support key-activates-tools for shrink-fatten 2021-10-18 18:42:35 +11:00
Campbell Barton
3f4ba64ae3 Cleanup: use depends-on-cursor for "Object Transfer Mode" operator
Replace modal operator with the OPTYPE_DEPENDS_ON_CURSOR flag.

This has the advantage of showing the shortcut in the menu.
2021-10-18 17:20:06 +11:00
Campbell Barton
be22e36692 Fix key-shortcut path for sequencer overlay 2021-10-18 15:47:31 +11:00
Campbell Barton
e538b2c3a3 Cleanup: internal sequencer naming for overlays
- Rename RNA SpaceSeq.show_strip_overlay to show_overlays
  matching the 3D View, the term "strip" was misleading as this is used
  for the preview as well.

- Rename various RNA overlay settings to overlay_frame
  since "Frame Offset" is a specific feature, avoid having both
  Editor.show_overlay and SpaceSeq.show_overlays.

- Rename Editing `over_*` -> `overlay_frame_*` in DNA,
  as well as flags.
2021-10-18 15:47:28 +11:00
Pablo Vazquez
93544b641b UI: Visual style update to panels
Back in Blender 2.30, the GUI project brought panels into Blender among other important visual updates.
For the first time it was possible to move the wall of buttons around. Providing a clear separation
between sections (it even allowed the grouping of panels in tabs!)

During the 2.5 redesign, the separation between panels became a line on top of each panel, and panels received
theme settings for background and header colors. The default theme used the same color for both.

In 2.8 the background color of panels was different from headers in the default theme, so the separator
line was removed. While the separator line wasn't elegant (only on top, non-themeable, hard-coded emboss effect),
it provided a sort of separation between panels.

This patch solves the panels-separation by simply adding a margin space around them (not visible in default theme yet).
Even though the margin reduces the width of the working area slightly, it makes room for the upcoming always-visible scrollbars.

Other adjustments:
* Use arrow icon instead of triangle to collapse/expand
* Use rounded corners to match the rest of the UI (editor corners, nodes, etc).

{F10953929, size=full}

Margin on panels makes use of the `style->panelouter` property that hasn't been
used in a while. Also slight tweaks to `boxspace` and `templatespace` style properties so they
are multiples of 2 and operations on them round better.

There is technically no need to update the themes for them to work, so no theme changes are included in this patch.

{F10953931, size=full}

{F10953933, size=full}

{F10953934, size=full}

{F10954003, size=full}

----

A new theme setting under Style controls the roundness of all panels (added it to Style instead of ThemeSpace because I think controlling the panel roundness per editor is a bit overkill):
{F11091561, size=full, autoplay, loop}

Reviewed By: HooglyBoogly

Differential Revision: https://developer.blender.org/D12814
2021-10-17 18:31:24 +02:00
Julian Eisel
73753e1a67 Asset Browser: Change default name of tags
Use "Tag" instead of "Unnamed Tag" as default name for tags. Other default
names in Blender also don't add "Unnamed" or similar.
2021-10-16 09:28:05 +02:00
Aaron Carlisle
138fdf78ba PyAPI Docs: Fix example not using keyword parameter
Fixes T92238
2021-10-15 17:55:31 -04:00
Richard Antalik
73fbd3eebd VSE: Hide tool header by default
Tools currently used by VSE don't have much useful settings, but they
use a lot of space. Therefore these headers will be hidden by default.

Property `show_region_tool_header` was added to view menu to enable tool
settings.

This could be resolved by region overlap, but it isn't working well
currently.

Differential Revision: https://developer.blender.org/D12875
2021-10-15 23:42:26 +02:00
Jarrett Johnson
88d295f952 Geometry Nodes: Updated Subdivision Surface Node
Replaces the old Subdivision Surface Node.

Changes:
 - Removes implicit instance realization, instead the node runs once
   per unique instance.
 - "Use Creases" becomes a crease field input applied to edges.
   The values are clamped between zero and one.

Addresses T91763

Differential Revision: https://developer.blender.org/D12830
2021-10-15 15:12:04 -05:00
Hans Goudey
76f386a37a Geometry Nodes: Fields transfer attribute node
This commit adds an updated version of the old attribute transfer node.
It works like a function node, so it works in the context of a
geometry, with a simple data output.

The "Nearest" mode finds the nearest element of the specified domain on
the target geometry and copies the value directly from the target input.

The "Nearest Face Interpolated" finds the nearest point on anywhere on
the surface of the target mesh and linearly interpolates the value on
the target from the face's corners.

The node also has a new "Index" mode, which can pick data from specific
indices on the target geometry. The implicit default is to do a simple
copy from the target geometry, but any indices could be used. It is also
possible to use a single value for the index to to retrieve a single
value from an attribute at a certain index.

Differential Revision: https://developer.blender.org/D12785
2021-10-15 14:09:08 -05:00
Julian Eisel
4ba7201546 Asset Browser: Hide Import Types menu for "Current File" asset library
This menu doesn't have an effect on the importing while in the "Current File"
asset library. This can be quite confusing.

However, just hiding the menu may be a temporary solution. Decision
actually to instead show a different menu, that allows choosing between
duplicating and reusing data on drop. This is being reviewed here
https://developer.blender.org/D12879.
Meanwhile (or in case we end up rejecting that), this change should
avoid some confusion.

Differential Revision: https://developer.blender.org/D12752
2021-10-15 18:53:55 +02:00
Charlie Jolly
104887800c Geometry Nodes: Add Voronoi Texture
Port shader Voronoi to GN

Reviewed By: JacquesLucke

Differential Revision: https://developer.blender.org/D12725
2021-10-15 15:28:20 +01:00
Charlie Jolly
d4f1bc5f39 Geometry Nodes: Port shader gradient texture node
Reviewed By: HooglyBoogly, JacquesLucke

Differential Revision: https://developer.blender.org/D12717
2021-10-15 15:03:21 +01:00
Jesse Yurkovich
93a8fd1249 Cleanup: Commonize code for checking scene lights/world settings
There were several places attempting to check to see if scene lights
and world were enabled for display. This tries to find a common place
for both of these to reduce duplication.

Honestly, I couldn't find a really good spot for these and settled on
DRW_engine. It's not the best spot since they're not strictly drawing
related, but let's start here.

Reviewed By: fclem

Differential Revision: https://developer.blender.org/D12658
2021-10-15 11:42:44 +02:00
Pablo Vazquez
3ccdee7532 UI: View2D: Align vertical indicators to view
In editors with vertical scale indicators, such as Graph Editor,
Drivers, or VSE, display the values aligned to the view.

Also add a shadow (similar to the 3D View info) to improve readability when the text is on top of curves, strips, or other content.

{F10987240, size=full}

Reviewed By: Severin

Differential Revision: https://developer.blender.org/D12809
2021-10-15 02:54:10 +02:00
Johnny Matthews
cddda70618 Geometry Nodes: Merge Conflict Cleanup
Removing a line that remained from a merge.
2021-10-14 12:22:33 -05:00
Johnny Matthews
42a05ff6ea Geometry Nodes: Rename Nodes ID Names + Menu Org
Re-alphabetize the main add menu.

Rename Node ID Names:
FloatCompare => CompareFloats
AttributeCapture => CaptureAttribute
Boolean => MeshBoolean
CurveFill => FillCurve
CurveFillet => FilletCurve
CurveReverse => ReverseCurve
CurveSample => SampleCurve
CurveResmaple => ResampleCurve
CurveSubdivide => SubdivideCurve
CurveTrim => TrimCurve
MaterialReplace => ReplaceMaterial
MeshSubdivide => SubdivideMesh
EdgeSplit => SplitEdges

Differential Revision: https://developer.blender.org/D12865
2021-10-14 12:10:52 -05:00
Hans Goudey
17b8da7196 Geometry Nodes: Field version of mesh to curve node
This commit adds a fields version of the mesh to curve node, with a
field for the input selection. In order to reduce code duplication,
it adds the mesh to curve conversion to the new geometry module
and calls that implementation from both places.

More details on the geometry module can be found here: T86869

Differential Revision: https://developer.blender.org/D12579
2021-10-14 12:06:48 -05:00
Alexander Gavrilov
1996efe7aa Python API: implement PoseBone.children via Bone.children.
Currently `PoseBone.children` is implemented by a linear scan of
the list of armature bones. This is doubly inefficient, since
not only is it scanning all bones, the `obj.data.bones` list
is actually synthetic and generated from Bone children lists.

Instead, use the `Bone.children` native RNA property.

Differential Revision: https://developer.blender.org/D12727
2021-10-14 19:44:37 +03:00
Charlie Jolly
2341ca990c Geometry Nodes: Add White Noise texture
Port White Noise shader to geometry nodes.

Reviewed By: JacquesLucke

Differential Revision: https://developer.blender.org/D12719
2021-10-14 14:56:48 +01:00