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
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
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
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
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
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
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
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
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
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
Unused after:
- 577c0b4b4662a960430821edee6b931fea7d66b1
- 9db4c0ca4be17e71cb062e3c489a80780847ea31
See the geometry nodes commit for more background:
- 837144b4577f161baf1625f8a5478c83a088ea0f
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
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
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
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
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
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
* 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.
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".
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
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.
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